ANND here we go. I'll take this one chunk at a time... easier on me that way. :) Just watch for edits on this post. I will post when the list is complete.
Format: Move, Impact Frames, Block Frames, Hit Frames (no CH frames), Notes
Standing Horizontal Moves
A - i13, -8, 2
AA - i13, -6, 6
[ A ] - i17, -15, -5, Opp BT on Hit
6A - i17, -8, 2
6AK - i17, -2, KND
6[ A ] - i21, -18, -8/AT on CH
3A - i19, -6, STN
3[ A ] - i22, -18, -2
2A - i13, -6, 8
1A - i23, -16, -4, CH -2
4A, i21, -8, 2, STN on CH, TC, Guard Burst 13
214A , i56, UB, TC
Self-notes: Nothing out of the ordinary here except that 4A TC's now apparently. I don't think it did so in SC4. The guide pins it as a really good move for Ivy especially when fishing for a CH... for me, I reserve my judgement.
And yes, avoid 3 [ A ] like the plague. Such a good move in SC4.... you shall be missed.
Standing Vertical Moves
B - i15, -8, 2
BB - i15, -6, 4
[ B ] - i15, -20, -10, Guard Burst 8, Opp FC on hit
bK - i18, -16, KND on CH (no frames for hit here, guide screwed up)
6B - i18, -6, 4, Guard Burst 14, TC
6b8 - i12, -19, -8, Tip range/Late Hit: -2 on Block, +9 on hit
(6B8 air AT has a Clean Hit C probability)
6B8K - i12, -12, 2
6[ B ] - i24, -15, -6, TC
6 [ B ]2_8 - i24, -28, -16, NC on CH
3B - i18, -10, LNC, Guard Burst 13, TS
2B - i16, -8, 2
1B - i16, -8, 2
4B - i11, -6, 4
214B - i20, -14, -4, TS, TC, NC
Self notes: B has Ivy's best moves, no doubt.
BB has reaaaallly good frames now and is a decent pressure tool.
6B8 has a weird property where it can hit late at tip and have different frames.
4B is officially Ivy's fastest move at i11. Good frames on this as well.
6B remains as a really good move. At Guard Burst 14 and i18, it's the best speed-guard burst ratio that Ivy has. The fact that it TC's is just icing on the cake.
The is no reason to do 6[ B ]2_8 anymore unless you're in tip range or fishing for the KO. I don't get why they butchered this move, but its simply horrible now. Sad, really.
3B Tech Step seems interesting. If it can tech step enough, I can see good CH opportunities with it.
214B is much safer now on block. -14 means you'll most likely get hit by AA only from most characters. The notable exception here is Pyrrha, who has i14 on her 236B:6. For its solid tech step (TS) and its use at disadvantage, its a definite improvement over its SC4 version.
And we now enter new terminology. Only certain moves have a chance of triggering Clean Hit. Each move also has a different probability of triggering it, the actual probability being unknown. C has the lowest, while A has the highest.
Standing K
K - i13, -8, 2
6KB - i14, -11, -8
6KBK - i14, -11, 2
(oddly enough, guide missed the frames on just 6K)
3K - i14, -6, 6
3K (charge) - i32, 3, STN, Guard Burst 9, charge can be let go at any time
2K - i15, -14, -2
1K - i24, -20, KND, STC (c/o Ring)
4K - i18, -12, 3 STN on CH, can RO, Guard Burst 14, TC (c/o Ring)
Self Notes: Not much to say here too. I don't know how practical 3K charge now is given that it can stun on NH (but is an i32).
1K is unsafe as all hell -- given the combo does only 40 damage, use sparingly and in good risk/reward situations. Otherwise, it's simply faster to throw.
6K is probably her best K move at this point. Too bad its hard/impossible to hit confirm to CH 6KB.
A+B Attacks
A+BA - i20, 4, *-10, TJ, NC
I am almost positive the -10 is a typo here and it should be +10. Also, the block frames may also be a typo as well (likely -4) but might be worth checking into.
6A+B - i75, UB
2A+B - i19, -10, KND, Guard Burst 12, LNC on CH, Clean Hit C, Force crouch on block
1A+B - i32, -12, STN
8A+BB - i22, -20, KND, Guard Burst 12, RO, TJ
8A+B[ B ] - i22, -28**, STN, RO, TJ
4A+B,B - i28, -1 or -22 (depending if B is pressed after 4A+B), 8 or KND, Guard Burst 6, aGI's all mid horizontals, RO
Self Notes: If someone can check to A+BA actual frames that'd be great. I'm pretty sure I'm correct, but you never know.
2A+B isn't as bad as I thought it was, personally. i19 sucks, but given that it KND's, relatively safe on block and can fish for CH (although you probably won't get it) to combo damage, it's a decent tool to use. The fact that it OTG's also helps its case too.
I wouldn't let 8A+B[ B ]'s frames fool you just yet -- this move has some very decent pushback and may make it pseudo safe. However, this move no longer TC's, only TJ's, which sucks.
4A+B by itself seems to be really decent in terms of frames. 4A+B on block -> 4B makes a pseudo i12 frame trap that most AA's won't be able to beat.
B+K Attacks
B+K - i35, -2, LNC, Guard Burst 7, RO
6B+K (hit) - i29, -2, KND, Guard Burst 9
6B+K (throw) i29, -2, 4, Guard Burst 9, Opp BT'ed
6[B+K] (throw) - i29, -11, +10, Guard Burst 9
1_2_3 B+K - i26, -10, STN, RO
7_8_9 B+K - i29, -29, STN, 11, NC, LNC CH
4B+K - i75, UB
Self notes: Not much here. I just miss the 7_8_9 B+K relaunches mid combo. Hope someone can find something...