This is discussed on the SRK forums here. This is a summary of the information in that thread:
In general:
I don't know whether these values account for the bonus stun frame for the first attack.
To calculate the frame advantage of a non-knockdown hit, subtract the remaining time in the hitting move from the blockk or hitstun it confers. Remember to include any hitting frames after the one that's hit.
This is also untested, but I believe that when projectiles hit or are blocked, there is an additional 14 frames of advantage due to 1-sided hit freeze.
Projectiles that are canceled by Banishing Flat/Green Hand, Machine Gun Punch, Honda's Super, or LP Sumo Torpedo seem to cause one-sided single frame freeze.
Knockdown and Reset time is reduced by hitting the stage walls. This includes hitting the wall due to character separation. (For example, Zangief's spinning pile driver usually has significantly increased knockdown time if you do a Green Hand or the towards+FP hop just as you land since the opponent will otherwise hit the far wall.)
The knockup time seems to be related to jump arc properties, so characters with short air time like Honda, Blanka, and Vega (the Claw) are going to hit the groud more quickly, while the floatier characters - M Bison (the Dictator) Dahalsim, and to a lesser degree Cammy will generally spend more time in the air.
I suspect - though I haven't tested - that the knockdown dwell time for characters once knocked down is fixed per character. However, since most knockdowns in the game are a combination knockdown/knockup, I haven't found any easy precise generalizations.
I suspect (once again without testing) that teching a throw qualifies as a knockup.
Knockups and knockdowns confer 13 frames of throw immunity upon recovery, this prevents simple throw loops.
T. Akiba has some numbers, translated by NKI, here in the 'speed of getting' up section of the reference data.