Guys...Let's talk about how this could effect Sheik:
"I'm testing Link's frames and every single one of his normals causes more shieldstun. With the way the numbers are changed I think this means that there was a change to the formula for shieldstun.
Jab 1: Shieldstun increased from 1 frames to 4.
Jab 2: Shieldstun increased from 1 frame to 4.
Jab 3: Shieldstun increased from 2 frames to 5.
F-tilt: Shieldstun increased from 6 frames to 10.
D-tilt: Shieldstun increased from 5 frames to 9.
U-tilt: Shieldstun increased from 4 frames to 8.
The shieldstun for the rest of his normals change in a similar pattern.
In addition to this it appears that hitlag modifiers on shield may have changed again. Link's f-smash 2 originally had 12 frames of self shieldlag and the opponent only had 10. Now both Link and the opponent have 12 frames of hitlag. His uncharged spin attack was 10 frames of opponent shieldlag, 11 frames of self shieldlag; now it's 11 frames for both. Full charge was 13 frames of opponent shieldlag, 15 frames of self shieldlag; now it's 15 frames for both.
So what does this mean? Well, not only does it mean that potentially everyone is safer on shield, it also means that some multi-hitting moves are true blockstrings now. So you block one hit you're forced to block the rest. Yoshi/Wario/Mario d-air, Mega Man b-air, Sonic/Dedede/Ryu f-tilt are some examples. Not all multi-hitting moves are like this though (e.g. Fox/Jigglypuff/Dr Mario/Kirby d-air, Super Pit Bros/Lucas n-air, Super Pit Bros/Pikachu f-air, Pikachu b-air, rapid jabs), so I'll have to look into why (most likely because even with the shieldstun increase, the gap between the hits on those attacks is just large enough).
I'm gonna check Ryu and Marth next to see what impact this has on them.
This patch was not as insignificant as some may have thought."
Courtesy of Shaya and LordWilliam1234