I've actually been wanting to make a thread like this. Using
this source for pre-patch and the formula provided in
this thread, here are the new shieldstun numbers on Bowser's moves. For Nair and Fire Shot (Neutral 2) I put shieldstun numbers in accordance to how much damage they dealt pre and post patch. Also note that with shieldlag equalized between attacker and defender on hitlag modified moves, Our Dash slash is about 3 more frames safer on shield post-patch, in addition to the shieldstun increase. And now projectiles do have their hitlag modifiers in effect for shields, which makes Fire Roar (0.5 hitlag) deal I THINK 3 and 2 frames of shieldlag instead of 5, making it less safe on shields despite the shieldstun increase. Slip Bomb's ground trip hitbox also has 0.0 hitlag, thus probably deals no shieldlag post patch, but I'm also not sure if that hit is calculated as a projectile hit or not)
Jab 1: 2 > 4
Jab 2: 3 > 5
Ftilt: 5 > 8
Dtilt 1: 6 >10
Dtilt 2: 5 > 8
Utilt: 4 > 7
Dash Attack (early 10% hit): 4 > 7
Dash Attack (late 8% hit) 3 > 6
Fsmash (strong 24% hit) 9 > 15
Fsmash (late 17% hit) 6 > 11
Usmash (strong 20% hit) 8 > 13
Usmash (weak 15% hit) 6 > 10
Usmash (landing 6% hit) 3 > 5
Dsmash (initial 2% and 1% multihits) 1 > 3/2
Dsmash (final 9% hit) 4 > 7
Nair (individual 5/6% hits) 2 > 5
Nair (two limbs colliding on the same frame for 10/12%) 4 > 8
Fair (strong 13% hit) 6 > 9
Fair (weak 11 or 12% hit) 5 > 8
Bair: 8 > 12
Uair: 6 > 10
Dair (falling 16% hit) 7 > 11
Dair (landing 2% hit) 1 > 3
Fire Breath (1.2% non-windbox hit) 1 > 2
Fire Shot (5/6% early hit) 2 > 3
Fire Shot (4/5% late hit) 1 > 3
Fire Roar (2.7% hit) 1 > 2
Fire Roar(1.8% hit) 1 > 2
Dash Slash (early 8% hit) 3 > 6
Dash Slash (late 6% hit) 2 > 5
Whirling Fortress (ground 1% multihit) 1 > 2
Whirling Fortress (ground 4% final hit) 2 > 4
Whirling Fortress (air initial 10% hit) 3 > 7
Whirling Fortress (air 3% multihit) 1 > 3
Whirling Fortress (air 3% multihit) 1 > 2
Sliding Fortress: 2 > 5
Bowser Bomb (4% rising hit) 2 > 4
Bowser Bomb (20% falling hit) 7 > 13
Bowser Bomb (11% landing hit) 4 > 8
Turbulent Bomb (5% rising hit) 2 > 4
Turbulent Bomb (9% falling hit) 4 > 7
Slip Bomb (18% falling hit) 7 > 12
Slip Bomb (13% landing hit) 6 > 9
Slip Bomb (2% trip hitbox) 1 > 2
Edit: Fixed shieldstun numbers for Neutral Bs, which are projectiles (different formula). I also fixed a lot of my pre-patch numbers.
The real heroicly changed move is our Dtilt. The time between swipe 1 and 2 is 10 frames, and now Dtilt 1 deals 10 shieldstun. Thus making Dtilts two swipes a true blockstring. This is of course assuming Dtilt 1 doesn't push the target far enough that the second swipe doesn't reach. Dtilt was always fantastically safe on block, and now it's more so. I'm also optimistic about short hop Fair and Bair, since both could menace the opponent's shield health when spaced well.