Oh I see. I guess frame editing is harder than I thought. I was assuming about 11-14 lines for the shield stun since it is basically doing what PW did to make the final version of the hitstun which is 4 frames more. Subtract 7 lines being shared and you get around 4-6. Thats my guess but I see how predicting could be hard...
Yeah, hacking is hard to match to your normal thought process because you figure it works like the below example:
Say I want to make a "Never Drown" code for Brawl. It's a
very arduous process as it's not just a value change, it's not a time change that you know of on screen. You have to jump in the water, search "greater than" when you're about to drown, then you jump out, jump in wait until you're about to drown then do another "greater than" search, jump out, jump in and search "less than", jump out and jump in again and search "less than" again. Rinse and repeat.
Eventually, you narrow it down and have to try the code out. If it doesn't work, you have to try a different process.
That's how it actually is for some codes. But, normally what someone thinks is this "Oh! Just search for when this happens and change it!" It doesn't work like that, there are MANY addresses that pop up with each search, and you could be trying for HOURS to find that address you're looking for and wind up wasting a day never finding it because you're not using the correct process for it. It's not just looking and saying "Change the frame data!" it's searching for the address that controls the frames, searching for the right frames for PSing, and making it longer/shorter based on what's found. And even then, you may need to do even MORE searches because it's not just enough.
It even goes beyond searching, setting breakpoints and such are also apart of this, that's of course if you're doing ASM.
Frames may not be stored as numbers, is what I'm getting at here, just like drowning isn't stored as a simple frame number, time, or even value in general. You have to be able to know what you're looking for and what you're dealing with. When you find it, THEN you can judge what you need to do to it to manipulate it to your liking. Depending on what needs to be done determines the length and code type, not everything can be a modifier. The frames for PSing could be stored in such a way that, it makes the code sooo lengthy you wouldn't believe, or PSing could even be connected with something else that makes the code even longer.
You won't know how long the code is unless you can look at the memory in the game and see how it handles it. Then and only then can you actually say "this needs ASM" or "this can be done with a simple modifier" depending on the outcome (be it value or time or whatever).
Not everything is kept simple, even if PSing looks simple, it may be extremely difficult in the memory.