Shield DI and Option Selects:
It should be noted that when in shield hitlag, a player can SDI horizontally while remaining in shield.
ISSDI and Dual Sticking can be manipulated to create some truly unique option selects out of shield:
If you hold the analog stick towards your opponent and cstick upwards, you perform a Forward Roll or Buffer Grab Option Select. If inputted outside of the presence of shield hitlag, you will input a forward roll. In the presence of shield hitlag, you will input two analog stick SDI input towards your opponent for a grab if you input both sticks during shield hitlag. However, if you were holding forward prior to going into shield and shield hitlag and only the cstick is inputted during shield hitlag, it will perform only one SDI input while buffering a grab. The option select will then alternatively be a standing grab if inputted outside of the context of shield hitlag. For either of these option selects, inputting jump prior to hitting cstick up will replace grab with an usmash out of shield in the trade of the option select.
If you hold the analog stick towards your opponent and then input away from your opponent, you perform a Back Roll or Buffered Grab Option Select. If inputted outside of the presence of shield hitlag, you will backwards roll. If inputted during shield hitlag, you will first input a cstick measure of SDI away from your opponent. The frame immediately after, you will input an analog stick length of SDI towards your opponent. Since a full analog stick SDI input is longer than a Cstick input, you will have net movement towards your opponent while in shield hitlag. The net gain is large enough to allow In Shield SDIing over the ledge, which is useful in anti-planking situations. This can be used as a safety option if one is unsure if they are going to be hit on shield because rolling away from your opponent is generally safer than rolling into your opponent.
Manipulating the analog stick towards your opponent while in shield hitlag and tapping down on the cstick creates the effect of ISSDI inputs towards the opponent and immediately buffering spot dodge. If done in shield hitlag for a multi hit move, it's possible to actually use the early (and usually weaker) hitboxes your opponent does on shield while side stepping the last (and usually strongest knockback) hit box, increasing spacing and frame advantage.