something like that, idk
the theory i have for it is: dair has 5 parts to it, they are active every 2nd frame which means there's a 1-frame deadzone between each kick of dair. this means better shield pressure can be achieved by always landing the frame after your kick hits, instead of 2 frames after your kick hits.
it's hard to master a stupid timing like that, so the move REMAINS inconsistent even in 2012
From my shield pressure thread:
======================
Dair Shine
Assumes frame perfection in SHFF timing and perfect jumps out of Shine. Something worth noting is that this model assumes you do the Dair frame perfectly, which means a perfectly fast falled SHFFL Dair produces 4 hits, opposed to 3. I haven't calculated what the difference between the 3 hit chain and the 4 hit chain looks like. Not sure if I will.
01 Shine hitlag
02 hitlag
03 hitlag
04 hitlag
05
06
07 Jump start (1)
08 (2)
09 (3)
10 Airborne, Dair start (01)
11 (02)
12 (03)
13 (04)
14 (05) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
15 (06) Stun – 5
16 (07) Stun – 6
17 (08) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
18 (09) Stun – 5
19 (10) Stun – 6
20 (11) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
21 (12) Stun – 5
22 (13) Stun – 6
23 (14) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here
24 (15) Stun – 5
25 Land, L-cancel (1) Stun – 6
26 (2) Stun – 7
27 (3)
28 (4)
29 (5)
30 (6)
31 (7)
32 (8)
33 (9)
34 Shine
======================
So basically, the dair has some amount of hits (6 or more, I forget). When you SH dair, if you input the FF and get the dair out pretty fast then you have 4 hits and the 4th hit connects within a couple frames of landing (either 1 frame of falling, 0 frames of falling, and I forget if there can be 2 but w/e). This essentially means that - provided you got a good FF timing and all 4 hits - your window of vulnerability is 6-7 frames before you shine. I obviously don't need to tell you that shield grabs go active on frame 7. Other important things that go active quickly: Falco shine OOS (6), Sheik nair OOS (hit 6, airborne & moving 4), Fox shine OOS (4), Samus Up+B OOS (invuln frame 2), Bowser Up+B OOS (invuln frame 2), Peach nair OOS (hit 8, airborne & moving 6).
It's not very good vs shield IMO but I mean it's not completely terrible either because of the niche it fills during pressure, where its hitbox is, and its immunity to crouch canceling. That said, I'm partial to simply grabbing the bubble whenever possible.