About this shield poking mechanic, apparently there is another variable determining how fast your shield gets damaged by attacks (although they are influenced the same way by holding shield, shield regeneration is also not influenced by it).
Shield strength
I'd like to have detailed frame data on dashes, for example the frame on which run becomes available and the window for foxtrot.
Run animation starts at [number in frames]. From my tests it is possible to interrupt one frame earlier though (so the given number minus one):
You can foxtrotting by letting the stick go between the second frame and last frame of your inital dash (number above minus one). You can foxtrott from frame 18 on (if your first dash was on frame 1), so for some charaters it is instant and some have to wait longer. They could run->crouch->dash instead for reversing their dashdance purposes. If you repress the stick too early you end up in the run animation. Normally it is more ideal to let the stick go on the last frame to minimize/neutralize the deceleration caused by tractio with your dash&run acceleration.
Remember that if you foxtrott, there is no window to the end of the next foxtrott so you could wait out traction slows you down to a certain point and then input the next value.
I could also search for the Dash&Run Acceleration and Traction Values, the complete dash dance lengths, as well as for foxtrott lengths dependant on how far you allow your character to slow down.
EDIT: It seems it works a bit different with Bowser and I can't read the data out as with the other characters (same for Giga Bowser). I assume though that this means he can foxtrot immediately and run-cancel from frame 11 on.
Just a heads up, it looks like DK/Link/Sheik/Toon Link don't have values for walking speed. Great job overall though, keep it up!
Looks like Nintendo did some copy&paste here.