multishines are far more frame tight to OOS options.
frame 1: shine, first frame of shieldstun + some frames of hitlag
frame 2 (after hitlag): 2nd frame of shield stun
frame 3: 3rd frame of shieldstun
frame 4: 4th and last frame of shieldstun, shine is JCable (first frame of jumpsquat for wolf)
frame 5: 1st actionable frame for opponent, 2nd frame of jumpsquat for wolf
frame 6: 2nd actionable frame, 3rd frame of jumpsquat
frame 7: 3rd actionable frame, 4th and last frame of jumqsquat for wolf
frame 8: 4th actionable frame, wolfs shine comes out
in other words, you can just barely roll out of wolfs multishine, and since rolls and spotdodges are generally quite punishable during good shine pressure, this puts wolf in a pretty safe position. only characters like bowser, DK, GW, samus, zard, and mario have an up b OOS that has a quick enough hitbox/invincibility to escape it.
compare to shine grab, where wolfs grab would start on the second frame of jumpsquat (frame 5 above), and finally come out on frame 11. That gives the opponent 7 actionable frames to either acquire invincibility, hit you, or even throw out a grab of their own that will collide with yours (the winner of the exchange is determined by port priority.
for all practical purposes, most people arent always frame perfect enough to avoid a shine grab, so it usually works, but just be aware that it isnt frame tight.