In spite of the claim in patch notes that Zetter’s shine frame data changes make followups stricter “while not changing the input timing,” input timing is definitely different. Shine -> wavedash inputs on shield or on hit frequently result in empty jumps instead of a waveshine, with later shield inputs being seemingly eaten or unbuffered. Occasionally, directional inputs on the wavedash are also eaten if the wavedash does happen to come out. The misinputs I’m getting seem very similar to if not maybe identical to the ones seen a few patches ago (I believe October or so of last year?) when certain wavedash mechanics were altered
Edit: As a follow up to this - the jump timing is of course by design later, but the issue is that jump is still bufferable with the same timing after a shine hits, but the shield input to wavedash after the jump gets eaten resulting in buffering empty hops