Attack | Ending | Auto Cancel | Landing | Patch Diff
Neutral Air Sweet | [-23,-24] | [-20,-21] | -7 | 4
Neutral Air Sour | [-4,-24] | [-1,-21] | -9 | 4
Forward Air1 | [-18,-20] | [-18,-20] | -22 | 4
Back Air | [-7,-9] | [-4,-6] | -10 | 5
Up Air Pre | [-21,-32] | [-20,-31] | -20 | 2
Up Air Final | [-15,-16] | [-14,-15] | -18 | 3
Down Air Spike | [-14,-15] | [-12,-13] | -20 | 7
Down Air Sweet | [-14,-15] | [-12,-13] | -20 | 5
Down Air Sour | [-18,-19] | [-16,-17] | -24 | 3
So his sizable gains were in Down Air sweetspots, and back air.
Full action = not landing during the animation, the patch diff is how many frames extra those moves are on block now.
I'm not sure how viable auto cancelling Down Air, an auto cancelled sour nair (-1 optimally) are, but ff sweetspot nair can generally only be grabbed unless power shielded
Any multi hit move which an opponent could shield drop between (your ftilt) got buffed in this patch 100%.
Gordos had a hitlag modifier and are now safer on shield by quite a few frames. Could see a lot easier guaranteed traps on it.
Back Air is so meaty and if you can space and time for an auto cancel you're advantaged on shield drops, you can grab before any character with slower than a 2 frame jab can do much about.
Dedede will likely find himself more easily pressuring in this patch once he gets going. Nothing huge, but I do think as a character with high damage values he has come out on top more on average. How dedede can trap a shield and cover the opponent's afterwards could all be that much more feasible.