Done some testing with the grab release > D-smash or D-tilt combo. Got some interesting results.
(Note that the results that follow assume your opponent does the specified action instantly after the grab releases, more than a split seconds hesitation means they get hit anyway and no more action is necessary)
So where the D-smash was lacking because it could be powershielded, the D-tilt does quite well. Instead of simply nicking them if they powershield, it actually pushes them backwards JUST far enough to be out of grab or jab range, while giving enough hitstun and space to make a F-smash punishable. And if they don't powershield it can poke through shields at pretty much anything less than completely full. Unfortunately where the D-smash shined, the D-tilt is less dependable. Most jabs are faster than the D-tilt, whereas the D-smash can only be outdone by two character's jabs. Also if they do so fast enough it's possible to simply run or jump away from a D-tilt, where the D-smash is fast enough to catch them anyways.
But don't count the D-tilt out quite yet, it can still be an interesting tool. Because of the way it leaves off your opponent if powershielded, its very tempting for them to try and strike back. However almost anything done after this point is only asking for a D-tilt lock. For example if you push back a Lucario with a shielded D-tilt and he tries to punish you with a jab, his foot actually comes out far enough on starting the jab to be in range of the second D-tilt, locking him before the hit is even fully animated. The same goes for his side B, just tilting the stick towards you to execute it moves him far enough to be in the hitbox. This also holds true for any dash attack or grab attempt, and most SH aerials (since most reflexive response misses due to you being physically crouched over while D-tilting).
Basically it comes down to whether you think your opponent will try and shield vs. anything else. If you think they'll shield throw out a D-tilt, otherwise a D-smash will suffice. Use your own judgment and try it out yourself. In a best case scenario your opponent will expect you to throw him immediately and will be thrown off guard for the literal second he has to respond, but if not you'll have to use a bit of strategy.
EDIT: It seems that if you simply hold forward as you D-smash, you take a half step as you D-smash, pushing back your opponent just like a D-tilt would, out of jab range etc. This seems to make your D-smash a bit slower, but it also messes with perfect shield timing, will look into this more later. Maybe it will be useful, maybe it wont.
But enough generalizing, lets get down to specifics (will add more detail when I get the time to do more research, mostly just looked at jab responses so far):
- D-smash: Can only shield.
D-tilt immediate response, no shield: Can jab faster than you can tilt, and can also use fire breath to step back (animation alows his foot to leave your D-tilt range, but the distance the fire is at allows you to escape without much damage done). Less than 30% and he can clank with your D-tilt with his Rock Smash (but why are you trying D-tilt this low anyways), above 30% you clank the rock as you lock him, taking no damage (though it looks like it SHOULD have hit you). SH Fair goes over your head or at least nicks you so little you don't flinch, then he lands and you lock him (hard to verify 100% with just me around). He can still run etc., but no other attacks are fast enough to stop your D-tilt. Noteworthy that a successful D-tilt will set him up for an inescapable buffered Bair if done correctly.
D-tilt shielded: (get to this later)
- D-smash: Strangely can turn and run fast enough to escape, but if you simply hold forward as you D-smash you'll catch him anyways. Otherwise can only sheild.
D-tilt immediate response, no shield: His jab clanks with your D-tilt before 30% (but you shouldn't be trying a D-tilt before 30% anyways since its not a lock) after that the hitstun increases enough to let you D-tilt safely. He can also side B, but you can interrupt it with your tilt if timed correctly (after hes done pulling back hes back in range). No other exeptions I could find, but like others he can SH Dair if given enough time.
D-tilt shielded: He seems to be out of range for everything but short hops, side B, and down B. Down B can be easily stopped with a timed D-tilt, starting a lock. Side B can also be stopped with a D-tilt but it's a bit harder to time.
- Unless you know for sure your opponent is going to shield, Id stick to D-smash against a Falco. He can jab past either a D-smash or a D-tilt immediately after your grab, but is more likely to succeed against the D-tilt so don't push your luck here if you don't have to. Interestingly if he tries to jab after being pushed back, a D-tilt will usually hit him first, and if not will clank repeatedly until one of you gives up (though if given too long his jab usually wins in the end, especially below 30%). On a positive note after a shield pushback your D-tilt beats (or at least clanks with) his F-smash if timed right (when his head almost touches the floor).
- Link is too slow to jab past either attack, and though ranged, his grab is too slow to stop the D-smash. If pushed back he can just grab you with the chain though, so I'd lean towards the D-smash.
- Either attack will work on Lucario initially, as he cant jab or double team either one. If pushed back he seems particularly poor at getting past the U-tilt. Go figure. Can still F-smash fairly well, but you can shield it if he tries.
- Either attack works, but D-tilt leads to an inescapable Lightning Kick just like on Charizard.
:shiek:- Jab can stop both attacks out of the gate, but if pushed back D-tilt clanks with the jab (though you usually win in the end). Noteworthy that like Charizard, Sheik's shield is easily poked through.
- Fair game for whatever you can throw at him. If he gets pushed back your D-tilt will clank with his jab consistently, as will his F-smash if timed like Falco's.
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- Marth and Diddy are interesting cases, not particularly useful, but worth mentioning just the same. You see you can only actually do anything to them if they DO shield. Initially they are out of range of either D-tilt or D-smash, but because of the stance shielding puts them in they actually step into range. If you wait until Diddy's elbow pokes through, or the corner of Marth's cape shows (you only have to wait a second really) you can D-smash or D-tilt them. Yeah weird I know...
Any character not here either jumps to escape a grab, or ends up being too far away to D-smash or D-tilt.
EDIT: Found method to make shielded D-smash have more hitstun for them, details above character specifics. Updated the Gannondorf and Charizard sections, made some general error fixes (mostly with them), and split into D-smash and a before and after shielded D-tilt for ease of reading. Will update and format other characters in due time. I know most of you have gave up on this idea since its not a true combo, but I'm going to give the specifics anyways, just in case you feel creative one day.