Since there's been talk about Dsmash, I decided to look into it.
Guys, the new Dsmash seems pretty amazing, the range is a lot better than it looks, it's actually about the same as Brawl's and will cover most of a battlefield platform if you're standing in the middle of it. Now here's the best part, Remember how Bowser spun on a non central axis to get the range that it had in Brawl? Well i'm sure you noticed that he doesn't do that anymore, however there's a ring of dust on the ground on either side of Bowser that shows how far it actually reaches on either side of him, this part of the hitbox isn't overlapping any part of Bowser's body which means that the Dsmash is disjointed!
I have tested this, by Dsmashing a Bob-omb with that part of the hitbox, it exploded, Bowser took no damage. Also, when I was testing it against Luigi, it will always klank his fireballs before they even get close enough to touch Bowser while he's spinning and the CPU NEVER challenges the Dsmash, it'll just stand around and wait for your hitbox to leave, which is unfortunately is a bit earlier than it might look, Bowser is still spinning a bit after the hitbox is gone. However, I think that's a fair trade for such an amazing hitbox. I haven't tested how high the disjoint reaches, but from what I've seen it does not appear to be disjointed at the very top of the shell, it seems to just be on either side of him, I tried testing with the back end and wasn't able to find a range where explosions didn't hit me, but I think it's just cause of the animation making the shell extend just a little bit too far that way, For the most part, any attacks that aren't disjoints are probably going to lose.
What do you guys think about this?
Edit: By the way, in case no one knew this, you can fastfall rising SH Fair and Bair and still autocancel, the timing is about the same on both aerials, it's easier to practice with Fair since there's more of a visual indicator. Make sure to practice this on a sandbag or character since the timing when you actually hit is a bit different than when you miss. It's possible to do the fastfall too quickly if you connect with it then just go into landing lag, which sucks.
You want to complete the swipe, and look for the other hand, which isn't swiping to lift up next to him, at that part of the animation you will wait for half a second then you can fast fall. All this does, is shave off a few extra frames from your attack since you're spending less time in the air where you unable to do anything, it also makes following up on the fair a little better because you have extra frames to follow up with, the same goes for Bair, although you probably won't need the extra frames for follow-ups but it still makes it just a bit safer if you miss, and fast fall into shield seems pretty strong in this game.
Also, this does appear to give us a true combo option, if you're jumping towards a taller character and land the Fair, fast fall jab1 will connect before they can do anything. This seems to work starting from 18% probably to around 50% That's around the range it registers as a true combo in training mode, hopefully the combo counter in this game is more reliable than Brawl's. Anyway, even if they are out of range, you get a tech chase opportunity when they land if they tech, you could also try to hit them with a dash attack if they miss the tech and start juggling. By the way, Ftilt works too but only in the later percents, keep in mind that this isn't very easy to do since hit lag on Fair seems a bit higher than it did in Brawl but if you'r doing it correctly then it should register on the combo counter, also the second hit of jab will not combo out of the first hit in this situation for some odd reason. If anyone finds any other good uses for this then let me know, I'll add what you find to the OP.