The 2nd and 3rd hits of d-smash were kind of a joke, kind of not. I've been getting a lot of mileage out of hitting the end hits in combos because the lower KB + hitting with a later part of the move is often very convenient for setting up follow ups. If you watch my set with Weon-X from ROM7, on BF in the third game (I think his last stock?) I hit him out of his sidestep with the last two hits of d-smash and am able to follow up with another d-smash and set up an edgeguard that kills him whereas if I'd hit with the first hit (or a more conventional combo move, which would be easier to react to) then he probably would had a better chance of avoiding the stock conversion.
The back hits of d-smash also have a higher hitbox above you than the initial hit, so it's more likely to trade with aerials coming down on top, which can be good vs stuff like Fox's dair although the timing is tricky and I wouldn't recommend it as a go-to option. It's just something to keep in mind though; I've gotten a lot of combos started by d-smashing after a Fox is sort of committed above me ('cuz they DJed, trying to bait a tilt or something but I didn't swing on it and now they're committed to coming down on top of me but they still have a big space to drift) and I'm not sure exactly where they're gonna land exactly so I throw it out and it trades with their dair, nicks their air-dodge, etc. and then often I can go ham and kill them from there.
D-smash is amazing.
Incidentally, I need to step up my game against it because it's by far the biggest thing that M2K does that destroys me. And when I look back on my history in Sheik dittos, it occurs to me that the only Sheik who's ever spanked me in dittos other than M2K is Drephen (eons ago at P4). So yeah. Can't put this off any longer. Gotta learn how to beat d-smash / sidestep / play around M2K's edge game & general speed. I got idea though...
Oh yeah when I get back from TNE I'm gonna be starting SSBM Tutorials that focus on the PvP aspect of the game. The first episode is gonna deal with a really old concept, but it's important to know as a beginner because it set the ground work for all the spacing-based combat strategies that we see today. It will be an analysis and breakdown of Cactuar's "Far & Close Spacing" principle, with my own commentary and examples on how this translates across some of the basis combat forms (dash dance characters, poking characters, air-mobility characters, WD characters) and I'll give some examples of it in certain matchups. There will be a QnA after too.
I suggest you be there. Date to be announced after I get back.