I'd assume so, cuz it's just a dash grab with extra momentum from the dash attack animation.
Just wanted to let all interested folks know, I'm currently messing about with jab-SHFFL d-air-stuff. It's pretty funny as a damage builder and a way to juggle semi-floaties (Marth in particular) across the stage if you want to push them to the edge.
Honestly I think I've underrated sh-d-air as an option for a long while, it's a cute fast option and since the ICs have a quick SHFFL it can be pretty good.
That is to say, assuming your opponent doesn't CC, because I can't think of a single character that can't CC d-air into something painful. But in the event you think they won't you can use this to push them about or interrupt a double jump or something.
I dunno, in all truth it probably doesn't lead very far against experienced opponents. But the dash splits you and Nana horizontally which causes a good difference in the d-air hitboxes connecting, which leads to good frame trapping and potential followup. Regardless of tournament use it's fun to mess around with, so I recommend it :D
Bringing this up again because it's hilarious and works surprisingly well.
Jab -> d-air (synched) combos Marth at around 40%. Before that it's a frame trap which has a pretty good chance of stealing his double jump. I don't think d-air legitimately leads into anything (it has set knockback, and always stuns Marth for 20 frames); when Nana is perfectly synched, early d-air -> jab gives the opponent ~7 frames to escape, so Marth could probably up+B/jump/f-air if he caught on.
Wobbles mentioned that sometimes when you d-air, Nana lags behind you and hits later than she should (which would keep them in stun for longer). Also, if they were trying to jump out, they might be caught off guard and not react in time. The few times I've tried jab -> d-air -> jab, it worked like a charm, although it's probably a mix-up at best, maybe a gimmick.
Also, it seems like perfectly desynched d-airs would keep the opponent continuously in stun (sh d-air is 36 frames from start to finish, and the combined hitstun of two sh d-airs on Marth is 40 frames) but I haven't been able to do it on a computer yet. D-throw triple d-air grab could be a cool grab mix-up (this is purely in my head; obviously there would be a lot of complications if they DI certain ways or hit the ground).
Edit: I might be overestimating hitstun on their synched moves (regarding the first part). This would be easier if I had AR...