there is no counter to Dspeed.
I hate to bring the custom Shulk ditto debate in here, but I think
DShield could have
DSpeed's number to an extent. If
DSpeed Shulk tries going for a combo out of a throw such as DThrow > FAir,
DShield Shulk can say no to it with an Air Slash move, Vision move, or doublejump airdodge before FAir can connect. It's not just DThrow > FAir either. Basically any of
DSpeed Shulk's combos at early to mid percentages against
DShield Shulk aren't guaranteed, & that notion must be respected because the hitstun reduction
DShield possesses will allow combo breaking.
DSpeed Shulk would have to mix it up until later percents
DShield Shulk would receive enough hitstun to be combo'd, but
DSpeed Shulk can easily mix it up.
Although
DSpeed can easily get more hits in, it means little when
DSpeed reduces damage output on top of
DShield reducing that damage even further.
An Example: DSpeed FTilt deals 0.8x aka –20% damage less, &
DShield reduces damage dealt by 0.603x aka –39.7% damage less. So say
DSpeed Shulk hits with a pivoted FTilt dealing a fresh 10.92%, but now apply
DShield Shulk's damage defense & that fresh pivoted Ftilt only deals 6.58%.
At the start of this, you see @
Jerm using AAS, and he falls through the platform really fast. This is a pretty cool tech. On battlefield, you get the damage out right before you start falling fastly. It allows for actual follow-ups from AAS once you reach the ground! That's pretty good. Additionally, this also works on all platforms where AAS misses the second hit, which keeps the move safe, since you reach the ground quickly instead of landing on a platform (where, since they're in the air, they can hit you). This also works while in Monado Jump and/or when delaying the move.
How to do it? All you need to do is hold downwards on the joystick by the time you hit the platform. Give it a try, it's very easy!
Why does it happen? It is because the air slash code (animation and everything) is programmed to cancel whenever it reaches land or a platform. This happens with all air slash customs, both first and second strike. You can observe this by going to town and city with regular air slash, using just the first slash on the tall side platforms, and holding down; Shulk will enter fall animation when he reaches the platform. However, what happens with advancing air slash is, when it is cancelled, the downward velocity that is in the second strike carries through. I'm not sure if this is a 'set/add velocity' code or just the movement of the animation itself, though.
I enjoy this. We can also do this without having to hold the control stick down but it requires the right positioning. For example, on Battlefield, if you first grab the ledge & do a ledge-climb followed by a forward roll, you can input AAS quickly holding up & you'll have the same result. It's not too useful though but I thought I'd mention it since I remember @
Plain Yogurt talked about this a couple of times.
A
Buster Art + platform-dropping AAS = ultimate safety & dealing ~20%.