Ok, this needs to be discussed in more detail:
The bomb to double Nair does 2/3 shield damage, so if the opponent's shield is lowish, you can run up, SH bomb down throw, continue to drift into them and buffer a Nair, and if they shield the bomb, they will be forced against their will to shield the first hit of Nair, at which point they will have two options and two options only: either get hit by the second hit of Nair (and leave with their shield even further depleted), or get their shield broken. Sickness.
I should clarify something first up. I looked at the above in more detail and in order to replicate what it says
exactly in the space of a SH there is only a 1 frame window to throw the bomb down (keep reading till the next block of text though). To explain, if you throw the bomb down so it starts on frame 15 of your SH, the first hit of Nair won't lock the opponent in their shield as it will hit 1 frame too late (essentially giving them two options; get hit by the first hit of Nair, or shield it). If you throw the bomb down so that it starts on frame 16 of your SH, everything is absolutely perfect; this is the sweet-spot where you get the bomb to Nair lock out of a SH
and you get the second hit of Nair being used on the last frame of your air time so that it gets maximum frame advantage. If you throw the bomb down so that the throw starts on frame 17 of the SH, the second hit of Nair won't come out in time.
In other words, as crazy as this is, it will require frame precision to use.
Arguably there is in fact a 3 frame window to throw the bomb down. When you think about it, the rules haven't changed if you throw the bomb down one or two frames earlier (i.e. frame 14 or 15). The opponent can choose to either get hit by the first or second hit of Nair or get their shield broken. No other option is available to them once the bomb hits their partially depleted shield. So I guess I'm ok with that. We pull off stuff that requires 3 frame precision all the time without knowing it, like power-shielding for instance.
If you just want to definitely lock the opponent in their shield with the bomb to Nair, that's easy, just throw the bomb down at around the peak of the SH, no precision required. You won't get the second hit of Nair, but then maybe their shield was super low and you intended to break it, so that still works and is easy.
In the patch thread I alluded to the possibility of using a FH method if the SH method didn't work. The SH method works, I mean it could be easier, but it only covers approaches on the ground.
The FH method is not difficult, though I'm yet to find a good setup for it. Essentially you just throw the bomb down beside an opponent's shield (without fast falling) as you're coming down from, well anything really. It doesn't actually have to be a FH, it can be after you got hit way up in the air or something. You just want to start it low enough so that the first hit of Nair hits their shield, but not too low otherwise the second hit of Nair won't come out in time (or you'll get hit by the explosion).
With this method you can potentially have safe landings depending on the opponent's shield-health and where you are in the air in relation to them (because obviously you want to be able to throw the bomb just
beside their shield and be able to drift right in on top of them so that you land behind their shield with the second hit of Nair to better ensure your safety in case the shield doesn't break).
To sum it all up, this literally means that Toon can threaten and beat partially depleted shields
while holding a bomb. What kind of a topsy-turvey world are we living in?