So I'm practicing nair OOS on Jiggs like y'all said. Gawd the timing's so hard.
Is it only possible with SH? Also, what are the uses of SH vs FJ nair OOS?
I feel like it would always be better to SH unless you want to get to a platform above you?
Yeah, nair OOS perfectly is tough. And it's only possible with SH.
Your instincts are good; FJ is mostly just to get on a platform above you.
MORE GENERAL STUFF ABOUT LEARNING NAIR OOS:
Once you get down the timing of the X/Y/c-stick jump (whatever method you like most) into nair to be routinely frame perfect vs the Jigglypuff, you can move onto the second stage of nair OOS timing training. Which is doing it vs shield stun. Because you're often going to need to do this after an attack strikes your shield, and that means you've gotta be comfortable acting after shield stun elapses or else the move loses a lot of its value as a counterattack. When you're dealing with the interactions that occur between the anti-pressure and pressure games of the top 8-12 characters in this game, you're going to realize (if you haven't already) that a frame or two actually does matter, and that being off in your counterattack timing can make or break you vs aggressive, pressure-heavy styles. Hell, being perfect vs not being perfect can mean the difference between avoiding a shine > grab when you Nair OOS vs Fox and being shine > grab > u-throw > uaired.
The way I learned and worked on the technique doesn't require you to have a Wii / Melee hack (though admittedly if you do have hacks you can likely come up with a superior training method and I'd love to hear it). In the current metagame, nair OOS is fairly solid in virtually all of her matchups but the main moves you wind up using it on are stuff like Falco's shine, Fox's shine, Sheik's f-tilt (especially if behind you), after a space animal aerial, after an overzealous Puff aerial, and so forth.
So you basically want to setup a controlled situation where you can replicate the stun of those attacks.
HOW TO PRACTICE NAIR OOS (pt. 2)
1P Mode > Training Mode:
Level: FD
P1: Sheik
CPU: Fox or Falco or Marth or Roy
1) Set their damage to 30 (estimate).
2) Move them so that you can b-throw them off the level while standing on the edge of the stage (just walk, then dash past them or something).
3) throw the opponent off the level with your b-throw.
At this point, if you've done everything correctly, the opposing Marth/Falco/Fox should begin recovering low offstage with their up-B (Marth DJs towards the level iirc).
Their up-Bs do:
Falco: 16% - 14% (1 stale) - 12% (2 stales) - etc.
Fox: 14% - 12% (1 stale) - 11% (2 stales) - etc.
Marth: 7% - 6% (1 stale) - 5% (2 stales) - etc.
Roy: Multi-hitting, 1-3% per hit (not sure how staling works)
At this point, what you do next depends on what you want to practice. Since shield stun is based off how much damage an attack would inflict, staling alters the stun value. So by getting hit by the up-B, you lower the shield stun (remember to reset the damage every few b-throws). By exploiting the damage staling system and the fact that CPUs only recover one way when b-thrown by Sheik in this envrionment, this allows us to recreate stun values that are very very similar (or that even match) the values that important moves like the spacies' shines, dairs, and nairs would do. And then some.
There's no perfect way to verify the frame perfectness of your nair this way, but if you're perfect or close to perfect on the Jigglypuff you should be able to tell somewhat intuitively whether your nairs in the controlled b-throw > shield environment are being executed at similar quality (acting out of shield at the right moment, not accidentally FJing or shield-grabbing, etc).
Notes: Do not neglect Falco's up-B at 16% and 14%. Shield stun is calculated by a formula [(DMG+4.45)/2.235]. This formula expresses how much net shield stun your attack will inflict to the opponent's shield in frames.
Because the shield stun formula is a simple function, shield stun increases at a constant rate as the damage of the move increases (and obviously the same is true is if the attack's power is decreasing; stale moves works in both directions). However, this does not mean that shield stun is different at every percent. If you run 14% and 15% through that formula you'll get the same whole number and then two different decimals. Since smash can't have fractional frames, it shaves off the incomplete ones. Which means that 14% will be doing the same shield stun (in frames) as a move at 15%.
For further reading:
http://smashboards.com/threads/frame-advantage-on-block.309694/