Jab > Bair can be good but as said, it can be airdodged (jump is very tricky, and most of the time you will just hit them right after the double jump, exept for characters with a good horizontale mobility. Note that yoshi's super armor don't come fast enough most of the time). Very good against bad reco, especially falcon, or as a mixup with on stage edgeguards.
Auto cancelled Dair on their 2 frames is a good option, and can be followed either by a jab lock if the opponent gets thrown on stage (or a tech chase), or by another aerial (double jump nair, falling bair or fast fall Fair. The last one is more situationnal than the other 2) to gimp opponent's double jump or just pushing them farther.
You can also utilt facing the edge. High risk high reward, you can get grabed if you miss the 2 frames, so do it against slow shieldgrabs (link, toon link, greninja, samus, maybe ZSS, etc).
Covers stale, standard get up and roll, and can combo into other aerials, or even thunder around 110+% until 140+%, scalling with weight.
Very situationnal anyway, but a good option to know, especially when mixed with grabs since it covers standard get up > spotdodge really well. To kill, you'll prefer to Fsmash on the 2 frames with a mid range spacing (a lot safer than utilt), or to condition a roll get up by:
- punishing standard get up a lot and keeping the opponent from ledge jumping (conditionning from previous edgeguards or just by short hopping > take care to get up attack)
- after a trump
- Going offstage then quickly double jumping back on the stage (mixed with offstage edgeguards)
then go for the running Usmash.
If you're not confident about your option select, a Nair is the safest option, covering both jump and standard get up (as does short hop auto cancelled Dair), but safe on shield, and safer against roll get up. Still covers get up attack, but it trades most of the time, when Dair wins most of the time.