A lot of people use tap jump on apparently. That's interesting. Players should weigh the pros and cons of tap jump and make a decision about their control scheme accordingly.
SH rising aerials with tap jump off is honestly pretty easy. If you want to talk about ease of use though, tap jump off makes angling your shield up against moves like MK's Tornado and performing DACIT easier. It's all preference though as one can get used to angling shield and performing DACIT with tap jump on just as easily. The tech skill requirement for stuff like this is really really low after all and shouldn't factor too much into your decision.
The main thing that got on my nerves with tap jump on was when I accidentally perform a jump just prior to my recovery. If I get knocked out of my recovery, I'd be spamming jump and wondering why Wofl was just falling lazily to his doom. There goes a stock.
My controller's analog stick is jacked up so its lack of precision made this a common occurrence. There's also how I DI significantly better with it off. Living longer is good.
@ Eon
Those questions belong in the ask a quick question get a quick answer thread, not this one. In the future, please go there to ask such questions.
1) Jump shine is performing a down B immediately after jumping. It provides invincibility frames the moment you leave the ground. It's a semi-safe counter since you're in the air and allows you to escape unfavorable situations.
2) Using Attack instead of Grab for DACUS is more lenient in terms of frames. You'll fail less when using Attack. Since DACUS is typically started using dash and cstick down, in order to execute the Attack command fast enough, it has to be done by your index finger. Your options are to claw (move your index finger to the A button) or set L/R/Z to Attack. Since Z responds the fastest due to a lack of springs, it is preferred.
3) Pivot grab is dashing away, immediately turning around, then grabbing. Due to how pivot works, Wofl's grab range extends from where he started the dash, effectively increasing the disjointedness of his grab. Done properly, the opponent will seem to snap into Wofl's claws.