How to do:
1) While near an opponent who is on the ground, do a full jump and dair (not a short hop like with dair>rest). While doing the dair, position yourself so you are near your opponent’s FS spot (usually the head).
2) Once the first dair is done, do a barrel roll short hop FS (by tapping jump, not holding it) off of your opponent and dair a second time. On lighter weight characters, only the first few dair hits will land because of the height of the jump. This allows some characters to escape, but they might not if they weren’t expecting a FS.
3) After the second dair finishes, do another FS short hop and dair for a third time. The FS jump will be shorter than the first, which means (unless you screw it up) the third dair should be able to hit with all of its hits on any character (correct me if there are exeptions).
4) Follow it up with another move to finish the combo. Examples will be given below, and I will add more if I am told about them. You can’t FS a third time, and therefore can’t continue the combo. Why can’t you FS a third time? Because Sakuri hates Jigglypuff. Other characters get, like 5. Then again, this combo wouldn’t be possible if the FS launched her too high. Well, we still know Sakuri hates Jigglypuff for other reasons.
I like how there's no credits for the majority of this method being put out by me back in October. But, regardless.
Up until I took my break in december for TvC (hope it's at EVO 09, but that's like wishing for the stars), I'd been GFSJing since I'd discovered this back in early october. I'd like to add some insight, since my friends I played with on WiFi with blue connections, and friends offline, were used to my GFSJing.
1) Unless it's someone with a huge footstool hitbox (Donkey Kong, Jiggly, Yoshi), someone Like Zamus who has a small foostool hitbox can easily escape with SDI on two or more of the hits on Dair (Which isn't important for casual play, but high leveled play it is crucial). You have to strip it down to the last hit of Dair.
2) They won't escape the Dair after the short hopped footstool if you fastfall after the second hit of the Dair. If they're in grounded hitstun 2 (or as you say, type 2), they won't be out of hitstun before you come back down with the last [two]* hits.
* = Depends on the character's size if Jiggly can hit with the last two hits or only one hit.
3) No, no, no. And I had this up with Donkey Kong and it's incorrect. They will DI + SDI out and you will not be able to chase them unless you're able to predict which way they'll be going and start to move with them in that direction as soon as the first hit connects. If you have stage control, and they're up against an edge, then yes you can.
But for the record, and when your opponents get used to GFSJing with Jiggly, you'll realize it's better to just end after the second DAir.
In all honesty, I'm pretty much done with Brawl and I'm taking a long break. I'm more into Melee and TvC now, so this is probably all I can really contribute.
http://www.smashboards.com/showthread.php?t=197478
Read through this and copy out my character data. It's applied for both Grounded footstool Jumping, as well as aerial (nothing changed).