(stupid all is fail wouldn't let this post earlier)
Ganon thrives on punishing.
http://www.smashboards.com/showpost.php?p=5216073&postcount=2His fastest ground attacks are grab frame 7, jab 8 and his rush flame choke and downB attack 16. Uair is his fastest attack starting frame 6 and a very good attack.
As you can see Ganon NEEDS players to make themselves open. He punishes super hard though; Ganon can easily KO after only landing 4 or 5 attacks. Expect power moves to KO Zelda at 80%+.
Needless to say NEVER roll toward him, it's easy to punish by Ganon with a SH Dair. SH Dair has great disjoint, strong upward launch to ground opponents and a wicked spike to air opponents. He counters hasty ground approaches/actions with it.
His legs are big like Snake's and have good disjoint in the air. Though Ganon has decent disjoint and great priority, his hurt box is so big that he is easy to cut down from the side (like his rush attacks). Beware Uair- it is fast with great reach all around Ganon.
Ganon's (G's) dash attack has great power. Most of his attacks have high KOing potential but watch out for Uair's huge range around Ganon. He has few attacks that don't require good reads/punishes to land but he does have them. He can use jab/Ftilt/Dtilt/murder quake for relatively quick attacks and shield grab> throw and punish with a good read. G's only guaranteed grab trick is on Wario (Ahhahaha!) but his big attack areas follow up grabs/throws well.
G's Utilt IS stupid considering he can punish faster/safer with Fsmash or Warlock Punch. Utilt sucks characters in with a wind effect and has a crazy huge attack area in front of and below G. It's shield pressure can almost break a full shield too. Do NOT challenge it from the ledge, it can throw your spacing off and KO very early. It will always attack frames 81-84 and no earlier. Good G's use Utilt's HUGE (I can't stress that enough) attack area when the opponent will be forced to risk vulnerability (recovering/ledge) or to punish. It can be SDIed down and teched from the ground. Reverse Warlock Punch is G's strongest punisher.
With Utilt (not used often, better on wifail btw), Uair and Dair etc, G has a mean close-to-the-stage intercepting game. Avoid recovering anywhere near him if at all possible. He has powerful disjointed attacks. Dair will probably kill Zelda offstage at any %. Ganon stops ledge returns with SH Dair (another big attack area that can hit ledge jumps/attacks/stands/and rolls depending on the spacing, flame choke, Uair, Fsmash etc. Ledge returns have less areas to read and are easier to punish. He's bad vs planking so stall a bit if you need to but beware he can Dtilt, wizard kick (off the stage) or start a Utilt depending.
Ganon's Flame choke (from TP, he kills a Sage with it before being banished to the Twilight realm) has the guaranteed follow ups of Murder quake (jump and instantly downB, the landing attack of air downB only hits) and Dtilt if Zelda getup attacks. He can punish Zelda's other get up options with good reads too. Rolling toward Ganon risks the worst punishments, his SH Dair and Fsmash. Mix up your escapes and keep in mind waiting a second to see if Ganon starts attacking early is an option too.
Flame choke in the air has bad reach (like it's ground version) but being a grab move will beat other attacks if he connects. Ganoncide makes a high% Ganon die with a low % opponent and both start at 0% next stock so he wins. Ganon can ledge stall flame choke and take down (off stage KO) characters standing on the ledge. G's ledge hop Uair hits far into the stage too.
If Ganon Ganoncides when both players have one stock or Ganon has more and the opponent has one he wins the game regardless of if it goes into a sudden death.
Ganoncide into water gives Zelda the frame advantage, lol. If G does this down to Brin's acid (Norfair's lava etc) however, G is launched up when the acid touches but his victim falls for a short time (more with more damage) as if still caught; this can KO them off the bottom before the acid launches them back up if the level's low and damage is high enough.
Dsmash is his only 2 hit chaining attack (Nair can but wasn't designed to). G can use it to punish crossovers. Fsmash has wicked power and can be angled to slightly hit more up or down (up adds a little power too) think of it as a better version of G&W's Fsmash with better reach; it's easy to see coming but beware any lag it might punish. Usmash is over shadowed by Ganon's great SH aerials but he has it and can platform poke/cut down SHs with it.
Ganon's UpSpecial has okay distance and punches, rather than grabs at the end. 'Dark Dive'- it dives up, great name *eyeroll*. The major flaw is it launches but has no or little hitstun. Several characters with fast aerials can hit G after being launched! IDK the frames or what Zelda has guaranteed; can someone fill that in? As a grab-type attack (except the highest point at the end) upB will beat shields.
Ganon's movement speed and mobility makes Link look good! His recovery is about like Mario's but slower. He's a large target too (Wolf can sweetspot sideB G when he's standing on level ground). G's heavy (Snake's heavier though >;[ ) and survives at high damage but is cut down soooo easily it doesn't matter. Be careful he doesn't kamikaze flame choke as a last ditch. IDK if Zelda should intercept offstage tbh, she is vulnerable too.
Ganon should play cautiously. Zelda is less-than good too and needs to be very careful. Ganon has better reach in the air and devastating punishes. Zelda is faster with better mobility but dies early and has the lag Ganon needs to punish and win. Both characters are very easy to juggle/punish and have good punishes so be patent.
Stages
Zelda has better mobility. Ganon punishes better on smaller stages with platforms.
Strike YI, BF. Ban Brin or YI. CP maybe Halberd, FD, big stages where G can't reach through platforms and has obvious approaches. I'd say CP RC or Frigate but Zelda has the same weakness there.
52/48 Zelda, you could say 5/5 aka +0, even. IMO on wifi it's 52/48 Ganon.