Ground attack comparison safety: (Jabs and other moves outranged by common OoS options like standing grab omitted at my discretion)
I listed the frame disadvantage on shield drop.
Additionally, if the move hits over multiple frames, I listed the duration--16+ frames is enough to essentially beat any spotdodge. I also put a * if the move has a duration <= 28 frames, which means it can beat or nullify most spotdodges regardless of duration. Finally, keep in mind that most jabs and smashes can be timed to counter spotdodges.
If I listed multiple options, it's probably a bad thing--they don't have a good, safe attack, and I'm having to list the next best compromises available.
Sorted by me into super subjective ground safety ranking on how I feel about the overall safety top to bottom: (this mostly depends on range, but also is affected by startup time and other factors)
-2 / * (dtilt)
-2 / * (dtilt)
-3 / * (dtilt)
-2 / * (dtilt tipper)
-3 / * (dtilt)
-5 / * (dtilt) or -6 (fsmash-d) or -12 / 9 (ftilt)
+0 to +2 (YELLOW fsmash; red and purple aren't bad either) or -5 (ftilt) or -2 (jab2)
+0 / * (dtilt)
-1 (dtilt)
-2 (dtilt) or -4 (jab2)
-3 / * (ftilt) or -2 / * (dtilt)
-2 / * (dtilt sourspot) or or +1 (dtilt sweetspot) or -3 (jab sweetspot)
-4 / * (dtilt) or +1 (fsmash)
-6 to -3 (ftilt) or -5 to -2 / * (dtilt)
-2 / * (dtilt) , and note that jab fire is the least-terrible escape option for jab on shield
-4 (dtilt)
-6 (dash attack) or -4 (dsmash reverse) or +6 / * (repeat dtilt)
+1 / * (dtilt)
+1 (usmash) or -9 (dtilt)
-6 / * (dtilt) or -6 / alot (heel slide flip kick)
-7 (luma dtilt) or -3 (luma jab1/2) or -13 (luma fsmash)
-5 / * (ftilt)
-3 / * (dtilt light) or -1 / * (utilt light) or -6 (ftilt light)
-6 / * (dtilt) or -7 / * (ftilt)
-4 (utilt) or -8 / * (ftilt)
-7 (dtilt) or -17 / * (flamethrower)
-6 / 20 (dtilt) or -8 / 19 (f-smash)
-7 (utilt) or -8 (ftilt) or -4 and -3 (jab1/2)
-6 / * (ftilt) or -6 (dtilt) or -1 and -4 (jab1/2) or +0 / * (utilt!)
-9 / * (ftilt) or -7 (dsmash)
+2 / * (jab) or -7 / * (dtilt)
-1 (fsmash) or -9 (dtilt) or -8 and -10 (jab1/2)
-6 (fsmash) or -13 / 8 (ftilt) or -1 (jab1)
-8 / * (dtilt) or -9 (ftilt)
-8 / * (dtilt) or -12 (ftilt)
-10 (ftilt)
-10 (ftilt) or -3 and -4 (jab1/2)
-10 (ftilt) or -10 (super sheet) or -14 (fsmash)
-8 (dtilt beam no arte)
-9 / * (ftilt) or -5 / * (dtilt) or -2 (jab1/2)
-11 (ftilt) or -21 (tipper f-smash)
-11 (ftilt) or -19 / 10 (fsmash)
-8 (utilt) or -4 (jab1) or -11 (ftilt angled)
+0 (dash attack) and not much else
-6 (dsmash reverse) and not much else
-10 / 11 (dtilt) or -2 and -4 (jab1/2)
-15 / 12 (ftilt) or -5 (jab2)
-12 (ftilt) or -14 (fsmash)
-12 (fsmash) or -8 (dtilt) or -6 and -5 (jab1/2)
-7 (jab) or... you know what, just jab.
-1 (dtilt) or -8 (dash attack) or... okay look, there's nothing good here either, but
shouldn't you be floating?
WHAT ARE THESE "SAFE BUTTONS" YOU SPEAK OF???
Didn't bother with Miis, but their buttons tend to be pretty awful.
Edit: Please don't argue about my subjective ordering, that's not the point. Additionally, while this is a helpful lens, try to not jumpsquat to conclusions and quickly fixate on the singular value of this one aspect of character evaluation. For perspective just keep in mind that Ganon is not a top-50% character.