Mario's F-air disagrees.
Complain all you want about your main's crap forward air but take solace in the fact that it isn't
's.
At least Mac's F-air can be combo'd out of D-tilt and sets up for a D-air jab lock which can be followed up with F-smash, U-smash, or KO Uppercut.
It also sends people at shallow angle, but it's not like you'll want to go deep offstage as LM but if you want to suicide gimp, well...
Fresh Fthrow does 13%.
Dthrow barely combos, and that's only at very low percents.
Ganondorf's grab is still a joke.
3% pummel + F-throw = 16%
D-throw into Wizkick. D-throw into FlaChoke. D-throw into N-air. D-throw to DA (Which, if they do nothing or airdodge, can be followed up with U-smash)
That ain't too bad, especially considering how hard he hits. 16% is just 64% more to the percents where he can kill you.
His grab range tho...
But on the other hand, Yoshi's grab is kinda booty, and he gets no followups, I think? And his throws do no more than 7%. SEVEN percents. Ganon's do at least 7% and at most he gets 13%.
Contributing to Ganon vs Falcon in recovery class:
Both are screwed when they lose their double jumps. But Falcon generally have it better due to Falcon Dive being momentum based. If he is facing towards the stage with his max airspeed, he can cover TONS of horizontal distance. On the other hand, go as fast as you want, if you're facing backwards as Falcon then your Up-B gonna suck, and he has no usable B-reversing to flip himself.
Ganon's Up-B goes higher than Falcon's, but Falcon's high double jump make up for this. Dark Dive is definitely worse, much worse than Falcon Dive in horizontal distance (Due to the momentum Falcon has compared to Ganon's. Airspeed! But if Falcon's facing backwards... well, yeah...). Falcon Dive has... really long disjointed grabbox in front of him, but above him? Barely. Ganon's IIRC has coverage above him. HOWEVER, this can backfire, badly.
Thing is, both can be simply tanked by other characters. Since both of them will most likely be close to a wall, people can just take the hit, WALL JUMP tech the knockback, F-air/N-air/Whatever them away. In which case they're 95% dead. Falcon suffers worse from this simply because the strength of his move, being stronger means the percents range where this will work is also bigger. Angle is generally less of a factor because Ganon launches people at Sakurai angle (Read: 45 degrees on airbone opponents) while Falcon's at 50 degrees. Because of the time they... hug you, teching should be feasible.
On protection, Ganon actually has this better. F-air is huge*** and doesn't lag too bad, but the main light should be U-air here. Falcon's U-air is nothing at stopping edgeguards (Albeit, it does its job well), Ganon's U-air can both damage AND gimp people, because it can stage spike due to the shallow angle it sends people at. I killed a character at 110% when they were trying to gimp me, and that's with flat walls (Walled omegas). Got the imagination yet?
Side-B, Ganon has this better unless he is at a stock deficit, in which case you shouldn't be doing this. Raptor Boost can spike, nice, if it weren't for the fact the spike hitbox is lackuster. Falcon also go to helpless regardless if he hits people or not, and he bounces
backwards. Accidentically hit a shielding opponent on the ledge and you're in for it.
In general, Falcon's goes farther, but Ganon's harder to hit out from. Both are exploitable tho, but I think Falcon has this better, because due to the momentum, he can recover high to fake out, while Ganon almost always forced to recover low, where his DD can be exploited due to tech wall jump.