@Berserker01: You jump, and then input the Dair during the 7 (?) frames Ganondorf takes to jump, thus, due to brawl's buffering system, it comes out on the first frame possible, allowing it to autocancel.
I have a few questions to pose, everybody already knows about Ganondorf's superjump, or FoG (Flight of Ganon), but has anybody realised that it also works on springs:
http://www.youtube.com/watch?v=IMKjhy8Cclk
(There are probably better videos out there, but I found this one by chance and can't be bothered to find a good one)
So, my questions are why does this work here, what else does this work on, and is the animation ganondorf performs the same animation as there is at the end of his Down B when you go offstage?
For example, would it be possible to use this on Sonic's spring that he spawns with his grounded Up B? And is it possible to do this off of windboxes? It seems that the animation in the FoG is the same as the end of the Down B, and thus I believe it way be happening due to Ganon rising at the start of the attack, performing the end animation for the attack, canceling the falling part. If my theory is true, then windboxes could also cause the superjump from a well-timed, grounded Down B (as the rising could substitute the jump).