Just made a small discovery. This may sound obvious but I just wanted to publicly state some minute details in the game that will help you out.
For some reason I have been for a while noticing animation but just recently started to pay really close attention to it particularly to jumps. Actually, watching SS has really gotten me interested in animation and movement cause that is the hallmark of his falcon. Not only is it flashy to look at, but it also serves a higher role to enable him to move the way he does.
Everyone has 4 different jump animations: 1 for jumping forward, 1 for jumping backward 1 for DJing forward and 1 for DJing backward.
Even though 2 jump variations represent a DJ and 2 represent a single jump, these animations are not equal. Doing a normal forward jump animation is different than doing a backwards jump forward. These are much more than aesthetics like I thought of for a long time.
For example: Falcon can't reach the top platform in YS with a normal FJ. BUT he can reach the top platform in a backwards jump. The reason why is a difference in animation. He swings his feet over his head which gives him the necessary clearance. This is how SS does all those fancy platform wavelands and stuff on YS!!
So I decided to apply the same concept to ganon and behold there are uses! This small discovery was a result of frustration that ganon doesn't jump high compared to falcon thus it makes it extremely hard to punish the get up attack on certain characters like, Marth.
Here is my small discovery that I will apply immediately. If you do a normal SH to punish Marth's getup attack, you will get hit unless you are directly over his head. Getting punished for a correct read just because ganon's jumps suck is really frustrating and I see this happen in a lot of videos. However, if you do a backwards jump or a backwards forward SH to punish his getup attack, you will not get hit because ganon flips his feet out of the way!!!!
This means that you can have more confidence that your SH stomp will punish a getup attack without the need to go through the slower DJ. You also should be able to fully space a sweetspot Fair from inside of the hitboxes.
Yes, you can also avoid Marth's over 100% get up attack which I believe hits slightly higher. This also applies for several other characters whose getup attacks beat out ganon's normal SH.
TL;DR
Jump animations are not equal. You can't SH over attacks like Marth's getup but you can backwards SH over it because the animation is different even though the height is the same. Use the backwards SH to punish getup attacks, not the normal one
EDIT:
And out of curiosity. Did you know that you can dtilt after you stomp someone when they bounce from a missed tech?
Missed tech>dair them when they are in the air of the missed tech>dtilt/ftilt/jab