When your opponent jumps, their motion is much less malleable. When Ganon jumps towards you, he can only go so far. If you feel comfortable and that you have enough room, you should try to dash back out of the range of fair, and come back in right after he lands. If you aren't comfortable and don't feel you have enough room, you can try going through him with a roll (make sure he isn't dairing, and is actually throwing out fair), you can shield and buffer a roll backwards when it hits or when he lands (c-stick away from ganon while holding shield, but seeing your multi-spotdodges you probably already knew that), or you can go to the ledge if you're in a corner (I'm not sure how comfortable you are on the ledge, so maybe don't go for that option.
Pay attention to your opponent's animations, you don't have to hold block or do ANY defensive action while they're in lag.
Pay attention to position. You should be able to recognize where the opponent can jump, wavedash, roll or otherwise travel to in a single motion. You obviously can for your own character seeing as you approached from the furthest possible distance with a jump rather consistently. How you approach, if you're going to, should be decided at a closer range, and you should be watching them as you've begun to execute your option to map out what happens if you hit, or what to do to prevent what they seem to be doing to avoid your hit from yielding a punish or other advantage for them. If a jump in looks like it will miss with an aerial, waveland to displace yourself from punishing hitboxes, or where the opponent can most easily reach.
Watch what happens when you actually hit, and right before it so you don't waveshine through someone's shield and upsmash the wrong way.
When recovering, you used Fire Fox too far to sweetspot in the startup, and too close to Ganon to not get hit. Be conscious of where the opponent is and what they're doing while recovering.
Upsmash can outright beat Ganon out of a jump, but be careful if he's fairing. It's better not to trade.
Like, I could see you dashdance sometimes and hit Kage as he ran in, and hit him as he was rising during a jump, both of which are very real, but you weren't consistent about these kinds of things.
If you stay very close to Ganon, you can punish him when he jumps, and block when he starts a tilt (in the case of the incredibly slow but powerful utilt, it's better not to block and just get out of the way). Beware of rising upair. You can otherwise move out of the way when he jumps with anything and dash back in after an aerial's gone. Beware of emptyhops into waveland ftilt jab or grab.
Ganon and Falcon are both fairly bad at dealing with bairs spaced against them once you've gotten in on them, as well as nairing through (without crouch cancel).
Also, running towards your opponent, while it might not necessarily make them do something, tends to look like you're attacking them. You can run in shield to deal with pre-emptive attacks to stop you from coming in, dash back or wavedash back for similar purposes, run up shine or jab to deal with the opponent dashing back (the jab is horrible vs CC however), among other things. Movement is not just about being in a certain spot, but that is important (and again, you should less antsy at further distances than the ones you're approaching from, fighting from closer, and more comfortable in general at all these positions). All your actions moving on the ground create some kind of threat. The faster you can act or hit them, or cover an area with a hitbox, the more threatening.
Many throws in the game are weight dependent, including all of Fox's. So remember that when trying to act after throwing Ganon, there will be more delay. This means you won't be able to get all of the same followups, or they may become harder. Uthrow uair, for instance won't work until much higher percentages.
To deal with pressure, move out of the way before it can start, and take the option hardest to cover (usually the one that displaces you the most in the least laggy way, i.e. wd back or roll away, time either as they dash away from you if they're dash dancing, or do either after a laggier option hits shield, all pretty context dependent), or interrupt it and retaliate when most vulnerable, or the opponent is least ready. The latter option may mean you have to get closer to the one pressuring to minimize time it takes to hit, or potential to miss.