Well since we are sharing some of the combos for ganon this time around i'll try and explain a few of the ones i use.
Because of Bair having so much power, fast start up, and knockback and at the minimal cost of almost no ending lag we can use it in a variety of ways:
1) u can SH Bair after run back jump foward(w/e that technique is called) then u can smack foward as ur character is hitting the floor(to pivot ur character in that direction)or hold foward then let it go as soon as u see ur character in the foward direction and then Neutral them in the face in case ur Bair gets whiffed or shielded.
2) u can finish also with a foward tilt instead of pivoting neutral.(way easier to do)
3)u can also hold foward as u do this and finish with pressing grab button if u know ur opponent is one of those that loves to shield grab after u hitstun their shield.
4) u can dash backward by smashing the d-pad as u r landing(buffer dash) and jump again or as ur dash animation is in motion you can smash in the opposite direction of dash or tilt and ull do a dashing tilt/smash backwards through ur dash(is as close to as a wavedash/displacement technique this game has)
On another note for flame choking options you can SH instant down B an opponent in the floor if they take too long to tech instead of the usual down tilt. with this technique i think it was against bowser junior maybe but it glitched once near the edge of the stage and it floated him away from the ledge.(the shockwave might have a mini-air wave of displacement)
Other things to know: you can spartan kick most projectiles in the game(except for fully charged ones like lucarios or samus's B) and it will glance the blow(this is due to hitbox overlay on ur foot NOT PRIORITY THERE IS NOT SUCH THING ONLY DISJOINTED HITBOXES OR NORMAL HITBOXES if someone wants me to explain i will in more detail but i rather u guys google it) another option is Neutraling them instead, i prefer spartan kick(foward tilt) because it is a longer disjointed hitbox which is good against exploding projectiles to not hit you(like link bomb and zelda's foward B[if timed accurately])
Down tilt now has a longer hitbox horizontally so it can also be used as a safe poke( it seems a bit faster since brawl so it might be worth it looking into this move's range and speed for a safe combo starter(or at least a good dmg adder)
Uair is on the same boat it was in brawl except for a few mechanics that mess it up in this game:
1) If you FF it, it will have landing lag(no more back legs as a setup for foward tilts like in project M or the FF trick near ledge to edgeguard with back legs)
2) harder to do on the 3DS/2DS cuz of the absent c-stick
3)faster startup means a need to get used to the moves mechanics again, and finding ways to abuse its power.
Dair is completely reworked( no more thunderstomping) so now it always has landing lag if SH. it also has a sourspot(which is fine not much of a difference really, more like it needed it). because of the invisible hand in ledges now, it is harder to edgeguard with it(better to just run out there facing back and Uair enemies away from ledge). Dair now only seems suitable to be used while on stage because of the new bounce mechanics that sends u down then back up from the stage.
Dash attack can eat through anything if timed properly(cuz of new armor frames).
Warlock Punch is still slow and hard to combo into(specially now with super fast dodging out of dmg in the air[no more combos])
I have however noticed a few tips in general for punishing ur enemies:
1)if they dodge as they r about to hit the floor they get landing lag(punsih with flame choke, Ftilt, or even dash attack for tech chasing airborne enemies[yes new dash is great])
2)u cant dodge imidiately after a dodge and the dodge animation is faster for all character(less frames active) so u can jump close after ur enemy and wait for them to dodge then peform ur attack, u will hit them as they come out of dodge or use an attack with high start up lag(like ganondorf's Fair when close to them)
3)to edgeguard ledge attacks( pressing the A button while on the ledge) roll into the ledge at the right time and their attack will miss while u r behind them rdy to punish them on thei recovery frames. u can also Dair ppl in this scenario too but be careful some ledge attack hit upward motions so they might hit u while u SH the Dair.
thats it for now
PS: if u r against little mac is a game of who stays on the stage longer, whoever gets knocked out tends to have a bad time getting back in, since he has armor frames on most of his smashes, use ur dash attack and flame chokes to start up some dmg. Bair then grab tends to work wonders against the noobie little macs.