Speaking of taking advantage of ground game, I think I might start some (low level) charizard rep. I've been having a blast with him.
I know this isn't livejournal, but I wanted to share some stuff im thinking about. If Mikekirby was able to dominate the ground with a relatively immobile little puffball, Charizard's monster d-tilt can put in some work.
Speaking of which, Zard's... 'boxing' game is really nice. I hesitate to call it boxing because ideally you use it like a sword, and the opponent doesn't get to box back. But he has good mixups at a range, from the ground... He tries to mix you up like a boxer, but its from a better distance.
Jab is a great option, between the full combo and mixups (jab 12 Fly is solid, more on that) you can never know for sure you're safe, even if it jabs your shield. Speaking of shield, which is usually the bane of ground games at all in smash (shield -> punish), Zard's dtilt is a 20 frame recovery, really long reaching, really great shield poke. At 10 damage, its decent pressure. If and when you do it, it hits them pretty horizontally. I haven't tested it much, but it seems like fastfallers/unfortunate DI always ends up in a tech chase situation, and its not like you'll be DIing upwards consistently when you are playing footsies, so it can lead to followups reasonably. Then you have ftilt, which is the longest ranged but most punishable.
So what, these things mostly describe all the heavies... Well, he also threatens a unique range of areas with different strengths. Platform throw is a rage machine. Charizard threatens vertically on more 'levels' (literal levels of height). Utilt is a giant disjoint, usmash is a running disjoint... If zard makes it beneath you running and does his upwards normals, you aren't beating them with a hitbox unless you are named Cloud. And he runs quickly.
Fire breath is decent for tacking on damage, and against a lot of recoveries it can be more that a little free damage, and forces a thoughtful recovery from your opponents. Dair is a huge, meaty hitbox that is easy to get to spike, so it can stomp out people who hesitate thinking there is a flamethrower coming. Fair will kill early if it hits out there anyways. Nair is kinda Cloud esque in that its hitbox swings alllll the way around, so you can threaten offstage and also do some weird things like cancel out a fireball and still hit them/pressure shield safely if it is autocancelled.
But Zard really shines in his specials. Flare Blitz can hit as early as frame 23 and is active for a while, Fly starts frame 9 and starts armoring through things at 4, which can lead to early kills. It also hits until frame 28, which makes it a really REALLY easy button to just press when you see/read an airdodge starting out (fear of the fair/uair, since you can threaten with Multiple Jumps!) and net early kills. Its full of WBKB all over, so it becomes a rage machine.
He has a cross screen punish button! That starts hitting on 23! That can massacre landings like no other, especially since their other landings are constantly pressured by run up shield -> options, or dash attack (meaty) or dash usmash or SH anything...
And his trump card, his... why play Charizard, answer? None of the above. Its his freakin bair. That thing kills obscenely early, has ridiculous range and disjoint... Basically its what a heavy deserves, a hitbox that if you place it right, wins out and straight up gets the kill. His extra jump lets him turn around more in the air, setting up super traps.
Imagine you are at 70% above a charizard at 150% Do you try and win vertically? Because your dair probably won't beat uair, if you commit to the dair you can get flied. Airdodge is deadly to uair and Fly if they play it right. Zard can also simply land and has access to utilt and usmash for juggles, or a grab to reset the situation. Drift airdodge is moderately safe but can get you Yolo flair blitz, which will actually kill you this close to the ceiling. If you decide to drift away, he can jump again and threaten fly, blitz, uair, and during the initial jump fair, and now bair. Bair will kill you off the side if you aren't dead center at 70%. Drift too far away and you'll get flamethrowered... And you're at the ledge, where his options can also trump yours, and he has access to his great ground game. Dtilt is much like CF's, get dtilted trying to jump off the ledge and life can go bad really quick. And if zard falls off to dair, he still has access to bair to mush you for airdodging.
He certainly has his flaws, and may not be the best super heavy even. But his advantage state is actually really scary, and a charizard that consistently presses the right buttons in neutral can start taking stocks with extreme conviction/speed/ease. He has multiple very deadly disjoints, solid juggles, a good grab (and the much understated good pummel, you'll be taking consistent damage from grabs while he refreshes his moves) and grab followup game. Also something I didn't really get into, but super armor on frame 5 is really nice for escapes with Rock Smash, though it is punishable.
TLDR : If we had pictures of the range that people threatened on what frame, Charizard would be a pretty damn good case for scariest heavy advantage state. Zard can be in many spots quickly with either super armor, disjoint, or pure power, and often with a combination. He suffers from being juggled, some rushdown... basic heavy stuff. But he is a pokemon, and IMO is like the Mewtwo Heavy... Why are you getting hit? Disjoints and bair and raw power and super armor and bair is just... terrifying. And he has just gained mobility. Good things happen when people gain mobility, so I think i'll jump on this train before its too late.