On the past topic about Charizard, there's a thread on Charizard's hitboxes:
http://smashboards.com/threads/charizards-hitboxes.437711/. Some stuff is missing or incorrect like Dtilt, Bair, Fly, Flare Blitz maybe, Rock Smash's shrapnel, and Flamethrower just not being there. Also, might be missing armor and invincibility. So, if you're knowledgeable on Charizard or just want to talk about Charizard, being able to see Charizard's hitboxes might help out with discussions on Charizard.
Overall, Charizard's hitboxes look fine -- I don't play the character, so I'm not a good judge for that --, but there are some weird things. One, I just realized how Fly having a frame gap is kind of weird when it's a continuous motion like Bayonetta's Witch Twist and DK's Spinning Kong and not like Meta Knight's Shuttle Loop and Shulk's Air Slash. There's also its hitboxes being a bit small... I think the hitboxes are implying it's hitting with the wings, but it's only hitting in front and it's Smash; it's a game where there's can be a lot of characters and objects on the screen not Street Fighter where this move would pretty fine where the hitboxes are just in front since you're not really going to hit behind and in front. That being said, there are still moves that hit like that like Tatsumaki Senpukyaku in Street Fighter.
Unrelated to Charizard's hitboxes, I find it a bit weird that dash attack is a kick. Charizard's legs aren't exactly what you'd call long or flexible and it's a bit goofy looking to see Charizard ungracefully kick. With so many head hits, it could have had a headbutt or tackle from its "flying run" or perhaps a tail, wing, or claw attack. Similar case for Bowser who could have a variant of Koopa Klaw for an old reference like, from the developers: "We wanted to change his Side Special to be a command throw, but we still kept his old Side Special in." Granted, the kick does give Bowser a wrestling feel. Kind of reminds me of one of Alex's moves and Zangief's kicks.
Back to Fly, it not having auto-link angles can make it less consistent too... Auto-link angles aren't the end all, be all solution to multi-hits, as you've got Brawl Falco's Fair which had auto-link angles and even low SDI multiplier, x0.8, on its loop hits, but when it was a move that had 6 frame gaps between each hit and had no set knockback whatsoever on its loop hits, it was simply too slow and the knockback too inconsistent. It's just curious when they're not on some moves. Multi-hits on the ground don't need auto-links since there's "no inertia" like there is in the air where you're constantly moving at least downwards. Multi-hits that are downwards like Corrin, Fox, and Lucas's Dair work fine and so are the ones that are horizontal like the Pits, Pikachu, and Sonic's Fair, but when it comes to Uairs or upwards Specials, where you're falling while doing it or trying to move up and push up the opponent with you and also moving left or right, it can be really messy. Granted, there's only really 4 moves that have or might have this problem and it's Bowser's aerial Flying Fortress, Charizard's Fly, and Mega Man and Samus's Uair, but you can justify at least 3 of them. Bowser's aerial Flying Fortress hits hard on the first hit, so he wants you out so he can get to the back to the stage with the rest of the hits being safety nets -- a similar move in function to this could be argued as Falco and Fox's Fair in Melee --, however, it might have been fine if those hits were auto-links, so Bowser doesn't have to hope that grazing his opponents can deter them from countering back, Charizard's Fly seems more of a vertical recovery instead of this awesome, powerful, stylish finisher like Meta Knight, Roy -- more of a punish because of its armor --, Shulk, and ZSS's or a setup like Bayonetta's, and Mega Man's Uair is a projectile that lasts a long time and can potentially do a lot of damage, so it being able to auto-link or even cause significant knockback would basically break Air Shooter -- also similar case is Falco and Fox's Fair in Melee where if Fair consistently connected all of its hits, they'd able to do consistent ~30% with their Fairs and that happened in Brawl with Fox's Fair and Dair. Samus is the only oddball. Her Uair does have low startup, low recovery, low landing lag, and she can perform a ladder, albeit, with more difficulty than others since her Screw Attack mostly goes up instead of angled allowing her to try and catch someone moving out like Meta Knight and ZSS can. Samus's Uair doesn't really KO or is used to KO, but I don't know if that's because it gets used more often, so it stales much quicker or if it's just because of its lower angle and chance of dropping unlike Sheik's since on paper, its final hit is stronger in overall knockback than Sheik's. If it can KO, it could have just reduced knockback or damage on its last hit like Greninja's while having auto-link angles to keep it more as a juggle and setup which is what it's mostly used by Samus players. Once again, auto-link angles aren't the end solution to every multi-hit and there are reasons for moves not having them or working fine without them, but for some multi-hits that (curiously) don't have them, it might be fine for them to have auto-link angles to tighten up them and I'd only say Samus's Uair would be in that boat and its a good move overall despite its chance to drop people out.