lol forgot?
How did you test these? Training mode, or against some rounds against a person using PT? (note the words I used lol)
anyway, some stuff about Charizard:
I didn't bother to address all the moves, but this is just some stuff that seemed really weird to me.
Pokemon trainer has 3 pokemon (=three different characters to face), but due to the stamina addition (making switching out almost a nescissety) and the fact that when you KO one pokemon, another comes out, and in order to change back into the pokemon they where, they have to switch pokemon twice (or if they just want the next one in line, they switch once) and when they switch, it will mostly mean a free attack. (Good pokemon trainers will not change pokemon close to you, but with falcon's CG on swuirtle and grab release>Uair on ivysaur* Charizard seems the best option, but offcourse, a CG and grab release>arial don't change the whole matchup around) So either don't let the opponent switch, or try to abuse the free hit (don't let the opponent switch without punishment)
You really make it sound like PT players can only play with one Pokemon, and that, for some reason, they
have to stick with that pokemon in that matchup. Honestly, if Charizard gets you to 130%, and he dies, I'm going to kill you with Squirtle, not take every waking moment possible to switch to Charizard again. And if I suck with Squirtle, or Squirtle REALLY isn't preferred in the matchup (for example, I really do suck with Squirtle, and I've done this playing friendlies with Snakes), then I'll try to nail a kill/knockback move on you (F-air, U-air [placement dependent], D-throw, U-throw, smashes). If the move kills you, more power to me. If it doesn't kill you and you get sent really high into the air/off-stage, switch time.
They don't just switch when they're far away from you. They switch when you have no choice
to attack them (at least, not with any move that matters much) when they switch. They'll usually put you in a situation where you have to recover first.
>___>
edit:
and even if they get stuck out of stamina with their current pokemon, they can still use their priority/damage racking moves/whatever all the same. It doesn't make Squirtle's priority any worse, and IMO it might even help Ivysaur's bullet seed, with lower knockback and all. But if they use a kill move when you'd otherwise "die", it'll knock you far enough from them to switch while you're being sent away and as you're coming back.
Charizards moves
Neutral A: Charizards Neutral A isn't a real threat. It does not do alot of damage, and it can be punished (without much difficulty).
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Dtilt: Charizards Dtilt is quite fast (the attack itself) but it does have some after lag. This move is quite hard to punish, but not impossible offcourse. Still, This is one of Charizards harder moves to deal with.
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Fsmash: Charizards Fsmash is slow (wich makes it really punishable, with a sweet knee or Bair) but it hits hard when it connects.
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Fair: Fair can be a pain. It can send you flying quite far. But its afterlag can be punished nicely.
Dair: Dair can spike, so beware of that. Other than that, its quite slow and has quite some ending lag.
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neutral b: when caught in Charizards flames, you can counter it easily with an Up b, or just shield it.
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Down B: Change pokemon - Make sure/try to punish this with a Dsmash or Fsmash when it happens, or even a sweet knee or falcon punch. (I recommend a smash though, as the timing is not too difficult for a smash)
Up B: Up b is kinda hard to counter, but the ending lag can be used for punishment.
Also note that Charizard can glide and has 3 jumps.
Neutral A: Charizard's jab, as I hear, is more of a GTFO move. Either way, he doesn't have to complete the jab combo either ._.;
D-tilt: You make it sound like Charizards use D-tilt to damage or something. Honestly, when I play PT, I only use D-tilt to finish someone off, maybe after a grabrelease or during the opponent's landing. I was under the impression that Charizard's D-tilt is quick and somewhat spammable, but at the most, it'd only be used 2-3 times (once for the 'oh he missed', twice for the "okay, i'm gonna grab his miss- DOH!", and three for the shield push, if neither of the first two hit Falcon)
F-smash: landing lag/spotdodge/roll punishment, but not really much use for it, unless knocking the opponent off the stage to switch.
F-air: SH rising F-airs have lagless landing. It's usually used off-stage (gimp) or on the edge (gimp setup)
D-air: Charizard's D-air is REALLY disjointed below it. It's not difficult at all to hit Falcon during his up-B or his up-B's startup time, and it's almost always fatal as a result. SH D-airs don't autocancel, but FH D-airs do. But FH D-airs hit the ground just as well as Falcon's SH D-airs do.
Flamethrower: Depends. How do you counter Charizard's flame thrower by the edge when Falcon's up-B has such noticeable startup time? Even if you get to SDI out of it and up-B over Falcon, that leaves
you in landing lag that he could even land an F-smash on. Sounds fun? Though at the most, it may only rack up 20-30 damage assuming you're not UNDER the ledge.
Down-B//stamina: Honestly, all Charizard has to do is to use a kill move as usual. As long as it knocks you off the edge, it'll buy him time to switch. And if you're not up to that % yet, he can still whittle you down to a % he can kill with even when tired.
Charizard's up-B itself isn't an offensive move, but more of an OoS kill-move at high %'s, and usual recovery issues. It has super armor towards the start, further encouraging its use as a DEFENSIVE move.