The advantage of a character like Charizard recovering high is that you can stay below them. Charizard's only options out of gliding are glide attack and landing, as the glide takes away his jumps. He has to land eventually and he's very unlikely to be able to hit you with glide attack if you're directly beneath him. You, on the other hand, should have the opportunity for something like sourspot uair -> bair or something like that. In short, Charizard is going to get back to the stage, but you'll still be at an advantage.
Ness does have the tricky jump, but it's not something he can sweetspot the ledge with unless he's at a really specific distance, something you should be able to see him going for, in which case, egehog. If he just double jumps straight for the stage, his options are limited whereas yours are limitless. The same goes for his UpB, either he's going to go for the ledge or the stage, and since it goes a really specific distance, you can tell if he's going for the ledge, ledgehog. If he's going for the stage, just fsmash, flare blade, or counter him. If he's at a height/distance where he could go either way, edgehog to remove that option, then punish him landing on the stage.
Other characters like Pit, though, or, I don't know, Meta Knight, I don't have as much experience against. Or Lucas. Honestly they'd all probably give you more trouble than Zard or Ness, but it really boils down to considering their options (of which they usually have few during recovery) and covering as many of their options as possible simultaneously, which usually means edgehog and punish stage land. But if they recover high, you're still below them (good) and grounded (good). A good thing to keep in mind is that grabbing the ledge opens up many more options for them, so preventing that is both extremely important AND easy to do (just grab it yourself).
Anyone who knows the MU for other air superiority characters feel free to add things.