Me neither. Oh, and by the way, if Dedede's main strategy is just the chain grab, then Charizard should have little problem (Dodge), but if it something else, I can give an accurate match up.
IMO CG doesn't make DDD. It's just the icing on the cake for him. It's true that grabs are a very big part of DDD - his shield-grab is extremely quick, has ridiculousso range and it's kinda depressing as DDD can just grab every single bad spacing move.
Anyway, I've played a PT before, and he was pretty okay for the most part. I'll just say some things about DDD that you should keep in mind because everyone seems to think that DDD is a one-dimensional character due to the entire 'omg all he can do his CG and bair' thing.
When playing against ANY DDD, WATCH YOUR SPACING. Wrong moves and whiffed attacks will earn you a GUARANTEED 16%, WITHOUT chaingrab/techchase against Squirtle. With the chaingrab/techchase, expect more. DDD's grab range is huge and fast, you have to be EXTREMELY careful. No one wants to be anywhere NEAR DDD for any longer than a second - Shield grab is extremely fast and turnaround grab out of shield/spotdodge is just as fast. IMO Charizard has to be especially careful because Charizard has some ending lag on some of his attacks.
BTW you might wanna watch out for DDD's pivot grab. It's pretty good.
DDD further augments this aspect of him with a pretty good projectiles - DDD can force an approach on you (Except for Ivysaur). Waddles are very annoying, and they attack you if you hang around them for too long (Both Dees and Doos will attack you). Oh, and watch out for Gordo.
Now, straying away from grabs for a while, DDD's moveset is surprisingly versatile, especially in the air. Bair is incredibly fast, has very high priority, long range, and a hitbox that lingers for a deceptive amount of time. Dair will shut you down if you try to purse DDD from below recklessly. Fair is a situational attack - it has a huge vertical hitbox, and seeing DDD use it repeatedly makes it very tempting to approach. Be careful. DDD's air game is very good at keeping people OUT. You won't see Uair and nair be used terribly often, as they're very situational. Uair does a LOT of damage though. Additionally, DDD's air game is further augmented by his multijumps, and he has very little lag upon landing.
BTW, watch out for the WoP out of CG.
DDD's ground game is mainly punishing with grabs, but he's not completely limited to that. Ftilt has ridiculous range, one of the longest in the game. I think he can cancel Ivy's Razor Leaf with this move. Dtilt can catch you by surprise as it has deceptive range. DDD's Fsmash and Dash attack WILL get you if you're predictable with your dodges and you aren't careful with your movement. You'll rarely see DDD use Usmash and Dsmash, but they're both good moves - they have good killing potential and Usmash is similar to Ike's Usmash as it hits all around DDD.
Utilt. This is DDD's main kill move. It'll kill Squirtle very early, it'll kill Ivysaur around 120%, and I don't know when it kills Charizard. Probably around 130%-140%. Watch out for this move. It has a deceptive, TREMENDOUS hitbox all around DDD and inside him. It's very very quick - watch your movement and spacing else you'll eat this move.
Inhale. This is personally one of my favorite moves as DDD. I'll be floating around, threatening my opponent with bairs or fairs, and when I run out of jumps and land, I'll see my opponent charge. Then I just b-reversal Inhale. Inhale is very good move. If none of DDD's disjointed attacks will get you, this probably will. This move will stop you dead in your tracks if you're predictable and/or clumsy. BTW, DDDcide. Fear it.
DDD is a heavy sonuva*****. He is the most resistant to vertical kills out of everyone else in the game - you'll want to kill him horizontally. DDD's recovery makes it so that he's pretty much guaranteed to make it back unless the DDD is stupid or you completely knock him out. The trick to edge-guarding DDD is not to outright gimp him, but force him to use his UpB. Just a few things to keep in mind:
-DDD has superarmor on the way up.
-DDD will always try to land on the ledge.
-In the case the DDD isn't landing on the ledge, he either has no other choice, or he's trying to trick you into intercepting him so he can just cancel his jump and land on the now-vacant ledge, OR you're vulnerable/being stupid in which case he's trying to land on YOU.
Now, assuming that you play smart and you manage to get a hit in on DDD, you'll probably combo his *** into oblivion (Charizard is a slight exception as his attacks are designed to keep the opponent away). DDD is so easy to combo it's ridiculous, you just have to do everything you can to not be clumsy or you'll end up eating a bair/nair/dair/grab.
If I have to summarize with a statement, it would be this: This is a match-up where there is little room for error. You MUST try your best not to make mistakes. Be extremely careful, know when DDD is vulnerable, READ the DDD's habits and punish every mistake you can with combos.
These are just characteristics of DDD. I haven't listed any edges Squirtle/Ivysaur/Charizard has in this match-up because I don't think I have enough experience with this match-up to really say anything against PT except for little things. The only thing I really know is that Squirtle gets outranged and outprioritized by DDD quite badly, and fatigue is a very very very bad thing.