I asked about this and suggested a change to it. I was told (I think by monkunit) that it was changed but that doesn't seem to be the case.
I never saw Fly getting much use because it seemed too slow and didn't reach the appropriate height without being charged (and by the time it was charged, they could move out of the way)
I suggested to give it a certain limited height, and just initiate the Fly as soon as you press downb and can keep going up to the limited height for as long as you hold downb. This way, you can control the height he goes without having to take the time to charge it.
Kind of bothers me that someone like Bowser has this ability with his downb and does it better then Charizard who has the move that was solely based for this purpose.
Other then that I'm pretty hyped for wolf.
Demo v2 is your chance to prove or show evidence that Charizard's Fly, with the way it currently is set up, is less useful as a charge move. We're not going to be changing the way a character's move works that we've just announced. We're very comfortable with how all three of these characters play as well as how their moves function. Charizard's Down B is no exception, but you will have the ability to give us feedback on the move after playing with it for awhile once Demo v2 is out there and we'll take your thoughts into more consideration.
Until then, Down B is remaining unchanged.
As for Wolf, Marf, um... he is in no way forced to only combo into Side B. Really, Side B is something that's actually tricky to land after a combo if you're only starting off as playing the character. It's hardly required, but it's hugely rewarding if you do combo into it. He's not a 1 trick pony as he's largely a spacie just with a Side B as an extra offstage KO move that's both risky and flashy if you try to land it.
I don't know how you took that away from his write-up because if you've seen at all how he's played by several different people from streams or videos, you'd know he's not primarily going for Side B... there are definitely set ups for it but they're not required for Wolf to be good or for Wolf to successfully KO. As Kaizo said, he has Fair, Usmash, Dsmash, Fsmash, Bair, and Dair as KO moves, so he definitely doesn't have trouble KOing where to the point he's forced to combo into Side B. That's never been how he works.