You know, I wish I could show my replays, because I think there are 3 saving graces for aggressive charizard:
Number 1, Flamethrower
This one is obvious: It is a ranged weapon which can stop approaches from your enemy and can be angled too to stop silly Mario F-Airs
Number 2, the Tilts
I swear to god Up, Side and Down Tilt are incredible: First one makes Charizard invincible for most enemy attacks and you can juggle them easily and, what I like most, Hard Read Punish them if they try to airdodge with, I dunno, FLAREBLITZ(that's the most fun part of it). Down Tilt Range and usefullness is ridicolous: It is like having a F Tilt from Lucina to space against enemies. I think we can also avoid some attack from enemies, too.
Side Tilt is somewhat laggy but still incredible useful, and if you angle it you can cover more range with this attack
But the Number 3 is the real kicker: Rock Smash
The Super Armor on Rock Smash, coupled with the huge hitbox is so important in Charizards Play. It allows you to approach if you get juggled, it allows you to recover more easily if air dodging isn't an opti...wait, to sum it up: Rock Smash is like a offensive, high risk high reward Air Dodge basically(and oc you get damaged by enemy attacks with super armor)
And finally:
How exactly does Nair cancel works? I can't seem to get the hang of it. Maybe someone can explain how a proper Nair cancel looks like.