Honestly, it's like you people forget Link has a tether recovery. :/
You're vulnerable the entire time from when you use your tether up until the time you've fully retracted it to the ledge, and if you get hit out of it you don't get your jump back. Charizard doesn't
have to edgeguard with Flamethrower and is fully capable of going off-stage with aerials (often forward-air), Flamethrower is just particularly good at it once some characters drop below a certain height under the stage. Flamethrower's range at maximum charge is actually quite long, it just doesn't usually appear so since it's angled down into the ground on startup when used on-stage and the move is probably being used a lot. Even when not used to gimp people, it's a lot of guaranteed damage that can often lead into a kill if the opponent doesn't deal with it correctly. (Being unable to ledge snap for a certain number of frames after being hit basically means you're forced to repeatedly recover into the fire until Flamethrower weakens enough, then you've either been forced onto the ledge, or landed on stage with your up-B if you're not careful.)
The main thing that I think gives Mega Man the advantage over Charizard is that Metal Blade is more often than not going to hit Charizard 3 times, and also never stales. That's a solid 9% per Metal Blade getting tacked on throughout the match.
I still believe Mewtwo at least goes even or better with Charizard, and it mainly has to do with how easy it is to combo Charizard (and how easy it is to mess with his anti-combo tools). It's never going to be more than a +1 for Mewtwo given how light Mewtwo is, but I just feel like Mewtwo has way too many tools that work on Charizard for it to be in Charizard's favor.
Metal Blade is the main "pressure tool" I was talking about. 9% obviously isn't nothing, but it's less significant than the fact that Mega Man can use Metal Blade (among other things) to pressure Charizard into shielding so that Mega Man can grab him, which hurts Charizard a lot more than an extra 9% every so often (outside of a hard punish with, say, Mega Upper, Charizard's still going to be taking a lot of hits). Mega Man is quite likely one of the worse matchups I'd listed in the -1 group, but nothing stands out enough for me to consider the matchup as bad as any in the -2 group at this point.
Charizard might get knocked around a little by Mewtwo (haven't noticed anything particularly painful playing the matchup in tournament myself), but to say it's in Mewtwo's favour because of that would be ignoring everything Mewtwo
doesn't have over Charizard: weight, (disjointed) range on a lot of moves, ground mobility and relative safety when recovering being big ones. I also highly doubt Mewtwo has any truly
guaranteed strings that would give Mewtwo great enough reward on hit to overcome the immense weight difference; Charizard has some fairly damaging set-ups of his own, and has more lenient auto-cancel windows compared to Mewtwo, making him somewhat smoother moving air-to-ground to continue a string. Mewtwo's moves tend to come out
very slightly earlier on average, Charizard's tend to have
slightly more disjointed range, but overall their damage outputs are extremely similar and neither has a clear advantage in neutral. The deciding factor really is the weight difference in most situations; Mewtwo simply has to win the neutral a noticeably greater number of times, and is put in a comparatively worse position should the characters trade.
Charizard beats Link.............how exactly? Everything Charizard has when shielded is incredibly unsafe due to Link's grab which will combo Charizard to no end. And gimping Link with Flamethrower is as easy as gimping someone like Falcon and Ganondorf..........you do know Link has bombs to help him land and has a tether recovery........right? Once Link has a bomb in hand off-stage, there is very little Charizard can do stop him from returning.
Again, Charizard can go off-stage and challenge characters like Link whose recoveries are generally restricted to an area level with or below the stage very easily. Even if you're using a Bomb (that's more free damage for Charizard as well) or your tether to recover, you're still only going to be recovering from a specific set of angles that Charizard can capitalise on.
And as much as I talk about Charizard's ground game, dash and use of shield, the character can, in fact,
jump to some reasonable extent as well as having some offensive options fast enough to beat out something like Link's grab within range. I know people that play Link, and I quite enjoy playing Link myself, and it can be very easy to play around Link's options if you know the matchup well enough due to how early he has to commit to them because of the startup on all of his moves and low mobility. Of course hitting a shield with Charizard is going to be unsafe, but why would Charizard have to
hit a shield when he gets most of his reward out of throws and has one of (if not) the largest non-tether standing grab ranges in the game? Charizard can down-throw up-smash (among other things) Link as well, just so you know, so comboing off throws isn't a point for either character in the matchup.
what moves does Charizard have that out range Ganon?
Most of Charizard's moves will have longer range (or some favourable combination of range and speed) than Ganondorf's functional equivalent (jab, f-tilt, d-tilt, f-air and b-air come to mind as common moves Charizard uses to challenge Ganondorf). Ganondorf's F-tilt and D-tilt are the only notable things Charizard can't beat out with range on normals alone, but Charizard still has the disjoints and a "projectile" to challenge them. Massively disjointed u-tilt and u-smash also beat out any form of aerial approach. All before the fact that Charizard has much more freedom to space his moves than Ganondorf.
I swear if I have to read or hear someone say that Falco has slow moves and is weaker than Fox.
Here, I'll run some numbers through the knockback formula for you (Fox vs. Falco).
U-smash: frame 8 16%/BKB 30/KBG 94 vs. frame 8 (first hit) 12%/BKB 30/KBG 98 (second hit) = killing Mario from centre stage Battlefield at around 103% vs.
134%, before the killing hit.
U-air: frame 9 (first hit) 11%/BKB 30/KBG 100 (second hit) vs. frame 7 10%/BKB 35/KBG 95 = (from ground level) 143% vs.
161% (lower growth would mean the difference is greater on heavier characters, also actually comes out on the same frame after taking into account jumpsquats).
D-smash: frame 6 14%/BKB 30/KBG 75 vs. frame
7 15%/BKB 20/KBG 76 = 158% vs. 156%.
F-smash: frame 13 14%/BKB 20/KBG 98 vs. frame
17 15%/BKB 42/KBG 96 = 123% vs. 98%.
Jumpsquat: 4 frames vs.
6 frames.
There's the source of the "misconception". You could argue direct comparison between moves isn't really fair, and you may be right (to my knowledge Falco KOs a lot more often with B-air and going deep with F-air), but there's a lot less subjectivity when it comes to comparing numbers. I could still say things like "Fox's frame 8 U-smash comes out faster and kills earlier than Falco's frame 4 B-air when taking into account the added 6 frames from his jumpsquat, and Fox will be able to punish even more things due to being able to close the gap faster with his superior dash speed", if I didn't want to do direct 1-to-1 comparisons.
As a final note, I'm not saying Charizard is a good character; my matchup chart would imply the opposite of that. What I probably am saying is that he's a flawed character with niche strengths that give him a really funky matchup spread. When I said I spent a lot of time writing it up, I meant
a lot of time. "Several months of tournament experience playing Charizard against everyone" kind of time. The explanations were kept brief to save space.