Sorry for the delay, but I finally got around to watching your first set against Fishburne. I think you had two main things in this set that prevented you from winning:
1) You didn't really figure out how to edgeguard PKT1 (before he hits himself) or PKT2 (when he hits himself and travels). A lot of the times, it seemed like he was getting back for free. I haven't played a good Ness:M before, but my first instinct for PKT2 would be to go for reverse NAirs; it's disjointed enough that you're safe from PKT2 and it also sweeps through the edge. If you space it properly, you can also try punishing his landing by DSmashing where he will land. Alternatively, you can go out and try spacing yourself so that you're just out of range from FAir while covering Ness' double-jump; this way, when he tries to PKT1, you're right there and can easily hit him. Using Fly to set yourself up might be pretty good for this, since you would be coming from above Ness and be safe from PK Fire while covering his double-jump.
2) You could've made more optimal decisions when it came to comboing. I can go back and cite some specific examples if you want, but a lot of the times when you used BThrow, you were never really able to profit from it because you sometimes either waited for a reaction or went for a NAir. Reverse NAir might've worked since it comes out on frame 4, but a more consistent follow-up to BThrow when the DI up is FAir. In general, I feel like you could've used FAir more, both for killing and for comboing; weak FAir is an awesome combo tool if you catch your opponents DI'ing up and sweetspotted FAir is an incredibly meaty punish and combo finisher. While you did some cool things with shffl'd weak NAirs, they aren't particularly powerful unless you follow up with something more substantial and, because you're relying on the front hitbox of NAir, they may be able to escape between NAirs. You can try ending NAir combos with more FAirs and continuing combos out of weak NAir with jab.
As for vertical combos, I didn't see a lot of Fly; most of the times when your opponent was sent above you to roughly the level of the top platforms, you opted for double-jump UAir instead of Fly -> rising UAir. Fly -> rising UAir is a better option, especially if you hit with the sweetspot, because the momentum from Fly allows you to continue chasing after your opponent after the UAir. Fly -> rising sweetspotted reverse NAir is also a great option because you travel upwards with the opponent and can follow up with something like FAir or glair. Going back to Fly -> rising UAir, you can also opt for Fly -> waveland if you think your opponent has to tech onto the platform; this sets up extremely well for DSmash, which will cover all of their teching options on platforms like in BF and Yoshi's Story, and then Fly -> sweetspotted up+B is an amazing follow-up to that platform DSmash because they are so close to the ceiling. With regards to DSmash, I think you should try looking for more opportunities to use it; it is easily Charizard's most consistent move in terms of profits you can yield and if they are forced to tech near the edge, it can potentially cover all of their teching options depending on the length of their techroll and their position.
On a more minor note, I think you should try using Glide to recover more often; it's deceptively hard to hit Charizard out of it, especially if you either glide from high above the stage after DI'ing up or if you glide low and sweetspot the edge with jumps and your up+B. Charizard's aerial drift speed isn't terribly good, so using double-jumps alone left you open to being edgeguarded.
Other than those things, your Charizard looked good. Congratulations on getting so far in the tournament and repping Charizard so well!