I feel like most of the time when you got hit against Charizard, you were just within range of Charizard's moves while not being able to hit with your own. I'd say be more aware of your spacing and work on the fluidity of your movements, i.e. try to know exactly when you can act out of certain attacks and begin others. Have as few empty frames possible.
Against Luigi I feel you did fairly well with spacing and combos and stuff. A couple things I'll mention about him specifically:
1. He's a sitting duck in the air. He can't do anything that will beat your up air. Around the 2:00 mark I noticed you had Luigi in the air but you pretty much let him come down safely. What I like to do is if I have Luigi in the air, I'll camp directly under him and threaten with up airs (if he's high enough so that I can land with him still a decent distance above me) or just DD under him until he's within uair range. Most Luigi's know they can't do anything about it except to try to land. You might be able to bait an airdodge as well. If so, he should eat a kick to the face or an up smash or up air or whatever.
2. You pretty much gave him the ledge for free a couple times. I don't use dtilt very much, but this is one case where I definitely do. Dtilt will beat out any sweetspot attempts by Luigi when he up B's, or at worst it will trade meaning you take 1% and he takes 10 or whatever it is, + he can get dash attacked or kicked back offstage. Definitely use this to your advantage if you can't hog the ledge fast enough. Speak of that, try to work on teleporting to the ledge from the stage. I know it's scary to try to do in tournament, but you have about a 4 or 5 frame window to grab it which is more time than you might think. Try practicing on Battlefield or PS2 or wherever really. I practiced for a decent bit and now I rarely miss.
Something else I noticed is that in between your opponent's stocks, I didn't see you throw Din's once. I usually take that time to throw a fully charged Din's that hovers above the stage and will come down on detonation. That way, if it's clanked, it will make its slow trajectory back to me, and otherwise I have a safe place to teleport to. If anything else, it's one more thing for your opponent to be aware of. But yeah, most of your problem might be in your own head. You were doing decently against Charizard until you missed the angle, and even your last stock of game 2 you were doing pretty well until he started throwing you offstage.
One more thing I'll point out is around the 9:58 mark you had Charizard in a position where he had just airdodged and had pretty much no choice but to land onstage. You opted to try to forward smash him back off. Instead, try up smashing or grabbing him (I would recommend up smash) into uair or kick, depending on how he DI's. Charizard is tricky to deal with, as he's fast and has some decently long ranged attacks, but I feel that he's best dealt with trying to pester him with Din's (while being aware of his speed and position in relation to yours).
Speaking of Din's, you did a good a job of mixing up when you were throwing Din's out so that he couldn't punish. He kept electing to just get hit by it and letting it come back to you it seems like. Try mixing it up sometimes though: throw it behind him, stop it in front of him, let it go above his head. He never seemed to know to clank it either, but if an opponent ever elects to clank it, use that time to gain stage position.
Anyway, hope this kind of helps. I feel like I just spewed a bunch of unconnected thoughts at you, but maybe @
4tlas
will have something to say too.