Well, I know Ivysaur's likely gender, but because there is nothing over his name to tell for sure (like in Pokemon), we may never know for sure.
Many weeks later:
OK, after looking over my own guide, I've decided to try again on it so here's Charizard's guide, 2.0!
Initial Impressions:
Charizard, has a rather obvious role, which you can easily determine by his appearance, TO KICK THE **** OUT OF THE OPPONENT! What isn't as obvious is how versatile he is at doing so. Being big, he's likely to be classified as slow moving easy target lumbering tank. This isn't (entirely at least) true. Charizard is surprisingly swift and agile for a character who's weight class is typically defined as practical rocks lumbering towards you (ex Bowser). With three jumps (barring the up B), and a glide, he has an above average recovery. He is also fast when running (walking, he is the slowest Character, running, he's the seventh fastest, tied with Pikachu [if you ever played the Pokemon games, this shouldn't be surprising]). Be careful, he has ratehr laggy moves.
Pros and cons:
Pros:
+high damage attacks
+powerful KO moves
+high range
+great approach options
+varied and multipurpose arsenal
+Above average recovery at least
+good at gimping
+fast running speed
+great grab range
+great grab game
+above average horizontal aerial movement speed
Cons:
-big
-laggy smash attacks
-has only one projectile, short range (Flamethrower)
-easy to spam
-Recovery capable of being gimped by a couple of characters
-vulnerable from below
-slow vertical aerial movement speed
(I have a pros and cons list here. It finally has it's uses)
Overall Utility:
Of all of PT's Pokemon, Charizard is obviously the most reliable and flexible. To be fair, there is not a right and wrong way with Charizard, only a good way and a bad one (ok, several good ways and several bad ones). He is strong enough to hurt, really badly. To compound this, he can outrun all but 6 characters. He can play an offensive or defensive style (depending on preference, situation, and your mood). However, he does have bad matchups, so don't just go into a fight. Also, Charizard doesn't do so well under an opponent, so juggling is an issue. If you can, try to get under your opponent. This is why most U attacks are rated so high in comparison to most other attacks.
Move group Dissection:
Key:
1: Don't use this
2: this isn't recommended, but still plausible moves
3: this is entirely optional
4: Stamped with the seal of recommendation
5: Use this, trust me
-A combo: interestingly, this can be kind of effective when racking up damage. However, with the rest of Charizard's moves, this shouldn't be a necessary action. 3
-Tilts: Charizard's tilts are interestingly as strong as some smash attacks. His Dtilt can KO Mario at 110% and his Ftilt can KO Mario at around 135%. His Ftilt and Utilt are also good damage Rackers. I definitely recommend these.
Ftilt:4
Dtilt:4
Utilt:4
Overall: 4
-Smashes: While Charizard's tilts are fast, most of his smash attacks are rather, slow. His Usmash does execute quickly, but outside that, I don't really recommend them (in fact, Due to Dsmash's really poor range [grounded opponents], I'd might as well give it a 1).
Fsmash:2
Usmash:3
Dsmash:1 (until proven otherwise)
Overall: 2
-Aerials: While not on the level of Squirtle's, Charizard's aerials are really good. His aerials are really powerful, and execute rather quickly (except Dair, but that's a meteor). Fair has a weird mechanic, and while it has a pretty big hitbox, you have to get close to knock an opponent away from you, which can cause some problems. Bair on the other hand, is really good by comparison.
Nair: 3
Fair: 4
Uair: 4
Bair: 5
Dair: 3
Overall: 4
-Grabs: If there was anything I'd recommend that you use the most is Charizard's infamous grab game. His range is among the highest among non tethers, and his throws are powerful and awesome. His Fthrow and Bthrow can be linked for more grabs or combos. Char is very capable of grab releasing, which is really helpful. His most Damaging throw (Uthrow) can easily KO someone of the top on a low ceiling, which is very good indeed. It has come to my attention that Dthrow has problems. While it KOs at the lowest percentages of any throw, it is rather easy to survive. It is more of a surprise KO now. I no longer recommend, but I don't ill recommend either. Shield grabbing is a very common approach method for Charizard, which I recommend. Complete thumbs ups here.
Fthrow: 5
Bthrow: 5
Uthrow: 5
Dthrow: 3
Grab Release: 3
Overall: 5
-Specials: Charizard's specials are rather powerful, but there is one problem, NONE OF CHARIZARD'S SPECIALS ARE CAPABLE OF SPAMMING! This may not sound like a problem, but there are many Youtube videos out there of Noobs and even pros, spamming Rock Smash. Granted, it is a good move, just NOT A GOOD MOVE TO SPAM. Once we get the don't spam message out, time for the real review. Flamethrower is Charizard's only real projectile, and it is pretty good. It is the closest thing Charizard has to Ivy's Bullet Seed, so Use it well. Flamethrower actually does have an anti-spam mechanic in it, over time, the flame diminishes, so that means you have to wait for it to recharge. Rock smash is easily Charizards most damaging move, dealing around 45% damage. This is because the rock fragments after the initial blow deals damage, but the placement has to be right. If you mess up, the rock itself will deal 18% damage and a good deal of Knockback. Fly, isn't that great. It doesn't do that much damage, nor does it send opponents far, but it is a good recovery move nether the less. You can direct it somewhat, and it has super armor, preventing most forms of gimps. It doesn't target the ledge however, and it is prone for getting trapped under lips.
Flamethrower:4
Rock Smash:4
Fly:3 (5 On recovery)
Overall: 4
Glide: While it may seem very good, adding to Charizard's recovery, it isn't that great. I have never been in a situation where gliding was the only option, you can just air jump and DI back to the stage most of the time. Also, it does not have much (if any) attacking importance. While Meta Knight and Pit can (and do) have found ways to utilize their glides as an attack, Charizard's is mostly for recovering purposes. The cancel can be used as an attack, but I don't recommend the glide. I don't ill recommend it either. It's entirely your choice.
Glide: 3
Glide Cancel:3
Overall: 3
Please point out any mistakes.