Zelda thread is getting pretty down there and I'm bored so I thought I'd make a changelist for discussion. owo
Ground Game-Ftilt is faster and has more range, there's a distinct sweetspot on her hand that allows for a followup into Usmash or Bair at higher %. The sourspot(on her arm) knocks the opponent away, not allowing for followups or killing until under 160%.
-The KBG of the ftilt sweetspot is drastically reduced. Allowing for consistent possible followups at higher %.
-Jab is faster and has transcendent priority.
-Dtilt works similar to SSB4, hitting under the ledge and following up into a Fair, Dash Attack, Ftilt, or Grab.
-Nayru's Love has invincibility frames for half of the duration of the reflection frames making it a great anti-grab, approach, and parrying tool.
-The reflector on Nayru's Love covers all of the diamond, meaning projectiles such at Crash Bomber or Rasenshuriken can't bypass Nayru's.
Aerials-Lightning Kicks mirror each other both start killing around 80-90% respectively.
-Fair deals 8% sour, and 18% sweet. Kills at 90%
-Bair deals 7% sour, and 17% sweet. Kills at 80%
-Dair deals 6% sour, and 16% sweet. Sweetspot can kill at very low % offstage, but around 140% on stage.
-Faore's Wind now has special fall landing lag, but reappearing directly on the stage or platform has reduced lag, similar to all official smash titles.
-The aerial version of FW's reappearence hitbox is very powerful, being able to kill Heavyweights around 110% in the air. The grounded version while having much less lag can't kill until 300%.
Aesthetic wishlist.-Back throw, since it's one of the 2 strongest throws in the game has more sparkles than all of her other throws.

-Zelda's Lightning Kicks use their bangle SFX from Melee.
-Zelda's grab & throws use the groovy alien SFX from Melee