Thanks so much for the pictures and explanation Magus! That helps a lot. I assume this is the same for the ground version.
So most of the stuff about Nayru's is the same, but the big changes are a) loss of aerial invuln and b) the reverse hitbox. This changes the following uses:
1) Using Nayru's as a panic button. This can't really be done anymore, as once you are in the air you will no longer get invuln from this move. You might be better off using some other move to interrupt combos now (nair/fair?)
2) Using Nayru's as an offensive option. The loss of invuln means you can't do this indiscriminately. Approach and see if they choose to play offensively or defensively. If offensively, you can lightning kick them. If defensively, you can go for jumping right on them and using Nayru's -> land-cancel -> anything for good pressure. You can't cross-up the opponents shield by too much anymore, as the outer hitbox on both sides sends opponents too far to do much with afterwards.
That's about it, right?
I would disagree with Nayru's not being a panic button move anymore. While it is very true that the loss of invincibility means you can't throw it out as freely as in 3.02 (which I agree with, actually on a side note) I think Nayru's can still be used as a panic button/ get off me move. You just can't do it every time you get hit (not that you could in 3.02 either, but the invincibility helped to mitigate this) but it definitely can still be used to get some space because it's still pretty fast. So it's more like a "should I or shouldn't I" option. I definitely agree with you though that using something like Nair, which has some similarities to Nayru's would be an interesting option to explore. It's not going to be as effective as say, Peach's Nair out of hitstun, but still.
I would have to agree that Nayru's as an offensive option has decreased a lot. I didn't do it too much in the past, as it stands in this version if you whiff and the person shields, you're kind of screwed haha. It may be interesting to experiment with empty short hops and Nayru's as a HEYLISTEN mix up could throw people off.
I'm still having a little trouble understanding the hitbox stuff, even though Magus' speech was pretty eloquent. What I'm not getting is as follows:
1. The top is just more of a reference as to how a B-reversed move would normally work in terms f trajectory, right?
2. The bottom/current picture is saying that the hitbox behind Zelda will send them behind, where as hitting the other hitboxes would send the they way she is facing? Is the rear hitbox in the picture the smallest one behind Zelda, and will the second smallest hitbox send them the direction Zelda is facing, or would it send them backwards as well?
3. If someone could answer this example, that would be great
Jiggly approaches Zelda, who uses Nayru's Love, Jiggly is to the right of Zelda, jumps and does not hit the rear hitbox. Zelda is facing right when using Nayru's, so Jiggly should be sent to the right. However, if Jiggly hopped over Zelda (planning for a Rest or something), but accidentally clipped the rear hitbox, she would be sent flying to the left then?
This example is pretty much what the second question is asking, but it helps to add directions haha. Thanks!