Hey! Sorry it's been so long, but now that life is cooling down a bit I'll get that info you requested. Jab stuff is done (tell me if you would like more data on it), other info will follow.
Zelda's jab adv on Mario:
0%: +8
10%: +10
20%: +12
30%: +14
40%: +20
50%: +21
60%: +23
70%: +25
80%: +27
90%+: variable
So! I'd like to point out/explain a few things here. First off I'm sure you noticed the large increase in hitstun between 30% and 40%. This is because at 40% the knockback is enough for Mario to be considered airborne, which means that in addition to hitstun he has to suffer 4 frames of hard landing lag. This is guaranteed, as the knockback isn't enough for him to be able to DI it
.
At 90% however he can DI it. If Mario doesn't DI at all his only option is to airdodge before he lands or tech the landing. If he doesn't you'll have like a +46 adv. If he does DI into the air you'll have a +7 frame advantage if he airdodges, and a larger one if he attacks/jumps. I'll get the numbers on the latter two options later, Brawl isn't buffering correctly for whatever reason which makes getting the info very irritating >8[.
So yeah; I was surprised at how good her jab actually is. Jab -> dash attack should be effective at the least. Also yes, the more stale a move is the less it will stun an opponent. This raises the question of how this effects her "dtilt lock"... I'll look into it.
Well that's it for now. Toodles!