You mind explaining this one?
Like, I can buy Zelda being mid tier (this is clearly the best version of her we've ever had), but I'm skeptical of claims that a character that has been historically bad and does not have the obvious signs of a good character is suddenly good. High and top tier are not realms one so easily enters, and some designs are just not cut out to be good in this series.
I guess that would depend on what you consider the qualifications of high tier are and what you mean by "does not have the obvious signs of a good character". What are the signs of a good character exactly? I can't speak for Ven or Mystearica, but why I think she's high tier is:
1.Having things that are considered strong in Ultimate.
Disjoints seem to be strong in this game and nearly every one of Zelda's moves are disjointed or intangible. They may not be particularly large and require some precision, but that can sometimes work in Zelda's favor and allow her to micro space around larger disjoints. She also has significant disjoints such as Up-air and a unique projectile in Phantom, that features a variety of massive disjoints, targeting different areas of space. This alone, puts her over a good chunk of the cast, that lacks versatile disjoints or doesn't have them at all.
2. Has the ability to take advantage of the new engine and its features, while not being any worse by the changes than before.
Zelda is largely a punish based character with tremendous power and now has a significant trapping element added to her, with the Phantom redesign. If disadvantage is significant in Ultimate, then a character that can both target that disadvantage well and severely punish any bad options or landings, would naturally do well. A poster above me brought up Snake, which I think is a good example of this. Disadvantage and the changes to off stage and defensive options, allow options like Nikita and his grenades to be very powerful and he can easily edgeguard a large chunk of the cast safely with Nikita and ledge trap with both of those options.
I feel Zelda is similar, in that she has a wide variety of options to harass off stage like Phantom, Din's Fire, an intangible Dair, Fair/Bair which breaks super armor, a Nair that has significant knockback at higher percents, while being a multi hit, fast, and disjointed, and Nayru's Love which is significantly disjointed, intangible at the start, and has an omnidirectional hitbox.
Snake may have a good all purpose edgeguarding tool in Nikita, but Zelda can also cover a myriad of options and recoveries with the above mentioned. And like Snake, if the opponent does happen to make it back, she has a very good ledge trapping tool in Phantom, which will pretty much guarantee a 50-50 with the correct timing, the vast majority of the time. Even if she guessed wrong, the opponent is often still in disadvantage, and any correct read, will have Zelda's powerful moves KO or send the opponent back in disadvantage.
I feel like advantage state, will be the most important in Ultimate and the characters currently considered high and top tier, all tend to have good advantage states. Without a good advantage state, you run the risk of not being able to offset the terrible disadvantage state, that seems to be universal. Both Zelda and Snake being more trap oriented, allow them to take full advantage of the defense nerfs in Ultimate and are able to harass and severely punish disadvantage. Zelda's moves in particular, are powerful enough to send opponents deep into disadvantage early, potentially only needing a few neutral wins per game.
3. Good recovery and off stage game.
If the changes to Ultimate have been mostly defense and off stage nerfs, then having one of the better recoveries and off stage puts her over a significant amount of the cast. Landing and getting back on stage, is a major problem and her only real glaring flaw, but even being able to get to that point is significant. There are a fair amount of those considered high tier, with somewhat easy to gimp recoveries. There can be issue with being two framed, but her ability to stall and mixup her recovery can counter that. She can also easily turn the tables if an opponent goes too deep or over commits and end stocks, while still technically being in disadvantage.
There's more here and there, but those are the main ones. It doesn't matter how bad she was previously, Phantom redesign gave her a setup tool, to her punish based kit and the current engine favors her. Being able to kill early, gives her a comeback factor, of which is very strong in Ultimate and allows her to turn around large deficits, that might result from her poor disadvantage.
There's also the fact that she has been placing high and with a variety of players. And GOML has this Raykushi fellow, that I haven't heard of before, but is apparently doing some work, including beating Gen and Keitaro. He's currently at 65th at the time of this writing, which is already pretty good, so we'll see what that brings.
There are definitely some things in this match where I wondered what he's doing and then some things that I don't even see Ven doing that much.
Anyway, pretty solid showing but he lost the next match to Brandon (I think a Donkey Kong?). So definitely not the best Zelda out there, but it also shows that this character needs some optimization and that it's possible to optimize her further.
Beating Gen and 2-0ing Keitaro is no small feat. I can't really speak to much to Gen, but I know he's a pretty good player, hailing from a local filled with them and Keitaro regularly plays and hangs out with top players.