I'd love to give this a go!
I'm new to the smash boards, not to Zelda however. Also I havn't a clue about all this terminology!
If I get anything drastically wrong let me know guys, the last thing I want to do is spout unwanted and inaccurate information, though I strive to test everything I say on training mode and against other players (not online).
ZONING (havn't a clue what this is...)
* On the ground
A good ground game, FSmash is not easily spot dodged and normally opponents will be hit by the last hit (which is the strongest). DSmash is a contender for fastest smash in the game, comes out on frame 4 so it really is impossible to see coming unless it's predicted in advance. If the opponent successfully spot dodges, Zelda is in trouble, she has a very slight but still apparent cooldown on her smashes. USmash is SO good but opponets have now learned to be wary of this move now. Utilt punishes rolls making it a great ground move from a close distance. Dtilt is too good. It combos, locks and sets up for some smashes. Certainly a blessing. Nayru's is decent but lag is bad, though it often hits the opponents at least once.
* In the air
Strong air game if they connect and/or sweetspot, otherwise her air game is AWFUL. Basically it's VERY extreme, and I find it unreliable. I get desperate with Zelda if I don't manage to connect one sweetspotted fair or bair in the first stock, and this seriously affects my game. Though getting one in feels so satisfying. The only reliable air attack is her neutral, which can be auto-cancelled but still be DId out of.
* Off-stage
Not so good. She can play it safe by spamming dins, which can put pressure on many recoveries. This is great against the space animals, links amongst others, not so good against marth, GnW and other characters that have very quick and effective recoveries. Though sometimes Zelda gets overexcited with Dins, giving opponents that could have died a second chance to make it back to the stage, because it shoots them up.
Nair is slightly better off stage. It can interfere with recoveries and send them further outwards (possibly inwards depending on the opponent's DI).
She can chase with dair but again, it needs to sweetspot to work effectively and this can be so hard to pull off.
SPACING (I'm guessing this is how she deals with being at such distances?) Here goes...
* Extreme long distance (i.e. from one end of FD to the other)
Dins makes her predictable. People expect this. They don't expect FW as much. A combination of FW and dins makes her a lot more unpredictable on characters that can't close in on her from this kind of distance. At the start of the match I often tend to FW on the spot to confuse people. Why is Zelda doing that? Then you watch them approach VERY slowly or rush in fast.
For spammers, her reflector is the answer. Opponents get agitated knowing Zelda is just so hard to crack defensively. She's a fortress, so she forces them to approach.
So from this distance not only can she remain untouched from spammers, she can also mindgame FW and use a few din's fakeouts to come across unpredictable and experienced. Din's fakeouts are brilliant. Some players mistime their dodge and fall into the din's. When someone is closing in FAST (Marth springs to mind) from an extremely long distance away I always do an immediate dins and explode it straight away. The opponent will shield or air dodge and possibly lose their momentum.
* Long distance (i.e. Zelda is in the middle of FD and the opponent is near the ledge)
Zelda is bad here. Din's is not as effective, though FW might be to close the distance but not escape from this distance. But saying that FW has horrible lag after. Din's has horrible ending lag that opponents can EASILY take advantage of. Personally she mustn't be in this zone.
* Medium distance (i.e. there is a noticeable gap between Zelda and the opponent.)
FSmash works WONDERS! Because of its disjointed hitbox and range, I perform this move EARLIER than expected. Opponents feel like they can rush in and attack, but are normally greeted with the last and most strongest hit of the FSmash that cannot be DId out of.
Ftilt catches opponents off guard and can be angled. I've managed to just about beat an MK spamming the tornado by angling this move UP, not straight ahead. Though this is probably best used from short distance, but at mid distance it can catch an opponent rushing towards zelda very well because of it's awkward timing (it has a slight delay but is quicker than the FSmash).
Jab is effective and has excellent range. Stops a lot of dash attacks approaches and can sometimes ruin a floating peach. At mid distance it's quite good. Dtilt is even better, and stops many approaches. It locks and can combo well. Perfect against smaller opponents.
* Short distance (i.e. the opponents are almost touching each other, there might be a small gap.)
Great. Usmash and Dsmash come out very fast and are great kill moves when not decayed. Usmash puts pressure. FSmash puts pressure on the shield and pushes the opponent away whether they shield this or not. The range of this push back is enough to be OUT of the range of Marth's FSmash if he were to FSmash immediately after being pushed back by Zelda's.
FW is surprisingly good at making Zelda get away, but she needs to be insanely close to the opponent and sometimes there are FAR better options, such as smashing or throwing.
The best move at this distance is Nayru's Love. AMAZING MOVE! Works even better just after spot dodging an attack or shielding. Even better when used near the ledge as it can push opponents away. I like to place my back to the opponent. They think they can rush in and attack. I like to spot dodge the first attack and then use Nayru's to send them off the ledge, setting up for some sourspotted dairs or a sweetspotted one if I'm VERY lucky =D
KILLING
* Killing power
Really really good. Her USmash is even stronger than Ganon's. Utilt is INSANE if it hits and the opponent is around 100% (applying to Mario - (I think it KOs falco fresh at 84% give or take) ). Uair is UNBELIEVABLE. KOs at shorter ceiling around 70%, 50% if it catches an opponent right at the top of the ceiling (though this hardly ever happens unless on smashville)
* Gimping potential (I really don't know what this means so here goes...)
Not so good. Zelda fails her. Her dair is about precision, and some characters are simply too quick for it to come out in time. Sourspotted dairs are good and do combo into each other.
2-3 sourspotted dairs will ALWAYS combo into a sweetspotted one, either that or do a footstool and it's ALMOST a guaranteed kill XD
My, my! A LONG POST! Hope this helps in anyway possible.