Her bair and uair scare me. The range/disjointedness on those moves are insane. I would put those 2 aerials as 2 of the best in the entire game for their range/speed/KO power.
I think her bair outranges Marth's fair iirc
Oh and I know ZSS players don't use plasma whip much anymore but I think that move would be really safe against Zelda. Like the only thing I think I could punish it with would be a dash attack and only if they screwed up the spacing.
To be honest I barely consider Uair a KO move. Its more useful for juggling so unless ZSS has just been killed it will be too stale to kill with.
And yeah I think Side B spaced right is fairly safe against Zelda. She *may* be able to punish with a running Usmash but thats only if the spacing is really screwed up and the move is PSed (which isn't that hard to do). Dash attack will work but isn't too big of a threat. Personally my use of Side B varies directly with my opponents ability to punish it.
I've never in my life died by a dsmash combo at 100% unless I was seriously close to the edge of the stage. Dunno what kind of DI people have these days, lol.
Side B is the only move ZSS has that has comparable strength to Zelda's KO moves. I'm well aware that ZSS has better kill setups, but like I said, strictly in terms of the damage at which either character will be dying, Zelda can KO ZSS earlier than ZSS can kill Zelda.
If you're at 100% and you get hit by a Dsmash you're at at 113%. The second Dsmash puts you at 125%. Bair at 125 should kill you on most stages.
But I don't believe that her weakness which is true against the majority of the cast is a reason as to why she fails against the majority of the cast. Snakee is talking about approaching Zelda from the air at a 28 degree angle. Not using her ground game. No of her aerials being able to beat out her upsmash and if ZSS doesn't approach a 36.2 degree angle then she'd just get swallowed by up smash. Yet the match up is 60-40 because Zelda air game is bad and game be edgeguarded? I call bull.
Ok so why would the matchup be in Zelda's favor or even neutral? Because of Usmash? ZSS isn't exactly forced to approach that much in this matchup. If she hovers around mid range Zelda can't use Din's so unless ZSS is behind she really doesn't have to approach. And Zelda's options if she ever needs to approach are far more limited than ZSS'. Does Zelda have one safe approach move? ZSS is also far more manuevarable and therefore has much better abilities to mindgame/feint and try to bait Zelda into an opening. And its not hard to approach with Bair at a safe angle.
Combining that with ZSS' far superior airgame and recovery and I think 40-60 is fair. What does Zelda have in this matchup besides Usmash?
The way I see this matchup is that both players are going to have to be careful and look for an opening or a mistake. But when ZSS has an opening she can do far more with it than Zelda can.
As for stages... How does Zelda do on japes? This is a sort of bad stage for ZSS due to how it messes with her Side B and if seems like Zelda would actually be able to camp here somewhat on the platforms. The only problem for Zelda is the high ceilings.
Frigate is also somewhat good because ZSS can't tether to one side which limits her recovery options especially after a Dsmash.
Other than that I don't know what stages would be good for Zelda besides FD or Sville. Look for ZSS' to use RC, Brinstar, Norfair or other stages that force alot of airplay.
Edit: ZSS also has a very fast Uair for momentum cancelling and can momentum cancel with Down B situationally which helps her survival.