comes out in 9 frames? i really doubt that. you can clearly see the windup before he shoots it out!
also, even if tiny duration isn't that bad of a thing and requires more decision, there are real reasons why fox and falco have such good aerials to approach with. it's because their hitboxes stay out for a long time on their bairs, drills, and nairs. i play ice climbers and bair is one of their strongest aerials, but the fact that the hitbox doesn't stay out for very long decreases its viability
anyway, the same can be said about zelda's fair/bair, but the reward is much higher AND the hitboxes are very disjointed
9 frames if shot while he's charging it, which can be abused if you charge it up right before it maxes out, and then (since most of the time you combo into it airborne) Press B to start the charge, immediately "cancel" it with L and press B again to shoot it while charging. Altogether it's actually 13 frames when done properly, my memory failed me a little bit, but I believe that's still faster than the knee (which is... 14?)
I understand that hitboxes with large durations are great for aerials, because of the cover they provide for approaching, but I don't think they're good for tilts. You can move in the air while performing a move, you can't on the ground, so I think the shorter hitbox duration makes it more lagless and less punishable.
I never claimed zelda didn't have kill moves, she has great kill moves, she has them in spades tbh, I was just stating that Mewtwo had them too when I was trying to show that he has almost every offensive arena covered. I suppose I should make a concise list of what I believe Zelda has over Mewtwo and vice versa to get into a debate with more clarity, which is what I want to do.
Chain Grabbing -
M2 > Zelda (I've seen some amazing tech chasing/chain grabbing by Taj into some sexy combos)
Gimping -
M2 ? Zelda (Only because I don't have that extensive a knowledge of how Zelda can gimp people. If I were informed this could be a debatable contention)
Projectiles -
M2 > Zelda (I think Din's Fire is too laggy)
Comboing -
M2 > Zelda (From what I've seen. because Zelda's most useful aerials have high knockback, she can't juggle as well as M2 and suffers at building damage because of it. I don't think that M2's comboing ability, however, is of that great importance when Zelda can kill so easily that racking up superfluous damage is of little concern)
Recovering -
M2 > Zelda (No contest. M2 has one of the best recoveries in the game, Zelda one of the worst, I think this is an argument for M2 that's pretty much off the table)
Landing Kills -
M2 < Zelda (Killing is a staple of Zelda's. Clearly)
(Taking out mindgames and stall tactics)
Now, in order of the importance of these traits in competitive battling:
Landing Kills
Gimping
Comboing
Chain Grabbing
Recovering
Projectiles
Killing is the objective of melee; gimping is a more situation way to kill; combing leads to killing; if you play well enough you won't need recover, but practically you do; projectiles are a mere tool towards comboing
That's my reasoning for which areas are most important. These can be debated as well.
Zelda has the most important part of competitive Melee as a character strength, with Mewtwo covering all other overall character strengths.