Farore's Wind is not THAT terrible. I mean, it's a very slow, gimpable move, but since it travels quite a nice distance, if you are launched off the platform you can wait till your opponents are chasing to edgeguard you and start teleporting pretty far away, still making it safely back to the stage. This can also make Zelda a bit hard to spike normally. You can't wait too much, though, because of the start up lag, if they catch you before you disappear it's probably byebye.
It's an ok recovery because of the completely safe distance it travels. Of course, you're invulnerable during its duration, and with time and practice you can master its directions to always try to teleport to the safest place possible (ie. the ledge). Stages with platforms work good with FW as well, cause they provide a sometimes safer place to land.
Offensively it's pretty terrible, unless people are unfamiliar with the match-up they'll probably shield or start charging a smash attack in case you miss (which can happen). If they shield it you're pretty much ****ed and you should teleport away from them.
It's kinda good to prevent juggling though, since you can teleport back to the ground. However, because of the laggy start up they can still reach you before you can disappear, and characters with very high or multiple jumps will probably do.
I think it's best use is to retreat from certain situations, or to move faster if you send an enemy flying towards the other side of the stage and you need to make it in time to put some edgeguarding pressure. Zelda does move faster with FW than with her dash.
And like Courier said, there's also the teleport cancel, which is also sort of situational and should be scarcely used to keep its surprise element.
How can someone write so much about this move? @-@
Her
dash attack has some range and priority, like most electric attacks. At lower percentages the sweetspot can lead up to U-smash or you can chase for a grab. You can also use a ledge-halted dash attack to edguard, and if you hit with the sourspot it will be a somewhat powerful semispike at higher percentages.
Her
grabs are pretty terrible because of how slow they are. Her poor speed make shield-grabbing almost impossible unless you're hit with a very laggy attack with poor shieldstun. Her pivot has a reaally good range, though.
Ledge attack: Rather quick, but it's something I don't use too often. Zelda has better defensive options imo. 100%+ ledge attack is slow and jumping back on to the ledge or hopping off are better options for her.
I think her ledge attack is a terrible one compared to other characters, and let's not even go into how bad it becomes after 100%

. I think a better a option is to hop back with N-air, buuuttt, using the ledge attack can make your opponent think you're about to do that, and then you can surprise them with a lightning kick. Won't really work that well, though. You're really gonna have to read your opponent to get away with that.
Do you guys know when the IASA frames of her jab start?
