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Kaeldiar
When we previously discussed Melee kicks, didn't you state that most kill moves have a 200-300 knockback units at 100%? Here are Zelda's kill moves in terms of decreasing knockback units at 100%. All damage values are on hit. Values for sweetspot attacks are from the sweetspot IDs. Attacks are not listed in order of utility/effectiveness.
Ground D-air: 18 damage, frame 14, 264.344 at 275 degrees
Strongest Timed Detonation Din's Mine: 25 damage, 243.4 at 80 degrees
Aerial D-air: 20 damage, frame 14, 232.8 at 275 degrees
Early B-air: 18 damage, frame 5, 222.36 at Sakurai angle
Early F-air: 19 damage, frame 8, 217.93 at 40 degrees
U-air: 17 damage, frames 14-17, 214.2905 at 90 degrees
Early U-tilt: 15 damage, frames 8-16, 210.335 at 75 degrees
Uncharged F-smash: 13 damage, frame 14, 198.98 at Sakurai angle
Late U-tilt: 13 damage, frames 17-28, 193.98 at 85 degrees
Late B-air: 15 damage, frame 6-8, 192.5925 at Sakurai angle
Late F-air: 16 damage, frame 9-11, 189.16 at 40 degrees
I'd be interested in knowing which characters have a higher average amount of kill power. The top 3 attacks are rarely used. With the exception of F-smash, all of these moves require precision in timing or space. Then there's the issue of angles, which in combination with DI influences opponents' ability to survive. Also, one must remember that damage affects knockback. Let's not forget that f-air and b-air are frequently used, so they will feel the effects of stale move negation. Putting all things together, I'd say that frame 8 f-air, the u-air sweetspot, and perhaps frame 8-16 u-tilt are her best options. F-air does 1 more damage and sends at a lower angle than B-air while only doing slightly less knockback. U-air sweetspot and early U-tilt are great vertical kill options. Fully charged F-smash would move up the list, but that only seems practical for punishing unsafe attempts to get back on stage such as get up attacks, not sweetpspotting the ledge, etc.
What is the Zelda Board's take on Zelda's kill power?