ZELDA
Magic Number
102%
Initial Impressions- *Yawn* This match is pretty boring. You can't lose focus though, Zelda's aerials are enough to throw off your game if you get with it at low percentage. She can't really do anything to you, but you'll also have a tough time getting inside if she plays it correctly. Though the stages are double edged for you, depending on how you feel about your ability to dodge her finisher aerials, you probably want to strike Dreamland and play on Yoshi's Story, PS, BF, and FD.
The reasoning, of course, is to get early up throw/forward air KOs on Zelda and rely more on your ability to avoid getting kicked to win the match. This is one of the few match ups where being "tall" and considered "big" really becomes noticeable to me. It's very annoying if you feel like you're getting hit for no reason.
OFFENSE: You're probably going to use Shadow ball to slowly close in on Zelda. Depending on the person you're up against, you're either going to slowly pin her while avoiding her aerials. On the ground, you should have her beat. You're much more mobile, so you never have to fully commit to any attack. You can pretty much always play a hit and run game if you have to, and since your basic combos pop her up, this is probably where you're going to score the most damage.
Zelda has very little priority underneath her, so coming in with down tilts, and using moves like up throw, despite your initial intuition, may be more beneficial than down throw since it keeps her at forward/back air height at your head. Up tilt/up airs/ neutral airs will probably be your damage dealers.
You probably want to stay crouched to be as low as possible, to force the Zelda to adjust her aerial timing, and be ready to slide in while she lands. When she's on the ground she is most vulnerable. Her grab range is actually SLIGHTLY better than yours, but it seems to come out more slowly than most other grabs. She will throw out her down smash as a "get off of me", but its knock back is pretty bad against a Crouch Cancel. Forward smash can also be difficult to get around. You approach is probably going to revolve around your shadow ball to force Zelda to shield or jump, and from there you'll probably plan to shield pressure, grab, or slide in as she lands.
DEFENSE: You can doing anything out of shield to get away from her, but you don't really have much to counter the sweet spot aerials. This match is more likely to come down to your offense. You can get away from this character very easily, she can't really kill you unless you stand there and get hit, or you become predictable and teleport/run/WD into her kick range. Most of her moves are kind of designed to be spaced against you or push you away. She's a very defensive character herself, and your projectile is better than hers, so as long as you don't fall into her pace, you should be fine.
I don't really know what else to say... Aim your shield high if you're forced to shield her aerials, use confusion/disable sparingly, and play as intelligently as you can. As long as you're smarter than the Zelda, you should be fine.
EDGEGUARDING: Zelda is pretty floaty, so her horizontal recovery is decent. She can cover her natural recovery pretty well with aerials. Back throw > edgeguards are usually to bait aerials and force her to use Up B. You always want to take the ledge against Zelda to force the laggy Up B. If you ever force Zelda to recover directly vertically, then you pretty much have the stock. So keep that in mind if she can barely make it onto the stage. Take her cookies.
OVERALL: Don't get kicked. Don't get grabbed. Don't try to just rush her down unless you're certain you won't get caught with a kick to the face. Try to calculate your approaches to minimize all risk of getting hit by those kicks. You're light, so they will kill you as quickly as Falcon Knees.
If anyone has any questions or anything to add, feel free to post.
Otherwise... This week is
NESS