The matches weren't recorded. I was alternating with N64 and Mike for like 2 hours. I didn't emphasize what I meant clearly enough. The difference between just capitalizing and picking apart to me is the idea that Zelda can't really do anything about it. Mewtwo has superior options in this case because he can actually force Zelda to perform actions that would compromise her turtle position. Since we're human, we make mistakes on the approach, but it is still executable.
Against Mike, a slow approach with shadow ball, shield poke with tilt, high shadow balls when zelda is in the air, wavedash into downtilt or shield depending on stage position and the players actions, Zelda is forced to make some kind of decision, either shield or rising aerial depending on your actions and you just hold onto the pressure when Zelda is airborne with your projectile. You can bait Zelda's neutral B with shadow ball charges and cancels, you have all kinds of little feints you can do to Zelda to force her into taking some kind of damage. He was pretty campy in every match, but it never got harder to execute against him as we kept playing, if anything it only got easier because I had solid wins that entire time against him. (2-3 stocked every match)
I agree, in my match-up post on Zelda, she is weakest when she is directly above, the trick is getting her there, but my point isn't that it is difficult, because it can be, the point is that it is possible and consistently executable. I'll correct myself and say that she is strong in front, because she has the threat of the quick aerial and multi hit forward smash, but those are often nullified by forcing her to make defensive actions with combinations of your weak projectile, tilts, and moving in and out of grab range. Zelda is one of the characters that can't parry attacks very effectively either, kind of the same situation as Ness, except she has a more spammable finisher.