I have been summoned?
*Thanks BJN :D*
Edit: Tips and BnB combos? Yes, I will do that.
Tip #1: Zelda is a very defensive character that relies on her opponents to approach her. Don't play aggressively as Zelda unless your opponent is in the disadvantaged state (i.e. offstage or you've hit them and they're trying to reset to neutral). You can space against your opponent with nair (though the disjoint isn't that good but it allows you to be mobile), jab, ftilt, and fsmash (fsmash has very long range and multihits for stuffing approaches but also has a lot of endlag so it's highly punishable so use it sparingly). Don't expect to pressure your opponents with Zelda's "projectiles." Din's is slow, predictable, and leaves Zelda open for punishment while she channels it. Phantom is also slow, predictable, and leaves Zelda open for punishment. These tools are more for edgeguarding than anything else.
Tip #2: Embrace your shield. Zelda has the best OoS options of the roster with Nayru's Love, Farore's Wind (for kills), bair, dtilt for speedy setups (It takes some practice to not spotdodge while trying to input dtilt), and dsmash for immediate pressure relief if they get too-too close.
Tip #3: Embrace your offstage game. Zelda's onstage game is decent. Her neutral game isn't but she's not bad at spacing some characters out and can dish out good damage from her strings. Zelda's offstage game, however, is phenomenal. Because she covers so much distance with FW and is intangible for the entire duration of the teleport, she can get back to the stage safely after pressuring an opponent offstage. She's got two multihit moves in Nayru's Love and nair to catch opponents that try to airdodge and her dair is the second best spiking tool in the game behind Ganon so long as you sweetspot it. Sourspot dair can ruin some characters' recoveries anyway and the sourspot hitbox lingers a little while so throwing it out can very often net you a successful gimp.
Combos: Zelda BnB combos generally come from grab. With such a slow and punishable grab, they're risky to start but can net you upwards of 30%+ depending on your opponent. On fastfallers such as the heavyweights, uthrow>utilt chains/usmash>nair works very well. You can also substitute the nair with a Lkick if you're precise. Dthrow is our standard combo starter and typically leads into nair strings or Lkicks. The most reliable followup from dthrow from around 50% and up is uair which can be a kill combo. Both of Zelda's combo throws can be DI'ed, however, so you'll have to read your opponent's DI in order to get followups. Other than grab, dtilt is our most reliable combo starter which can lead into more dtilts, dsmash, utilt at very low percents, usmash at low percents, Lkicks, nair, uair, and jab. That jab can combo into a dash attack for upwards of 20-ish %.
You'll be playing a punish heavy game as Zelda, capitalizing on your opponent's actions. You'll need to practice when you can and can't punish your foe. Oftentimes, this will be when they land with an aerial/airdodge but not always as fast characters can land with aerials and followup instantly. Playing Zelda is very much about knowing your opponent's options and knowing when they've used an option that you can capitalize on. That's as succinct a summary as I can think of right now. Feel free to ask any other questions if something's not clear or I didn't cover something entirely.