the strongest sweetspot on bair/fair (22% dmg critical heel) is the size of rest and must be landed frame 1.
Why should someone with that amount of skill NOT get rewarded for landing a kick with that much precision?
Melee kick system is still superior to the current version in every single way in terms of power and ease.
I'd love to see a list of other moves with the same hitbox sizes of rest, because I've messed around with Zelda after having 0 play experience and her fair/bair are NOT difficult to land with the heel hitbox. Also, I disagree with this whole design philosophy of "difficulty of execution is a fair counterbalance for strength of a move" because someone who is a top player will learn the spacing extremely well and then it doesn't matter, does it.
Take Rest. It isn't balanced by the smallness of the hitbox. It is balanced by the fact that you are incapacitated for 10 seconds after using it, and you are the lightest character in the game. Fair/bair on the other hand are kind of free as ****.
I got nothing but respect for you, though, Zhime.
EDIT:
Also, a lot of you guys talking about matchup inexperience being the only cause of losses against Zelda need to give players who are trying to figure out the counterplay a bit more credit.
In the last month I have money matched a strong local's Zelda, played Sanity Thief's Zelda, played against KDJ's zelda for an hour in preparation for my Apex pools match against Salem, I played Salem's Zelda in a set in pools, played against Rizner's Zelda in a money match bo5, and played Zhime's Zelda in 5 or 6 matches at Apex.
Zelda is the only character in this game, besides my own, where I've poured over her frame data and tried to understand and devise her strategies in my head. BEFORE all of the Apex matches mentioned above. She is the only character in this game that I continue to find badly designed.
Some might say its because I "dont like playing against defensive characters". I don't know how true that is, because, IMO I don't think Zelda is exclusively a "defensive" character. I mean, its not like she has crushingly bad mobility: her aerial drift is equivalent and even better than most characters, and her ground teleport is a fine option to get her in the position she wants to be in, anywhere on stage in neutral. As a defensive character that has 2 smash attacks that start on frame 5/6, two deadly aerials that are frame 5 have ridiculous range, have more killing power than it seems every aerial not named Fox's uair, and have incredibly short cooldown (not disputing it was more abusive in melee, just pointing out the facts of the move as it is currently in PM). That toolset alone makes her god like in defense, and still a threat in offense.
Her dash attack feels better than peaches. When I'm dthrow'd and I DI towards her (meaning I go flying far from her), she can cover a tech in place with a Dash attack, and a tech away with a missed dash attack into a second dash attack (seems to work on me). And thats all without mentioning the nayru's love panic button, that keeps her immensely safe when she has a din's fire in front of her.
Personally, I understand why a defensive character like Zelda needs a way to put on pressure to force an opponent to approach her, but when I play against Zelda as Ness, I feel like that ***** gives me NO room to take a breather. That is because, IMO, the ability to make Din's fire take a longer route to grow it into a massive explosive hitbox that is quite capable of killing is a little too strong. I mean, it doesn't even take much more time to grow a Din's fire, since it gathers speed as you keep the b button held down. All the while, it's hurtbox doesn't increase in size at all!? IT's still a miniscule small threat on the board until it actually poses a massive danger to you. THAT does not equate with a weak offense. That equates with a tremendously powerful offense AND an even stronger defense.
Now, does that make Zelda OP? No, not in many matchups. A Wario can weave in and out and bait responses, a Lucas/wolf/shiek/fastfaller can pressure her hard, and a disjointed sword character like roy or marth can cut their way into her effective range. But what does a Ness do, pray tell, from a Zelda drifting away and dins firing, and teleporting across the stage to repeat the process when you finally reach her?
At best, I'm convinced she's stupid good in some matchups, at worst, I find Nayru's love, dins fire, and her fair/bair in need of tweaks.