Which custom that's in the game if was Zelda's normal moveset would make her much better?
For me, I'm thinking that one Din's Fire that goes in a straight line. It seems to work so fast and it's perfectly in a line so I can zone well with it.
Up B:
Farore's Squall has very interesting move escaping applications and allows for further recovery. It can gimp vertical moves or push people away. Farore's Windfall is a move with 2 purposes.
1) Someone is on the ledge or trying to trump me? *spaces perfectly and UpB towards ledge bottom* LMAO COME ON AND SLAM AND WELCOME TO THE JAM.
2) Someone tries to get up on the ledge. Reading Rainbow = it'll result in a diagonal spike towards the blast zone. However, it's a meh spike done halfway up the stage so they'd need AWFUL recoveries/high damage to die.
That's it.
Farore's Wind is usually superior since it has more deadly applications that are less situational. Horizontal reads/traps into nice KOs from halfway across the stage.
EX of most fun KO: Foe is on the ledge or waiting to trump you. Fall far enough so you reappear a notch below the edge instead of an auto-snap. Either the opponent gets spiked against the stage side to a very early and surprising death OR they get hit towards the horizontal blast zone. Zelda's recovery is scary and makes good players think twice about trying to edge/ledge guard her.
Side B:
Din's Flare is a better harassing tool. Din's Blaze is a situational spacing tool and ledge trap. Din's Fire is an off-stage-foe harassing tool and can force opponents to dodge, allowing for a decent follow up.
I've gotten more mileage outta Din's Fire, but Din's Blaze is good too if the opponent recovers low... TOO BAD NEARLY ALL KB KNOCKS OPPONENTS UPWARDS INSTEAD OF SIDEWAYS. Din's Flare is ok for weak and easy to block/dodge harassment. The verdict? *renames all 3 to Din's Fail* Worst 3 projectiles in the game.
Down B:
Breaker allows for instant zoning and playing keep away/tricking opponents; can also mess with shields. Striker is rather amazing for solid spacing/reads/instant spoopyscary shield. Vanilla is multi-purpose and can be used for trapping or KOing. Overall they require incredible hitbox knowledge and spacing precision to be more than meat shields or spoopyscary surprises.
I like Striker for trickery/meatshielding and Vanilla for spacing. All of them are useful in some way, at least.
Neutral B:
Rejection would be ridiculous and useful if it acted like DA CAPE. It does allow for follow ups and projectile reflection at least. Methinks the developers have no idea what makes DA CAPE/spinning actually useful. (hint: DA CAPE doesn't give the opponent a second chance to UpB omg so secretive and hard to figure out!)
Passion has nice aerial mix ups but is poorly balanced and serves no true purpose. If it had similar KB to Din's Sweetspot then it'd have a little more purpose. For now it has situational edge guarding/off stage shenanigans. Nair is basically a safer aerial vacuum anyway. Even Amiibo Zeldon't hates to use this move. She all like "GORL PLS, why would I use a laggier Nair??? U dum."
Love is superior. It can reset to neutral, deal nice damage, reflect stuff, and is very straight foward in usage. Even braindead cheating Amiibo Zeldoo knows the value of this move. It's also an amazing BREAK UP DIS CLUSTER****! move in team/FFA matches. Naryu's Love is love, Naryu's Love is life. pls notice me Naryu Senpai. *insert 3rd meme-matic sentence*
All imo and not fact, obv.