Hi everyone! I noticed you guys saw my videos, and as a Zelda player, I was wondering what kind of buffs you'd give her if you were running the balance patches? I've made some patches but I'm not a very good Zelda player so I don't know exactly what she needs to be balanced (I'm aiming for Mario-tier, ideally). I'd love for Zelda to be the first properly balanced character I make, so any suggestions you have would be more than welcome!
Heavens, where to start? IDK what you may have already implemented, so I'll just go around. I have the actual data to look over, and I've thought about how exactly some of these changes could be done before.
She runs like a snail. I would beg for her to be able to run as fast as Link or Peach.
In general Zelda could appreciate some endlag reductions. Ftilt, Fsmash, Dsmash, Usmash, NAir, and the landing lag of all of her aerials could use a few frames cut off the end. Other moves getting endlag buffs are more of a luxury, because their endlag is either good enough already, (Jab/Dtilt/Utilt) more of a characteristic of the move, (Dash Attack) or more needs to be addressed first. (FAir/BAir/UAir)
Don't do anything to Din's fire. Or, don't bother with it. The move is just so bad that too much needs to be addressed, and the move will still be subpar. Of course everyone would like to actually see what it would be like to have no freefall~
Farore's Wind could have the grounded hit 1 angle changed to 90 from 91, which would make DI LESS effective, but I don't think it would really do much to prevent escaping. FW really isn't the problem.
ALL grabs' endlag is unnecessarily high. A few frames off of each would be fair and not overpowering.
Dthrow's KB stats could be alteredfrom 85/55 BKB/KBG to 92/45 ish, to make it have a bit more stun, and the combos could last a bit later.
Aerials all need several things tbh, but a good start would be larger side aerial sweetspots (Probably size changed from 1.9 to like, 2.3 would be good. EDIT: I would also say a minor size increase on the outermost sour-spot would be good too, like from 5.0 to 5.7 or so.) and a KB increase on her side aerials' KB (Probably some BKB.) I'd love to see UAir get a small KB increase personally, but some tests might have to be done as to HOW MUCH if both this and Dthrow were buffed as mentioned.
Phantom Slash is mostly QoL stuff. The full charged variation has an issue where if you hit near the edge of the first hit, the second hit misses. It also doesn't connect both hits on shield if the opponent tries to roll or spotdodge. For the 2 hit thing, a higher angle on hit 1 should be a good start. Like, from 62 degrees, to 80 degrees. Reducing the hitlag on hit 1 COULD be the way to fix the shield hitting issue. (Currently it has x2 hitlag. Bringing it down to x1.5 may work as well as keep the 'design' of the hit. I recommend testing around with the hitlag, as well as adding a tiny bit of shield damage to see what could work.)
I may have other thoughts, but I realize this post is getting major. These are some simpler recommendations I would recommend to help her.
