And easy F-Tilt solution would be, increase it's range even further, and give it 6 frames of ending lag. lol Then she'd have a free spacing move to use for free, also make the angled versions hit crouching/aeriel characters. At least that's my opinion.
Are you asking to increase its recovery for more range or asking for it to have 6 recovery frames? The latter option would be crazy to say the least.
Zelda's Ftilt has 24 recovery frames which isn't that bad. It'd be 25 if it has 1 active frame, but BJN39's thread says otherwise. Anyway, that's around an average tilt's and some aerial's recovery. Its 12 frame startup, on the other hand, is slow and I'm not sure why they didn't keep its 1.1.5 Smash 4 startup of 10 frames. It's not like it being 2 frames faster is going to kill anyone. The issue I see with it is that its speed doesn't warrant its general lack of safety and what it does. This is an extreme case, but Chrom's Ftilt is frame 8, has 3 active frames, 24 recovery frames, and its base damage is 10.925%. Chrom can't angle his Ftilt since it's an arcing slash, but he uses a sword and he doesn't have to deal with a sweetspot and sourspot where Zelda's Ftilt can do more damage with its 12.0% sweetspot. Zelda's Ftilt sourspot does 10.0%. Ike's would be more comparable as in Ultimate, it's frame 12 on startup, has 2 active frames, but is 5 frames slower on recovery at 29 frames and its base damage is 13.5%. Once again, Ike uses a sword.
To my knowledge, the one thing Zelda's Ftilt has is transcendent priority meaning it can't clank which is a double-edge sword situation. The upside is that it can go through hitboxes, possibly letting reach hurtboxes. The downside is that since it can't clank, another hitbox can go through it and possibly hit her which I'm guessing is likely since Ftilt uses her arm. That's if I'm understanding transcendent priority correctly.
What might be better for Zelda's Ftilt other than lowering its total frames to make it a relatively slow on startup, but fast on recovery move like Ganondorf's old Up Smash and Meta Knight and Wolf's Side Smash is arm invincibility that probably should replace its transcendent priority since having both could be a bit too much. This would make her Ftilt like that of Bowser's and DK's where their Ftilts and other normals have invincibility for the attacking limb or elsewhere to protect them since they're big characters. Removing transcendent priority for arm invincibility would mean that against ground normals and projectiles, Ftilt will clank unless the either move does more than 9%. Against aerials, however, if the opponent's aerial's hitboxes doesn't make contact with the rest of her body, then a trade won't happen. In other words, Ftilt would become a better or at least a safer anti-air and arm invincibility can sort of make it like an Ike Ftilt that has shorter range and does less damage in general, but is faster on recovery. Consistent hitboxes could help too if people aren't a fan of it having a sweetspot and sourspot.
Also aren't Zelda's kicks in Melee frame 4 ? I saw kurogane's website. I didn't know at ALL that he was a frame data social media personality. I thought he was just a boob.
But his website says otherwise, so I think this whole time I've been playing melee Zelda thinking my kicks are frame 4
*Double shrug*
Melee Zelda's Fair is frame 8 and her Bair is frame 5. Brawl and Smash 4 Zelda's are 1 frame slower on startup, so Fair is frame 9 and Bair is frame 6. It's only in Ultimate where her lightning kicks have the same frame 6 startup, 49 total frames, and almost everything except auto-cancel windows and landing lag because... Zelda reasons. Seriously, why the hell does her Bair have 1 more landing frame than Fair? Make them the same or make Bair noticeably stronger or something, goddamn.
Melee Zelda's frame data thread on Smashboards:
https://smashboards.com/threads/zelda-hitboxes-and-frame-data.319598/.
Here's Melee's Zelda frame data on a Japanese site that has knockback, hit angle, and other data:
http://dx.smashbr0s.com/chara/cters/zelda/.
At a certain point, Kurogane decided to create a website to host frame data for Smash 4 and later on the other games. The main issue on Smashboards was that frame data was found mainly on character boards or elsewhere for stuff like character attributes and item throwing which meant you had to jump through some hoops to find them. That's if they even had a frame data thread as not everyone could read frame data or even cared as some of the less popular characters were just neglected. In contrast, the Japanese scene had a simple website:
http://sixriver.web.fc2.com/ssb4/Character_data.htm, that linked to frame data spreadsheets. If you knew the link, then you could access it. It was all there, very detailed, and up to date.