man i can't remember the last time i even fought a zelda player online or used her myself(honestly i kinda gave up when she ended up seeming too difficult for me to comprehend winning with)
why is zelda so hard to bump into?
Other's have replied so I thought I'd add my two cents. Zelda's playstyle is far different that any character in Ultimate, she requires a style in which the player must slow down normally to gain the advantage in battle, which turns a lot of people away from her playstyle. Why use moves that require high punish rewards when you can spam aeriels for free? That being said I feel Zelda can be used in this game without feeling like a feeble ceramic. She's a lot like Mac in that she plays a lot heavily on the ground for spacing, but has situational aeriels (U-Air is probably the best it's ever been though, the same could apply to D-Air as well) There's also more reliance on B attacks (perferrably any special that's not Dins) than any other character.
Personally what I think would exemplify Zelda's utility and make her more popular (or at the very least more usable friendly) would be
-4 extra invincibility frames on Nayru's along with reduced ending lag (being shielded while the last hitbox is out) It's the best iteration of the move, but still needs more tweeks to work consistently as both OoS and up close.
-Since Zelda is currently the 8th slowest character getting her anywhere out of bottom 10 run speed would be a godsend. We're so close guys, yet still so far. All she needs is 11th fastest or more to make her tools more effective (I'd say at around 11-16, maybe 17, as I don't imagine Zelda is a speed god) she just needs to be fast enough for what she needs to do
-Fix her Nair, right now it has questionable uses and people fall out of the hits. I'm honestly debating if it's as bad as Melee Nair.. (The less I have to think about Zelda's Melee kit outside of LK's and D-Smash the better) #notmynair
-U-Smash when has this ever been good outside of a niche anti air punish? The only contender it has is its Brawl counterpart, tbh I appreciate the increased radius compared to previous iterations, but it needs to hit more above and she should always suck in opponents standing next to or crouching under her, those two changes would make it an effective punish move.
-Farore's Wind: Tbh the move is almost near perfected imo, all it needs is the PM shield/dodge cancel treatment and this move is set, just decrease the endlag. Ultimate in general did a good job at nearly perfecting her specials (maybe not Dins), they just need that extra shove to be perfect.
-Removing F-Tilt down angle whiffs and decreasing endlag altogether.
-Bring back Smash 4 D-tilt
Inescapable Jab.. Nuff said.
I know I just spent a lot about what she needs, but to end here, I think Zelda here is easily more adaptable than any other game in the series thus far, but she's still lacking as far as needing enough tools to catch the bigger appeal and her toolkit requires more slower pace and percision. At the very least it's less detrimental than previous installments. But I wouldn't call her terrible, Idk I have mixed feelings, but see more potential with her. I think her design more than anything just aided her userbase more than moveset utility. Not sure if other's would agree.