I think she's fine as she is now though I do wish they would restore Nayru cancel to it's 2.6b iteration (they can keep the SDI multiplier on the last hit though that's completely reasonable)
I'm not in the PMBR but most of what I've seen involve arguments against her multi-link moves (for some reason people think they shouldn't be able to link together???) and Din's Fire.
The notion that she's "not smash-like" because she's passive-aggressive is kind of asinine in my opinion, simply because she plays an inversion of the style of many characters...
I mean, I guess they could make her play like Ike or something? But we already have Ike...
The solution is to play more patiently... zelda is not OP by any means, and once you get in on her it's exceedingly difficult for her to escape. Neutral is Zelda's biggest weakness.
If you're getting pwned by "camping" then you're bad, point blank. Zelda has very few means to escape from a positional disadvantage. Using Din's Fire in neutral instantly puts her at a disadvantage. FW has ridiculous punishable startup, even with the hitbox (that comes out on frame 7 and doesn't have any kind of invincibility) covering her. That eliminates her two "camping" options. I think people confuse "camping" with Zelda's Wait which is actually a good option especially with fireballs on the field. (It's really funny when I just stand there and people are afraid to approach me)
When I read the General Discussion forum looking for comments about Zelda, most of them are along the lines of "Zelda is the most poorly designed character. I can't even elaborate on how stupid she is, so I'm just gonna leave it at that."
I hope everyone can see what's wrong with that thinking.
Oh, I guess I've also seen complaints like "lightning kick is too good"
But the problem is people walk straight into it, or they got hit by a setup into kick such as ftilt. Don't get hit by ftilt. Learn to space
Properly comboing into the critical sweetspot is hard. Landing it on an opponent who DIs in or runs into it is really easy.
"Nayru's Love is too good"
Simply space the distance of nayru, or attack from above or below where she doesn't have hitboxes... stop trying to trade it like a moron
before anyone tries to argue that it has invincibility, the invincibility ends before the attack frames come out.
"Usmash being able to combo into itself is silly"
But it's not silly for characters to be able to combo uair, or ftilt, or <insert whatever other move here?>
What, are we going to say tech chasing is silly next?
As far as the mutli-hits, it makes sense for ANY multi hit move to link the inner hits together. Changes were made to multi-hit moves ACROSS THE CAST for the same reason. No reason to single out Zelda. You can SDI the first and last hits of usmash to escape. You can SDI the last hit of nair to not get a followup.
The fact that she can pressure shields with jab and fsmash is no different than Fox's stupid-easy dairshine pressure. I'd say they're on par because you still need to somehow force an opponent into their shield which is difficult since Zelda's movement isn't very threatening.
"Din's Fire is too good"
Except for its startup, lack of protection and mobility while channeling, the fact you still have to place it precisely (and time it precisely)... and the fact that it does 2% damage and so nearly every attack in the game can clank them out?