Ohhhh. That does blow. I dunno if the PMDT can even perform this, but it would be cool if Zelda had shorter recovery(endlag) in the event she reflected something, (See Athena's Psycho Reflector from KoF; They're almost twins.)She is slow and Nayrus takes a lot of commitment. Opponents can usually shield their own projectile and still get to her before she can act again.
I'm not sure what you mean about Farore's?
So when I looked up Farore's data in the Frame data thread and it's a pretty good move by itself. Now if I understood it correctly, she's only invulnerable when she's invisible for like 19f. Now, if you removed that and added invulnerability to the start up, before the hit box pops up at 6f, this makes a huge trade off.
Some examples that may or may not work:
- She'll no longer be safe during transit of her teleport, but she can make skilled counter attacks and escapes in pinch situations. This also makes the move very situational and you'll have to be smart about using it.
- If someone got too close you could just teleport away
- If you teleport forward for a mixup it's pretty high risk, but could net some benefits
- Could be used to dodge/nullify projectiles (you could probably advance forward too, but again very high risk)
The weakness and strengths of this depends on how you prefer to use it. If you keep using it defensively, you escape pressure pretty well when used right, but not advance as an aggressor more than likely. If you like taking risks, you could use it aggressively as a fast movement/mix up option, and try to create some opportunities to take advantage of. Edit: The last hitbox could be a bit stronger in this scenario.