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4tlas
I fully admit I possess a lack of clout here due to my lack of experience relative to y'all. Having said that, I want to put out quality work if I am to go through with it & to do so I would really like you to expand on what you mean by a flowchart habit as well as your thoughts on what components would make a complete guide (I know the ladder can be quite daunting to explain but I kindly request you humor me). My guess on the former is to not think so much in a linear progression on how to go from neutral to kill.
Finally, I doubt my guide would be meta-defining. However, I'm confident over time, through other individual's inputs, the guide could be quite effective. Ground-breaking isn't my style and I prefer to conjure unique practicing techniques more than redefine a character.
I don't think lack of experience relative to other players is the issue, and if I thought it were I would simply propose we create a community guide. What I am suggesting is that nobody truly knows all of the options, and thus obviously nobody knows what the optimal options are. I already know many players that tell me explicitly how to play Zelda and they are only wrong because they assume they know everything already and thus have never explored beyond what they read somewhere. Just the other day someone told me that I used some options they had never even seen before and started asking me what was guaranteed and why I made the choices I did, and this was on 3.6b SHEIK, a character with a "developed meta" from Melee.
An example of this flowchart habit I am describing would be to always dthrow with 3.6b Sheik. Techchases are great, but there exist scenarios when a different throw is better. Now those are easy to include in a guide, such as bthrow or fthrow if it would put them offstage, but nobody knows when to upthrow. If you don't include it in your guide or at least point out that upthrow is unknown and the guide is incomplete, nobody will learn that there is an odd percent range on every character where Sheik's upthrow doesn't send them out of followup range but has enough hitstun to get followups which are almost always fair kills because they DI'd for dthrow.
For Zelda this would probably be to only upthrow vs fastfallers, but Zelda's upthrow actually provides a different set of options than her other throws. This means that you have to make a choice about what you want that isn't as simple as fthrow to catch them off guard, dthrow for damage, bthrow for kill, upthrow to chaingrab. If you don't include somewhere that you might have missed something, players reading your guide will never improve past your guide's level until they happen upon a more advanced one.
If you include that the guide is not complete and that there are undoubtedly options left to explore at the reader's discretion, then I see only marginal downsides to this project which do not outweigh the benefits of having a guide available. If you would like further input on the content of the guide I will be happy to contribute.