Alternating between Din's and Nayru's is alright, but just be careful when he gets in close. 'Getting close' isn't something he'll do often though, unless he really wants to kill you.
Are there any of his projectiles that are acceptable to reflect? If so when?
Pretty much what Mocha said. The only thing I disagree with is Din's and Nayru's usefulness.
Imo they're very scarcely useful in this match up.
The only thing worth reflecting are his arrows and sometimes boomerang.
Boomerang is usually angled downward or upwards so it isn't likely to hit him if you do reflect it.
Bombs don't go far enough to reflect unless Toon Link fairly close to you (which like Mocha said, he won't be unless he really wants a kill).
Even if you do reflect something, with the 30 frames of ending lag you're likely to get hit with another projectile.
I'd only try to reflect from pretty far away, like if hes charging an arrow or if his boomerang is coming back at you, but again only at safe distance because you're very likely to get hit with something during the ending lag if you're too close.
Sometimes you can just use Nayru's as a substitute to trying to shield everything, the duration is fairly long so sometimes you can get away with blocking an arrow and a boomerang in one use.
Din's can counter camp him slightly, if you aim it in a downward arc and the explosion hits the ground after you get hit.
Toon Link still has enough time to shield, so that tactic stops working pretty fast as you're eating a lot more damage than you're dealing.
TL's Zair is actually not very good, but annoying, nonetheless. His projectiles can all be stopped with Din's, with precise spacing.
I'm not too certain about his Nair... it seems like a decent enough move to me, but I don't fight many TLs that use it very much. His Dair can spike us, however at a risky cost for him if he misses, which is why he'll try and abuse this on stages with water, like Delfino. His Dair on the ground... if it hits us, he'll bounce and be able to follow up with another aerial of his choice. If it misses us on the ground, free punish for us - just be wary of the 'wind' pushback of when he lands with Dair.
I also have to disagree with this, his Z air isnt like Samus's or big Links but but it can be used as a kill/grab/combo set up, it pops you up slightly and has no ending lag so he can hit Zelda with it, land with no lag and follow up with up smash.
This move combined with his bombardment of projectiles makes him really hard for Zelda even at a closer ranger.
I agree that b air is a pain, its incredibly annoying, at low percents he can consecutively combo her with it due to her floatyness and size, and at higher percents and offstage it functions as a killmove.
Short hopped N air can be used as an approach and a follow up to his Z air, it also trips sometimes and he can follow up with another move after that.
I don't think D air should give Zelda too much trouble, it's sort of a gimmicky move and fortunately I never see Toon Links follow up with this from a bomb footstool combo like big Link, and even if they did it wouldn't kill.
Up air is something to watch out for at times, he can try to bait your air dodges by throwing bombs when you're above him, though I usually never found myself Toon link unless I was dying.
None of Toon Links moves other than D smash and U smash really send Zelda vertically so you shouldn't find yourself directly above him too much.
His D-smash has a crazy knockback depending on where you are next to him. Be VERY wary of TLs who like to do this near the ledge, as they will try and gimp you by abusing the knockback of this move, even at 0 percent!
This is very true, TL's d smash has some really wacky angle that it can send you at near the ledge.
http://www.youtube.com/watch?v=rOWlWFAnS-A&t=5m32s
Our recovery isn't as bad as Big Links but Zelda certainly doesn't want to end up in that position.
Which projectiles do you need to look out for the most?
I don't think anyone one projectile stands out as being too much better than the other, it's the combination of them that makes him extremely hard to approach.
No one projectile on its own is anything special but when you have a boomerang coming at you followed by a bomb and then an arrow(and possibly the boomerang again on its way back) its very hard to approach without getting hit.
I guess you should watch out for all of them lol, much easier said than done though.
Which of his kill moves will kill you the quickest?
I think Up smash is one of his earlier killers, like I said before he can chain Z air to a hyphen Up smash, and often times he has enough time to charge it a little.
Back air is pretty weak but he's so good at racking up damage on Zelda that he has no problem killing her.
What stages are an absolute no and should be avoid at all cost?
Pretty much any big stages, the smaller the stage the better for Zelda.
I think the stages Zelda already dislikes arent any better here.
Brinstar, Delfino, the first part Halberd.
PS2, might actually be somewhat beneficial on the water and fire parts of it, I never got to try it out though.
What are TLinks options on your shield and what can you do about them? How do you punish the moves that give you the most trouble ? What distances should Zelda try to maintain ? What kinda of pressure can T Link put on Zelda while she's recovering.
N air, B air and Z air, unfortunately these are all aerials and Zelda only OOS options wont be able to punish these if the TL spaces them well.
You need to be really good at powershielding in this match up if you hope to punish him.
What distances should Zelda try to maintain ?
Well I think it's best if she's close range against him, that way she doesn't have to worry about being camped so hard.
From the sounds of it Mocha played defensively and ended up getting timed out, I played more aggressively and just ended up eating so much damage trying to approach.
Seems like she has it pretty hard either way.
What kinda of pressure can T Link put on Zelda while she's recovering.
He sometime likes to throw his boomerang since it's the most versatile in the directions it can go in, arrows can also hit you if you're trying to recovery horizontally, but those are pretty slow.
I think its most troublesome when he chases you offstage with B air and Z air.
Z air shouldnt really cause too much trouble offstage, but try not to get hit by back air as it can kill.
Edit: oh and the most reliable way to kill him is probably Up smash.
TL short hops a lot so hes in a good position to land it often times, if you can power shield his n/b air when you're close enough you could probably land it
He's mad hard to lightning kick and f smash doesn't seem very useful.