"if she can sweetspot dair a grounded opponent she'd have a good way to shield poke and set up one of her many strong upward KOs.
Secondly, if you can actually affect shield push, the push on her dsmash and fsmash should be greatened. Keep the lag as it is, theyre both spot dodgeable so she can still be punished for these properly
Thirdly, in exchange for its power being cut, up smash's ending lag could probably stand to end earlier. It would cause her up smash to be a proper setup type move and a good low percent damage builder (it would need to be easier to be SDI'd though, you dont want her freebie comboing people to 45). Couple this with her up tilt being 1 or 2% stronger and this means that to kill someone she would require more than hoping someone drops their shield in time. This also allows up smash to properly shield pressure and lessens her "noob buster" crap for low levels of play.
Nayru's love should probably pop someone up and on the opposite side of her. This makes it so that it's now a mindgame for following up, if someone jumps immediately this allows her to follow up with uair, if they DI out and try recover low, bair now becomes an option.
Din's fire's deadfall frames need to go.
And she could stand to have a viable KO with her back throw.
Voila, you now made shielding against zelda as much of a gamble as it is against anyone else. She still would be a mehish character but easily way better than she is at high level play."
XI Wiki



