Changes to Zelda in B+
1) F-Tilt sped up 1.2x - I will be giving the frame data for this soon about the difference, but it makes this move much more usable. One of the complaints of this move is that F-Smash was nearly as fast and usually safer. With the speed-up, it creates a noticeable difference between the two moves and allows for more strategic use. F-tilt combos really well into U-Smash at early percents which could potentially setup a string of moves, and it has kill power that should be utilized since it is a 1 hit move. My guess, at the moment, is that the move was 12 frames, so it would be around 9 frames now in Brawl+. I will double check this information and get other frame data up as I continue to post new sections to the guide.
2) U-Smash Nerf Less Knock Back for Final Hit - Her initial U-Smash was possibly one of the best moves in brawl+. It was a huge hit box that comboed into her most powerful move, LK. The biggest problem was it was very easily chained with several U-Smashes and killed early. Initially, the knock back was given a boost, so the move couldn't chain into itself, but the move was killing very early sometimes between 60-80% on characters. Now, the knock back has been reduced and the growth knock back has been reduced. This means it can still combo on medium to heavy characters or fast fallers, but it has lost a ton of kill power. Usually, I have found 120% is the minimum killing level for this move on a moderate ceiling. I find this rather unfortunate for a move that used to be such a staple part of both ends of Zelda's game. Just remember this combo: D-Tilt to U-Tilt. U-Tilt has always had more killing power than U-Smash, even in regular brawl, and it is now the best option when approach kill percentages.
3) Farore's Wind Sped Up 1.5x - This took a little getting used to, but what a weapon this has become. FW Cancelling can now be used rampantly to move Zelda around the stage quickly and create mind games that Zelda was lacking before. It helps her get back to the stage faster, but it has not impacted her recoveries too much. When Zelda is on the ledge, she struggles to create an offense and, at times, struggles to get back on the stage. The speed up allows her to FW past her opponent or create a wall of hit box that can be used while ledge warping (Drop Down > Jump > FW into Ledge > Grab Ledge > Repeat). If the opponent gets too close, it knocks them back but they won't make that mistake more than once. I have used this to mask when I am really getting back on the level and found much success with it. Hopefully, I will be able to incorporate more FW Cancelling to display the power this has at a higher level. NinjaLink is a huge proponent of this technique and the possibilities it raises for Zelda.
4) Fast Fall Rate Increased by 1.2x - She falls faster when we command her, and I see nothing but good things for this. Her recovery allows her to recover should a FF go bad, and she has problems defending against juggling. The masked benefit in the faster FF is the benefit gained by her spike. Zelda's D-Air is in the top 5 for most powerful spikes in the game. Last time I found a chart, she was ranked 4th behind both of Ganon's and Ness. FF D-Air is the most used setup for spikes when I am playing Zelda as it spaces her correctly and gives you a lot of control. Since you have to start the move a little earlier to allow for the sweet spot to happen, you can get the hit box out at a greater distance to protect her should the opponent try to ward off the attempt. Even if the sweet spot is missed, the downward knock back is sometimes enough to hurt poor recovery characters.
5) Short Hop decreased by 0.9x - She doesn't jump quite as high on her short hop, but it gives her a little quicker aerial game. With aerials auto-canceling, you can throw out a LK, FF, and auto-cancel into a D-Tilt for example. The point is that this speeds up her overall game, allows for more aerials to be used, and more actions performed by Zelda per match. Take advantage of the new physics and work strings of aerials and ground moves together to form a solid approach on your opponent.
This has been posted on the original page, but I have posted it here as well to allow for future considerations to the thread. Due to the potential of the first page becoming very large, I want to open the possibility of linking to the topics from the OP and have the links reference specific posts. This is the first of many sections of the Zelda+ Guide.
My next Guide Update will cover a former overused move that now is not being utilized for the tools that it now provides in Brawl+.
(Feel free to take a guess at it! If you guess it, I'll put your name in the title for the duration that the update is the most current.)