Spins, like Peach, in mid-air but uses magic to attack instead of her hands.
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Zelda produces a blast of fire above her.
Forward +
Zelda's signature lightning kick. If it skims enemy, less than meager damage will be done. If it hits dead-on, it is insanely powerful and has amazing knockback. Quite good and has more range than a good sex kick.
Zelda surrounds herself with a blue crystal shield. The shield deflects most projectiles, and can hurt opponents when near Zelda.
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Farore's Wind
Zelda uses a whirlwind to teleport to another spot on the stage. Can also harm close opponents with minimal damage. Be careful, however, as teleporting off the stage is a real danger, and you cannot use an additional recovery move after using this.
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Transform
Transform into Sheik. Even players who use Zelda exclusively will sometimes switch to Sheik if the battle calls for it.
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Din's Fire
Zelda sends out a small target-lightball which moves quickly in the direction Zelda is facing. The longer is held, the farther the lightball will travel and once is released, a small delayed explosion will occur where the lightball ended. The lightball's travel can be controlled with the control stick, though control is limited. It is good for hurting distant slow opponents, or setting off Motion-Sensor Bombs without Zelda taking damage.
An effective Zelda/Sheik game revolves around knowing when to transform. As a general rule of thumb, Sheik is better at racking up damage while Zelda provides the finishing attacks.