Editing Din's Fire

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==Overview==
==Overview==
The attack involves Zelda projecting a fireball across the stage, with her controlling the direction it moves until she releases it or it reaches its maximum distance, where it then creates a damaging explosion. It can be directed with the [[control stick]] or [[D-pad]] (while holding the special button) and can be released by letting go of the special button. The farther the fireball travels (and thus the longer the move is held), the stronger the explosion.
The attack involves Zelda projecting a fireball across the stage, with her controlling the direction it moves until she releases it or it reaches its maximum distance, where it then creates a damaging explosion. It can be directed with the [[control stick]] or [[D-pad]] (while holding the special button) and can be released by letting go of the special button. The farther the fireball travels (and thus the longer the move is held), the stronger the explosion. The explosion damages nearby fighters.


The explosion can be [[Counterattack|countered]] or [[Absorption|absorbed]], and it can also be [[Reflection|reflected]], but this only changes the owner of the attack and does not send it back towards Zelda.  
The explosion can be [[Counterattack|countered]] or [[Absorption|absorbed]], and it can also be [[Reflection|reflected]], but this only changes the owner of the attack and does not send it back towards Zelda.  
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[[File:Din'sFireMelee.jpg|thumb|250px|Din's Fire in ''Melee''.]]
[[File:Din'sFireMelee.jpg|thumb|250px|Din's Fire in ''Melee''.]]


Din's Fire in ''Melee'' is a projectile that can cover extremely far range horizontally, allowing Zelda to hit an opponent virtually anywhere on moderately sized stages, while dealing a decent amount of damage. Despite the incredible range the move gives Zelda, it is difficult to use effectively. While the projectile has incredible potential range, actually hitting with it can be tricky against even an inexperienced player; the fireball is completely visible as it travels, leaving it easily telegraphed to where it's going, and as Zelda releases the move, there is considerable delay before the explosion comes out. The explosion is also very small, necessitating precision to land the projectile. With the telegraphing, delay, and small hitbox size issues, opponents can evade it by just simply moving away or just [[shield]]ing as the fireball is on top of them, and with the move's high ending lag, Zelda is completely unable to capitalise on the opponent's forced maneuvering/shielding.
Din's Fire in ''Melee'' is a projectile that can cover extremely far range horizontally, allowing Zelda to hit an opponent virtually anywhere on moderately sized stages, while dealing a decent amount of damage. Despite the incredible range the move gives Zelda, it is a virtually useless projectile of no practical use. While the projectile has incredible potential range, actually hitting with it is extremely difficult against even an inexperienced player; the fireball is completely visible as it travels, leaving it easily telegraphed to where it's going, and as Zelda releases the move, there is considerable delay before the explosion comes out. The explosion is also very small, necessitating precision to land the projectile. With the telegraphing, delay, and small hitbox size issues, opponents can evade it by just simply moving away or just [[shield]]ing as the fireball is on top of them, and with the move's high ending lag, Zelda is completely unable to capitalise on the opponent's forced maneuvering/shielding. Another major issue with the move is that Zelda is completely defenseless while using it, and since the fireball poses no immediate threat with the aforementioned delay issues, opponents can easily run through and attack Zelda, meaning the move will give opponents a free [[punish]] if they are alert and not too far away. The projectile additionally doesn't have much consequence on the opponent when it is landed, dealing only average damage, and very minor vertical knockback that will never KO at realistic damages nor be helpful for [[edge-guarding]].
 
Another major issue with the move is that Zelda is completely defenseless while using it, and since the fireball poses no immediate threat with the aforementioned delay issues, opponents can easily run through and attack Zelda, meaning the move will give opponents a free [[punish]] if they are alert and not too far away.
 
The only appropriate scenario to use the move is while [[edge-guarding]]. Since the trajectory of the fireball's knockback is dependent on where it hits Zelda's opponent, it can be used to knock recovering players away from Zelda, straight up, or toward her, at which point, she can follow up with a Lightning Kick or up aerial attack.


As such, with the projectile's inability to force approaches (as it is incapable of pressuring and an alert player will always be able to easily dodge it), losing to every other projectile in a projectile war, the extreme unsafeness of the move, and the fact it doesn't accomplish anything but some minor additional damage when landed, it is tied with Bowser's [[Fire Breath]] for the worst projectile in ''Melee'' and is considered one of the worst moves altogether in ''Melee''.
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===In ''[[Super Smash Bros. Ultimate]]''===
===In ''[[Super Smash Bros. Ultimate]]''===
Din's Fire no longer leaves {{SSBU|Zelda}} helpless when used in midair, which allows her to use the move to cover her recovery after being launched off-stage, and its sweetspot was additionally made much larger (being increased from 2.1 units to 3.5 units), as well as its sourspot having a slightly larger hitbox (being increased from 4.5 units to 4.8 units). However the most significant buff was indirect; due to ''Ultimate'' allowing airborne characters to now only [[air dodge]] once until they land, get hit, or grab a ledge, Din's Fire has gained legitimate usage as an [[edge-guard]]ing tool, as it can be utilized to force offstage opponents to burn their air dodge and thus be left more vulnerable to subsequent edge-guarding, and if an opponent has already burned their air dodge (such as using a directional air dodge to extend their recovery or to extend survival via [[momentum cancelling]]), they can be left in a checkmate position where avoiding getting KO'd by Din's Fire is impossible.
Din's Fire no longer leaves {{SSBU|Zelda}} helpless when used in midair, which allows her to use the move to cover her recovery after being launched off-stage.


==Instructional quotes==
==Instructional quotes==
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==Origin==
==Origin==
[[File:Dins Fire Origin.gif |thumb|left|Link using Din's Fire in ''Ocarina of Time''.]]
[[File:Din'sFireOoT.jpg|thumb|left|Link using Din's Fire in ''Ocarina of Time''.]]
The move is based on the Din's Fire spell [[Link]] uses in ''[[The Legend of Zelda: Ocarina of Time]]'', although the two have different effects. In ''Ocarina of Time'', rather than being a small sphere sent over distance, it is a large explosion of fire radiating outwards from Link, used primarily as an offensive spell, but also used to solve puzzles. It is the spell which is representative of {{iw|zeldawiki|Din|Goddess}}, the Goddess of Power.
The move is based on the Din's Fire spell [[Link]] uses in ''[[The Legend of Zelda: Ocarina of Time]]'', although the two have different effects. In ''Ocarina of Time'', rather than being a small sphere sent over distance, it is a large explosion of fire radiating outwards from Link, used primarily as an offensive spell, but also used to solve puzzles. It is the spell which is representative of {{iw|zeldawiki|Din|Goddess}}, the Goddess of Power.


Link does not have this move in any ''Super Smash Bros.'' games, despite him being the one to use it in ''Ocarina of Time''. Years later, Zelda herself would be able to use the move in the spinoff ''Zelda'' games ''{{s|zeldawiki|Hyrule Warriors}}'' and ''[[zeldawiki:Cadence of Hyrule: Crypt of the NecroDancer feat. The Legend of Zelda|Cadence of Hyrule]]''.
Link does not have this move in any ''Super Smash Bros.'' games, despite him being the one to use it in ''Ocarina of Time''. Years later, Zelda herself would be able to use the move in the spinoff ''Zelda'' games ''{{s|zeldawiki|Hyrule Warriors}}'' and ''[[zeldawiki:Cadence of Hyrule: Crypt of the NecroDancer feat. The Legend of Zelda|Cadence of Hyrule]]''.
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==Gallery==
==Gallery==
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[[Category:Zelda (SSB4)]]
[[Category:Zelda (SSB4)]]
[[Category:Zelda (SSBU)]]
[[Category:Zelda (SSBU)]]
[[es:Fuego de Din]]

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