Super Smash Bros. Melee
Super Smash Bros. Brawl
Super Smash Bros. 4
Super Smash Bros. Ultimate

Din's Fire: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
Tag: Mobile edit
Tags: Mobile edit Advanced mobile edit
 
(80 intermediate revisions by 47 users not shown)
Line 1: Line 1:
{{ArticleIcons|melee=yes|brawl=yes|ssb4=yes}}
{{ArticleIcons|melee=y|brawl=y|ssb4=y|ultimate=y}}
{{Infobox Special Move
{{Infobox Special Move
|name=Din's Fire
|name=Din's Fire
|image=[[File:Smash.4 - Dins Fire.jpg|250px|Fire magic that explodes when you release B.]]
|image=[[File:Zelda Side B SSBU.gif|300px|Fire magic that explodes when you release B.]]
|caption=Din's Fire in {{forwiiu}}.
|caption=Din's Fire in ''[[Super Smash Bros. Ultimate]]''.
|user=[[Zelda]]
|user=[[Zelda]]
|universe={{uv|The Legend of Zelda}}
|universe={{uv|The Legend of Zelda}}
Line 11: Line 11:
}}
}}


'''Din's Fire''' ({{ja|ディンの炎}} ''Din no Honō'' '''Flame of Din''') is [[Zelda]]'s [[side special move]] in each game she has been playable in. 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 max 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. When done in the air, it sends Zelda into the [[helpless]] state. It can be countered, absorbed, or reflected, but this will not send the projectile back at the user; instead, it just changes the owner of the projectile. If an opponent hits Zelda before she releases the move, it will continue going as if the move was being charged but Zelda doesn't have control of it anymore, up until it reaches its max distance, where it'll explode as usual.
'''Din's Fire''' ({{ja|ディンの炎|Din no Honō}}, ''Din's Flame'') is [[Zelda]]'s [[side special move]] in each game she has been playable in.


==In ''[[Super Smash Bros. Melee]]''==
==Overview==
[[File:Din'sFireMelee.jpg|thumb|250px|''Hold [[Image:GCN BButton.png|24px]] and tilt [[Image:GCN ControlStick.png|24px]] to guide the attack. Release [[Image:GCN BButton.png|24px]] to unleash it.'']]
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.


Din's Fire in ''Melee'' was a projectile that could cover extremely far range horizontally and vertically, 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 gave Zelda, it was a virtually useless projectile of very little practical use. While the projectile has incredible potential range, actually hitting with it is extremely difficult against a remotely competent 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 decent damage, and very minor vertical knockback that will never KO at realistic damages nor be helpful for [[edge-guarding]].
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.  


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's considered one of the worst moves altogether in ''Melee''.
If Zelda is interrupted before she releases the move, the fireball will continue travelling and explode at its maximum distance as if the move were still being charged, but without Zelda's control.


==In ''[[Super Smash Bros. Brawl]]''==
===In ''[[Super Smash Bros. Melee]]''===
[[File:Dins Fire.png|thumb|250px|''Hold down the B Button and use the Control Stick to control a fireball. Explodes when you release the B Button.'']]
[[File:Din'sFireMelee.jpg|thumb|250px|Din's Fire in ''Melee''.]]


{{SSBB|Zelda}} retains Din's Fire as her forward special move in ''Brawl'', where it operates and functions the same as it did in ''Melee''. However it has received some significant buffs; the explosion when the move is released is significantly larger (now being about the size of a large character), the explosion deals increased damage and significantly more knockback (with it now being capable of KOing in the 150-200% range depending on how much it's charged), and there's slightly less delay with the explosion coming out upon release and slightly less ending lag. However, despite these significant buffs, Din's Fire is still considered a very poor projectile; alert opponents can still very easily dodge and shield it while Zelda can do nothing about it (making it still incapable of forcing approaches), Zelda is still extremely vulnerable while using the move, Zelda will still not win any projectile wars with it, and the power buffs were not enough to justify it being such an unsafe and difficult to land projectile.
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 mainly sees use as a means to try attempting tacking on some extra damage when an opponent is too far away to attack a Zelda player using it, though as explained in the previous paragraph, it's not very effective at it. It also sees some use as an edge-guarding move, where the move can allow Zelda to assault recovering characters almost regardless of their position, while Zelda remains completely safe. While this can be very effective against [[CPU]]s and inexperienced players, where Din's Fire can be landed on them over and over, it doesn't have much use against competent players, who can still very easily evade it even offstage, and can even use getting hit by Din's Fire to aid recovery if their damage isn't high enough to get outright KO'd by it (as it hits vertically).
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.


==In ''[[Super Smash Bros. 4]]''==
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.
{{SSB4|Zelda}} is confirmed to retain Din's Fire in ''Smash 4'', where it'll be [https://miiverse.nintendo.net/posts/AYMHAAACAABnUYnn2sCy0Q buffed again], this time with its explosion now growing larger the longer the move is projected, and it now having a more powerful [[sweet spot]] at the center of the explosion. The extent of the sweet spot's power and the explosion's greater potential size, as well as any other potential changes, have not been explicitly stated however.
 
{{clrr}}
 
===In ''[[Super Smash Bros. Brawl]]''===
[[File:Dins Fire.png|thumb|250px|Din's Fire in ''Brawl''.]]
 
{{SSBB|Zelda}} retains Din's Fire as her side special move in ''Brawl'', where it operates and functions the same as it did in ''Melee''. However, it has received some significant buffs; the explosion when the move is released is significantly larger (now being about the size of a large character), the explosion deals increased damage and significantly more knockback (with it now being capable of KOing in the 150-200% range depending on how much it's charged), and there's much less delay with the explosion coming out upon release and slightly less ending lag. However, despite these significant buffs, Din's Fire is still considered a very poor projectile; alert opponents can still easily dodge and shield it while Zelda can do nothing about it (making it still difficult for it to force approaches), Zelda is still extremely vulnerable while using the move, Zelda will still not win any projectile wars with it, and the power buffs were not enough to justify it being such an unsafe and difficult to land projectile, while it is still not powerful enough to be able to reliably KO under 150% in most circumstances.
 
Din's Fire mainly sees use as a damage-racking move when an opponent is too far away from Zelda, even though it's not very effective at it. It also sees some use as an edgeguarding move, where the move can allow Zelda to assault recovering characters almost regardless of their position, while Zelda remains completely safe. While this can be very effective against [[CPU]]s and inexperienced players, where Din's Fire can be landed on them over and over, it doesn't have much use against competent players, who can still easily air dodge it even offstage, and can even use getting hit by Din's Fire to aid recovery if their damage isn't high enough to get outright KO'd by it (as it hits diagonally).
{{clrr}}
 
===In ''[[Super Smash Bros. 4]]''===
{{SSB4|Zelda}} retains Din's Fire in ''Smash 4'', in which it is drastically nerfed. It has less range, less speed, less angling maneuverability, a smaller hitbox, and deals less damage overall. The move gains a sweetspot with strong knockback at the center of the explosion, but the sourspot deals half the damage of the sweetspot and much less knockback. Unlike most projectiles, this move is immune to [[Gravitational Pull]].
 
===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.
 
==Instructional quotes==
{{InstructionalQuotes
|ssbmchar=Zelda
|ssbmdesc=Hold {{Button|GCN|B}} and tilt {{Button|GCN|Control Stick}} to guide the attack. Release {{Button|GCN|B}} to unleash it.
|ssbbchar=Zelda
|ssbbdesc=Hold down the B Button and use the Control Stick to control a fireball. Explodes when you release the B Button.
|ssb4-3char=Zelda
|ssb4-3desc=Fire magic that explodes after a time or when the button is released.
|ssbuchar=Zelda
|ssbudesc=Fires magic that explodes after a time or when the button is released.
}}


==Customization==
==Customization==
{{incomplete}}
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations:
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the known variations:
{{CustomSet|Zelda|Side|name1=Din's Fire|desc1=Fire magic that explodes after a time or when the button is released.|name2=Din's Flare|desc2=Travels farther, but can't be aimed up or down. Damage is the same at all distances.|name3=Din's Blaze|desc3=A steady fireball that floats in the air and explodes after a bit.}}
# '''Fast Din's Fire''': A faster variant with no vertical movement.
# '''Din's Fire''': Default.
# '''Heavy Din's Fire''': Much more vertical movement and a delayed explosion that grows based on distance travelled.
# '''Din's Flare''': A faster variant with almost no vertical movement, and the same damage at all distances.
# '''Din's Blaze''': Much more vertical movement and a delayed explosion that grows based on distance travelled. Generally considered superior to the default.


==Origin==
==Origin==
[[File:Din'sFireOoT.jpg|thumb|left|The original Din's Fire.]]
[[File:Dins Fire Origin.gif |thumb|left|Link using Din's Fire in ''Ocarina of Time''.]]
The name is taken from the Din's Fire spell [[Link]] uses in ''[[The Legend of Zelda: Ocarina of Time]]'', but it describes a very different effect. In ''LoZ: OoT'', 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 [[zeldawiki:Din (Goddess)|Din]], 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]]''.
{{clr}}
 
==Gallery==
<gallery>
Smash.4 - Dins Fire.jpg|Din's Fire used in ''for Wii U''.
Zelda SSBU Skill Preview Side Special.png|Din's Fire as shown by the Move List in ''Ultimate''.
</gallery>
 
==Names in other languages==
{{langtable
|ja={{ja|ディンの炎|Din no Honō}}
|en=Din's Fire
|fr=Feu de Din
|es=Fuego de Din
|de=Dins Feuerinferno
|it=Fuoco di Din
|nl=Dins Vuur
|ru={{rollover|Огонь Дин|Ogon Din|?}}
|ko={{rollover|딘의 화염|Dinui Hwayeom|?}}
|zh_cn={{rollover|迪荧之火|Díyíng Zhī Huǒ|?}}
|zh_tw={{rollover|迪熒之火|Díyíng Zhī Huǒ|?}}
}}


{{Special Moves|char=Zelda}}
{{Special Moves|char=Zelda}}
Line 46: Line 98:
[[Category:Projectiles]]
[[Category:Projectiles]]
[[Category:Zelda]]
[[Category:Zelda]]
[[Category:Zelda (SSBM)]]
[[Category:Zelda (SSBB)]]
[[Category:Zelda (SSB4)]]
[[Category:Zelda (SSBU)]]
[[es:Fuego de Din]]

Latest revision as of 08:13, February 14, 2024

Din's Fire
Fire magic that explodes when you release B.
Din's Fire in Super Smash Bros. Ultimate.
User Zelda
Universe The Legend of Zelda
Article on Zelda Wiki Din's Fire

Din's Fire (ディンの炎, Din's Flame) is Zelda's side special move in each game she has been playable in.

Overview[edit]

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 can be countered or absorbed, and it can also be reflected, but this only changes the owner of the attack and does not send it back towards Zelda.

If Zelda is interrupted before she releases the move, the fireball will continue travelling and explode at its maximum distance as if the move were still being charged, but without Zelda's control.

In Super Smash Bros. Melee[edit]

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 shielding 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 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.

In Super Smash Bros. Brawl[edit]

Din's Fire in Brawl.

Zelda retains Din's Fire as her side special move in Brawl, where it operates and functions the same as it did in Melee. However, it has received some significant buffs; the explosion when the move is released is significantly larger (now being about the size of a large character), the explosion deals increased damage and significantly more knockback (with it now being capable of KOing in the 150-200% range depending on how much it's charged), and there's much less delay with the explosion coming out upon release and slightly less ending lag. However, despite these significant buffs, Din's Fire is still considered a very poor projectile; alert opponents can still easily dodge and shield it while Zelda can do nothing about it (making it still difficult for it to force approaches), Zelda is still extremely vulnerable while using the move, Zelda will still not win any projectile wars with it, and the power buffs were not enough to justify it being such an unsafe and difficult to land projectile, while it is still not powerful enough to be able to reliably KO under 150% in most circumstances.

Din's Fire mainly sees use as a damage-racking move when an opponent is too far away from Zelda, even though it's not very effective at it. It also sees some use as an edgeguarding move, where the move can allow Zelda to assault recovering characters almost regardless of their position, while Zelda remains completely safe. While this can be very effective against CPUs and inexperienced players, where Din's Fire can be landed on them over and over, it doesn't have much use against competent players, who can still easily air dodge it even offstage, and can even use getting hit by Din's Fire to aid recovery if their damage isn't high enough to get outright KO'd by it (as it hits diagonally).

In Super Smash Bros. 4[edit]

Zelda retains Din's Fire in Smash 4, in which it is drastically nerfed. It has less range, less speed, less angling maneuverability, a smaller hitbox, and deals less damage overall. The move gains a sweetspot with strong knockback at the center of the explosion, but the sourspot deals half the damage of the sweetspot and much less knockback. Unlike most projectiles, this move is immune to Gravitational Pull.

In Super Smash Bros. Ultimate[edit]

Din's Fire no longer leaves 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-guarding 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.

Instructional quotes[edit]

Super Smash Bros. Melee instruction booklet Zelda (SSBM) Hold B and tilt Control Stick to guide the attack. Release B to unleash it.
Super Smash Bros. Brawl instruction booklet Zelda (SSBB) Hold down the B Button and use the Control Stick to control a fireball. Explodes when you release the B Button.
Super Smash Bros. for Nintendo 3DS case foldout Zelda (SSB4) Fire magic that explodes after a time or when the button is released.
Super Smash Bros. Ultimate Move List Zelda (SSBU) Fires magic that explodes after a time or when the button is released.

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Din's Fire 2. Din's Flare 3. Din's Blaze
Din's Fire
Din's Flare
Din's Blaze
"Fire magic that explodes after a time or when the button is released." "Travels farther, but can't be aimed up or down. Damage is the same at all distances." "A steady fireball that floats in the air and explodes after a bit."
  1. Din's Fire: Default.
  2. Din's Flare: A faster variant with almost no vertical movement, and the same damage at all distances.
  3. Din's Blaze: Much more vertical movement and a delayed explosion that grows based on distance travelled. Generally considered superior to the default.

Origin[edit]

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 Din, 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 Hyrule Warriors and Cadence of Hyrule.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese ディンの炎
UK English Din's Fire
France French Feu de Din
Germany German Dins Feuerinferno
Spain Spanish Fuego de Din
Italy Italian Fuoco di Din
China Chinese (Simplified) 迪荧之火
Taiwan Chinese (Traditional) 迪熒之火
South Korea Korean 딘의 화염
Netherlands Dutch Dins Vuur
Russia Russian Огонь Дин