Din's Fire: Difference between revisions

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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 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:Dins Fire.png|thumb|250px|Din's Fire in ''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, Those buffs now make it a situationally useful projectile for camping and approaching (while it is no longer considered one of the worst moves in the game). However, despite these significant buffs, Din's Fire is still considered a situational 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.
{{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. These buffs now make it a situationally useful projectile for camping and approaching (while it is no longer considered one of the worst moves in the game). However, despite these significant buffs, Din's Fire is still considered a situational 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.


Din's Fire mainly sees use as a damage-racking move when an opponent is too far away from Zelda, 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 is a bit less useful 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).
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 is a bit less useful 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).
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