Din's Fire: Difference between revisions

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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.
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==
==Instructional quotes==