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The Profane Tome – Restored

An advanced technical guide to Melee Zelda

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Din’s – Harnessing Fire

Din’s – Harnessing Fire
Din’s Fire

For decades, Din’s has been written off as a “useless projectile”. However difficult it seems to execute and control, mastering it will allow you to combo into KOs and do more than just ledge-guard. More often than not you’ll learn that Din’s hitbox is going to land behind your opponent, so expect them to launch toward you if you are aiming mid to far range.

Copperhead FM aimed to prove the point a few years ago by creating a combo/clip video titled just what so many had called Din’s before: This is “Useless Projectile”

Let’s review some key clips.

Float like a butterfly

A ledge refreshing Marth allows Zelda to float down comfortably onto stage; however Copperhead FM covers get-up options by starting up Dins just prior to landing. Dins fire travels at nearly the same speed as the character – inside Zelda. Before hitting the ground, Dins is detonated; creating a delayed hitbox within Zelda’s hurtbox that leads to a double-kick reversal.

Curve the bullet

After an expert tech chase, Copperhead FM instantly inputs Side-B (Din’s) after Zelda’s long jump squat, and drifts through the platform. Zelda’s ECB rises upon it’s execution, allowing you to clip through and begin floating immediately. Starting up Din’s this way will allow you to arc the fire up or down much faster, and also give Din’s more travel time. More damage potential, larger hitbox. Expert players know to release early for spacie Side-B snipes. While Copperhead FM is seen sharking with Up-Air in this video, choosing the option to drop through and jump back through for the BAir is better here to net a stock. This is an exercise of patience, and shows how plats are key to the characters strengths and game plan.

Similarly, you can also platform warp upwards with Din’s. Executed at the right time, the float pushes Zelda’s ECB up, and instantly sticks a landing on plat.

Credit: Quicksilver, inspired by mang0 achieving the same landing with a Falcon punch.

You can also edge cancel while floating with Din’s. Doing so will “restart” the float animation, and change the projectiles trajectory ever so slightly, allowing further arc control. Keep in mind though, you will keep floating… helplessly… and may just find yourself gently gliding off stage.

Propose a trade

While traveling with Din’s seems like a safe way to protect your hurtbox, it’s a risky follow up option. At lower percents, your opponent can get out of tumble faster and you are then open for a trade. So, is it still a “safe” option? Within reason. If you are confident that you will hit – even in close quarters, it can stun your opponent and allow you time to escape a potentially bad situation. You may choose to gamble on your opponents DI, and read a jump or high recovery. Be prepared to defend yourself, or escape a punish.

So, what happens if you get hit before Dins is detonated? Dins fire does not disappear. However, if you are interrupted before frame 12 (start) it will not detonate. If Din’s is completely out on frame 12, it will continue to travel it’s max distance (to frame 98), and will detonate. The detonation will be at it’s maximum damage potential, and largest hitbox. Just because it’s a miss doesn’t mean it’s a missed opportunity. Patience and careful reactions can result in… interesting possibilities.

Seedos, why are you like this?

The case for getting cancelled

While Din’s cancelling laid dormant in a mind palace; shared clips like the above sparked a curious discussion. Zelda player Citrus was ignited with questions; specifically regarding Falco lasers. They demonstrated that getting hit by Falco’s lasers puts you in a hitlag of 3 frames. So long as you aren’t interrupted before frame 12, Dins will continue to travel, then detonate. They then beg the question; “For what purpose?”

Where there is smoke, there is certainly a fire. Zelda player Quicksilver unearthed some ancient (2 year old) clips of themselves labbing of this exact scenario. The compiled clips below are tool assisted, but provide the proof of concept. The most practical application will be Cancel into DSmash. With the stage set and Dins Laser Cancelling confirmed; hopefully more Zelda players are free to explore the possibilities with both Falco lasers… and perhaps other projectiles.

Compiled Quicksilver clips with short breaks between framing the first two moves used to combo.

While Zelda’s have been warned that playing with fire may get you burned, “Din’s Laser Cancel” on Falco promises to cook some birds on the field. There’s also potential for stage collision causing earlier detonations. Please continue to explore options and setups!

That’s enough puns for now.

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