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The Profane Tome – Restored

An advanced technical guide to Melee Zelda

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Din’s – The Properties of Fire

Din’s – The Properties of Fire
Din’s Fire

Din’s Fire is Zelda’s Side Special (Forward+B/Side+B) move. It launches a controllable fireball that charges as it travels until it explodes. The fireball can be directed up or down with the control stick.

SSBWiki states that it’s “too laggy, weak, and predictable to be an effective projectile”, and that it “doesn’t aid her approach at all and suffers from too much ending lag”. Unfortunately, opponents can also evade it by just simply moving away, airdodging, or shielding as the fireball is on top of them. Spacies shines also deflect the move. Let’s review the basics.

Per Fight Core, the fastest start is on frame 12. It can be detonated as late as frame 98. The fastest manual detonation is frame 38. Upon detonation, the hitbox explosion is active between frames 23-26. The hitbox becomes larger the longer it’s charged. When it connects, it damages for as low as 3% unstaled, to 13%, and leaves a fiery effect on your opponent.

The weakest/smallest possible hitbox, for 3% damage

It’s knockback angle depends on which side of the enemy is hit, so it can be used to knock opponents toward or away from Zelda. It’s hitbox size increases incrementally with each frame it is out. Using Din’s in the air allows for finer control, and can allow you to achieve faster arcs up and down. Conditionally, aerial use may also increase the duration that the fireball is out – and thus increases the size of the hitbox. However keep in mind, Din’s puts Zelda in a helpless state when used in the air.

Din’s hitbox DOES extend through the stage. For example, on Battle Field, you can hit the opponent who may be attempting to recover from under the stage.

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