Jimster
Smash Cadet
- Joined
- Jan 8, 2015
- Messages
- 33
There was a little criticism on Din's Fire on reddit a few days ago. I by no means am trying to say Din's is a good move, but it DOES combo (Yes, in Smash 4). Unfortunately I don't have a wii u with capture card with me nor do I have a significant amount of experience on comboing with Din's Fire, but I do want to raise the awareness that Din's Fire might actually have a bit of use in terms of comboing. This makes use of the sour spot of Din's fire (3% damage). Due to its minimal knockback, this works across the cast till 130% and above depending on the weight and falling speed with exception of fastfallers, who cannot be comboed by this at low percents.
In order to do this you need to short hop and Din's fire towards your opponent, and release immediately while placing yourself right by the opponent when you land. Make sure the 3% sourspot hitbox is landed (which is edit: easier to land now due to a patch that edit: decreased its sweetspot size), this will send the opponent slightly in front, behind or above zelda's chest area at low percents depending on your position, which allows you to utilt, usmash, grab etc at low percents, note your options can be quite different depending on the size, weight and falling speed of your opponent. Pretty much everything works on larger characters but for characters like mario it could be difficult to sweetspot jab. Above around 100% you can use a usmash or Farore's for a kill. For feather weight characters you can even combo into short hop lightening kick at higher percents. It is worthnoting that you can still control the direction of Din's fire after you release B button, this is essential for short characters and characters with a larger hitbox at lower body (e.x.: princess....), they may require you to angle Din's Fire lower in order to land properly.
In terms of the use of this set up, I have to say it is not easy to land. Personally this only worked at punishing landing, opponent's failed up B and shield break punish. Again it can be hard to pull off due to the small sourspot hitbox, long starting time and percise positioning.
In order to do this you need to short hop and Din's fire towards your opponent, and release immediately while placing yourself right by the opponent when you land. Make sure the 3% sourspot hitbox is landed (which is edit: easier to land now due to a patch that edit: decreased its sweetspot size), this will send the opponent slightly in front, behind or above zelda's chest area at low percents depending on your position, which allows you to utilt, usmash, grab etc at low percents, note your options can be quite different depending on the size, weight and falling speed of your opponent. Pretty much everything works on larger characters but for characters like mario it could be difficult to sweetspot jab. Above around 100% you can use a usmash or Farore's for a kill. For feather weight characters you can even combo into short hop lightening kick at higher percents. It is worthnoting that you can still control the direction of Din's fire after you release B button, this is essential for short characters and characters with a larger hitbox at lower body (e.x.: princess....), they may require you to angle Din's Fire lower in order to land properly.
In terms of the use of this set up, I have to say it is not easy to land. Personally this only worked at punishing landing, opponent's failed up B and shield break punish. Again it can be hard to pull off due to the small sourspot hitbox, long starting time and percise positioning.
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