So I'm sure you've all noticed there's a bit of a dead zone between Zelda and the minimal range at which Din's Fire will detonate. But after playing around a bit, I've noticed that Zelda can slide pretty far if you run/walk, jump, then cancel the jump with a Side B immediately after it starts. The effect is that you sort of travel with the Fireball and you can detonate it much closer than if you used it from a neutral position. Doesn't do anything for the endlag though. Does this have any useful applications?
EDIT:
Because people insist on video demos:
http://gfycat.com/ActualGlisteningLadybug
Din's Fire uses in order (all Din's Fires released early as possible):
1. Run, Full hop, input din's fire midway through ascent. Results in Din's Fire exploding at Zelda's hurtbox. This is what I'm calling Din's Glide (though a bit delayed)
2. Regular Din's fire. Note the dead zone right in front of Zelda.
3. Ideal Din's Glide. Zelda slides a fair distance, shrinking the deadzone to practically nothing. Ideal range.
4. Shortened Din's Glide. Zelda slides a tiny bit.
5. Regular Din's Fire, Again for comparison
6. Ideal Din's Glide again
EDIT:
Because people insist on video demos:
http://gfycat.com/ActualGlisteningLadybug
Din's Fire uses in order (all Din's Fires released early as possible):
1. Run, Full hop, input din's fire midway through ascent. Results in Din's Fire exploding at Zelda's hurtbox. This is what I'm calling Din's Glide (though a bit delayed)
2. Regular Din's fire. Note the dead zone right in front of Zelda.
3. Ideal Din's Glide. Zelda slides a fair distance, shrinking the deadzone to practically nothing. Ideal range.
4. Shortened Din's Glide. Zelda slides a tiny bit.
5. Regular Din's Fire, Again for comparison
6. Ideal Din's Glide again
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