Ok I am going to take a moment to share something I learned
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
#1) U-Air on a Standing Opponent
(What name best describes this?)
It's possible to do this without a fastfall, but fastfalling seems more effective to me
I prefer either (A) short hop, u-air, fastfall or (B) regular jump, fastfall, u-air
For a low damage opponent, you can immediately u-smash afterwards to juggle them for an easy 30 damage, and it will KO bowser (heavy) from the ground on final destination around 120.
That is extremely significant IMO, because many of Zelda's moves don't initiate a juggle. (aka dsmash, dash attack..etc)
The shortest characters this will work on are mario, sonic, and fox.
That means it does NOT hit TL, Ice Climbers, pikachu, diddy kong ..etc
It will hit wolf as long as he's not in his crouching animation, which happens when he is idle.
Ironically diddy kong is too short to be hit by this, but his idle animation bounces him in the air lol.
I wouldn't REALLY recommend this against wolf or diddy in combat, since it's an extra layer of trickyness and hence unrelaible. The best people to use this against are tall characters such as snake, ike, or another zelda.
#2) B-Reversal's and WaveBouncing (aka Recoil Specials)
I was discussing these in S2's keeping it classy thread.
They allow Zelda to reverse her momentum in the air and turn on a dime.
You can throw din's fire in any direction, and at the same time propell Zelda in any direction as well (independant of the direction you throw the dins)
General tactics section: B-Reversal's and WaveBouncing (aka Recoil Specials)
http://www.smashboards.com/showthread.php?t=156176
They're really sweet, and actually apply better to Zelda than any other character!
I can't stress enough how much you should learn them =D
With the gamecube controller set to smash stick, it's fairly difficult to press the c-stick + B in order to preform Zelda's special moves. It becomes easier if you set the L, R or Z button to special, and then you can use the c-stick + specials by pressing the buttons at the same time. It's also easier to do these moves with B-Sticking.
Or if you have a nun-chuck/wii-mote, I think it's really easy to set the d-pad to smashes and press B at the same time in a direction.
Here is a link to S2's thread: http://www.smashboards.com/showthread.php?t=158672
It has an updated section now on din's fire, and we discuss some particulars of these two techniques and the advantages of B-Sticking on the later pages.
#3) Dinjin Retreating Air Charge
I like using this for edge guarding
This involves using a B-Reversal to reverse Zelda's momentum in the air.
Stand near the edge, jump away from it (not towards), then double jump away from it again.
At the peak of your jump, preform a b-reversal to send both zelda and the din's fire back toward the edge. Because all you did was reverse your momentum, this results in zelda returning to the same place she left!
The dins fie explodes a little bit in front of you, by the edge.
What is the advantage to this technique, one might ask?
You are preforming a full-length din's fire a few feet in front of you by the ledge, and returning to the same spot. The hitbox and the damage both DOUBLE in size using this technique, because of the extra range it adds onto your dins.
#1) U-Air on a Standing Opponent
(What name best describes this?)
It's possible to do this without a fastfall, but fastfalling seems more effective to me
I prefer either (A) short hop, u-air, fastfall or (B) regular jump, fastfall, u-air
For a low damage opponent, you can immediately u-smash afterwards to juggle them for an easy 30 damage, and it will KO bowser (heavy) from the ground on final destination around 120.
That is extremely significant IMO, because many of Zelda's moves don't initiate a juggle. (aka dsmash, dash attack..etc)
The shortest characters this will work on are mario, sonic, and fox.
That means it does NOT hit TL, Ice Climbers, pikachu, diddy kong ..etc
It will hit wolf as long as he's not in his crouching animation, which happens when he is idle.
Ironically diddy kong is too short to be hit by this, but his idle animation bounces him in the air lol.
I wouldn't REALLY recommend this against wolf or diddy in combat, since it's an extra layer of trickyness and hence unrelaible. The best people to use this against are tall characters such as snake, ike, or another zelda.
#2) B-Reversal's and WaveBouncing (aka Recoil Specials)
I was discussing these in S2's keeping it classy thread.
They allow Zelda to reverse her momentum in the air and turn on a dime.
You can throw din's fire in any direction, and at the same time propell Zelda in any direction as well (independant of the direction you throw the dins)
General tactics section: B-Reversal's and WaveBouncing (aka Recoil Specials)
http://www.smashboards.com/showthread.php?t=156176
They're really sweet, and actually apply better to Zelda than any other character!
I can't stress enough how much you should learn them =D
With the gamecube controller set to smash stick, it's fairly difficult to press the c-stick + B in order to preform Zelda's special moves. It becomes easier if you set the L, R or Z button to special, and then you can use the c-stick + specials by pressing the buttons at the same time. It's also easier to do these moves with B-Sticking.
Or if you have a nun-chuck/wii-mote, I think it's really easy to set the d-pad to smashes and press B at the same time in a direction.
Here is a link to S2's thread: http://www.smashboards.com/showthread.php?t=158672
It has an updated section now on din's fire, and we discuss some particulars of these two techniques and the advantages of B-Sticking on the later pages.
#3) Dinjin Retreating Air Charge
I like using this for edge guarding
This involves using a B-Reversal to reverse Zelda's momentum in the air.
Stand near the edge, jump away from it (not towards), then double jump away from it again.
At the peak of your jump, preform a b-reversal to send both zelda and the din's fire back toward the edge. Because all you did was reverse your momentum, this results in zelda returning to the same place she left!
The dins fie explodes a little bit in front of you, by the edge.
What is the advantage to this technique, one might ask?
You are preforming a full-length din's fire a few feet in front of you by the ledge, and returning to the same spot. The hitbox and the damage both DOUBLE in size using this technique, because of the extra range it adds onto your dins.