MrEh
Smash Hero
Din's can be used for a lot of things. Most of which will get you killed.
Use it to force an approach. That's usually the safe option.
Use it to force an approach. That's usually the safe option.
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That's not entirely true. Yes, almost-max/max range Din's is slow as balls, but it also has such great range that you can afford to hold it out longer or detonate it sooner than your opponent might realize. Waiting for their airdodge/aerial to end or exploding it early isn't so hard to do, and because it reaches so far, there's a great chance that you'll end up hitting them.It's also so slow when used at max range that there is no way to have it hit unless your opponent makes a mistake.
This.I think I said this before but I 'll say it again because it's still true:
Don't use Din's Fire to hit people.
Use it to make people move the way you want them too.
If they screw up the counter, then hooray, free damage. Spam it some more and side taunt. =\
But assume they will always get through the Din's Fire in the most profitable way possible.
I'll stress this too: Do NOT use this move "when in doubt." Unless you're playing some scrub, do NOT cast this spell if you don't know exactly what you are doing. Period. In that scenario, you really ought to be looking at positioning, for when the opponent comes down from the air (where he probably is) or otherwise gets his mojo on again.
Even if it's, 'your opponent has made a mistake far away,' going for Din's is greedy. Think not about damage now, but about the damage that will end his stock later. Get back into the positioning that gives you the fortress defense once again.
Edgeguarding against slow recoveries, though.
Also, persistent fireball against lazor spam is hilarious. Too bad they have reflectors. Even the god**** Robot.
Holding it out longer just gives people more time to airdodge most of the time, but alternating gives some viability. That being said, the range is nice but I think it only makes a substantial difference in doubles where it's harder to concentrate on the projectile with so much more going on. I mean the hitbox could be as large as the whole stage (ie Norfair), but if you know when it'll hit then it shouldn't be too hard to avoidThat's not entirely true. Yes, almost-max/max range Din's is slow as balls, but it also has such great range that you can afford to hold it out longer or detonate it sooner than your opponent might realize. Waiting for their airdodge/aerial to end or exploding it early isn't so hard to do, and because it reaches so far, there's a great chance that you'll end up hitting them.
The point of its having more range is that you can afford to hold it out longer and wait for their airdodge to end. With a more precise move, you'd miss if you waited for the airdodge's cooldown lag; with Din's, because it reaches so far, you'll still hit them even if the fireball has traveled past them.Holding it out longer just gives people more time to airdodge most of the time, but alternating gives some viability. That being said, the range is nice but I think it only makes a substantial difference in doubles where it's harder to concentrate on the projectile with so much more going on. I mean the hitbox could be as large as the whole stage (ie Norfair), but if you know when it'll hit then it shouldn't be too hard to avoid
3 hours later....Nuuuuu! not yet!
I need to post my extra special information =D
I'll do it once I get the pictures from my SD card. I'll do it now.
Thats some pretty cool stuff there man. I knew the hit box on a fully charged Din was broken but **** that covers a lot of distance.
What's this?
Haha! My extra special information =D It's actually not very special at all >.<
It's a little guideline as to when and where din's will hit the target. The fiery blobs represent din's, and the people represent the max range in which that din's will strike them. So red din's will strike the red person from that distance. It's done on ZSS, who's very slender, so the range of din's should be larger for those with larger body parts. The number represents the damage dealt at around that range. Zelda is standing on the far right.
It starts to get good range from 12% onwards. I'm just highlighting the range because a lot of zelda's like to explode din's on the target. They can speed the process in which they lag if they cut down on those extra travel frames. And you can save quite a few, which is always nifty!
It takes 50 frames for din's to get to max explosive distance once it's out. I took that information from the 31 startup time, to 79-80 hitbox of the longest din's. In perspective it takes Samus 54 frames to recover her missile firing animation and pika 58 frames to recover from Tjolt. There are others but I can't be asked to list them. So basically, the only way you'll ever trade against these types of projectiles is if you space around half to a tad more-than-half the distance of FD (12-14% din's) between zelda and her opponent, otherwise their projectiles will just win every single time and they'll dodge every din's thrown. From that distance mentioned though, it'll get significantly riskier for them to projectile camp.
This is just trivial information to bear in mind, so if you ever do decide to mix it up and use din's then this spacing length seems to be ideal. Trades favour din's fire because of the damage output. Spacing any closer than that will put you at risk of being hit if the opponent rushes in fast. Long distance din's seems to favour opponents who are offstage or high above.
i wonder what move Kaylo will do next
+10 zelda points for love of sparklesI like nair... so sparkly......