Sonic The Hedgedawg
Smash Hero
unless, of course, you can sneak in some better move at that point... like a Utilt!
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Indeed, it's not exceptional. Just spamming it while your opponent is grounded isn't as easy as it seems.Zelda's MOST useful move, of course, is Down+B. but as her only projectile, din's DOES have its uses and it CAN force approaches.
it's just not exceptional like many noobs believe
Surprisingly, jumping around with B-air can be used as an approach too, but that takes practice. It's not enough to just stay in one place & spam B-air, or charge at the opponent while B-airing. You have to be quit smart with it. It's more like a counter approach, in other words.Aside from the Mother boys or G&W and maybe a few others, Din's forces people to come to you, instead of you using Zelda's bad approach. It's just bad when people get to you before you pop the fireball, and get free hits in. Of course it isn't great., and anyone better than a novice can dodge Din's, but IMO its best use is for mindgames, as it's pretty flashy and intimidating when it grows huge.
This is if your opponent has been knocked far away and is recovering from a distance from you.unless, of course, you can sneak in some better move at that point... like a Utilt!
I think they have a guide to dealing with Din's in the matchup thread on the Marth boards lol.Indeed, it's not exceptional. Just spamming it while your opponent is grounded isn't as easy as it seems.
Look at this example.
_Z_________________M__
Z is Zelda, & M is Marth. They are both near the edge of the stage.
As most of you know, Marth has a fast run speed.
There are instances where while Zelda casts Din's, Marth can react fast enough to get to Zelda before she explodes her flame.
That's one weakness, but a slim one nonetheless. I have found that vs. fast characters, it's MUCH harder to hit them with Din's. < Kind of obvious though. =.=
I agree, this is good idea if you want to get away from a posible followup move safer than trying to challenge it. Sadly this can only be done with moves that have enough knockback.If you have enough space, retreating Dins is pretty effective to avoid the chase, especially against faster characters.
Say a Marth knocks you away with a fsmash, cancel out your tumbling animation with Dins while mantaining your retreating DI. Prevents Marth from following up with a fair or anything else he has.
Indeed, effectively using Din's is much more difficult then most other mains give us credit for.You have to be pro to spam Dins' effectively XD
I hate using Din's during a laggy wifi Match. It screws me up. T-TMost of the stuff about Din's has been covered because it's a move that most of us (at some point in our Zelda careers) have used quite liberally. I personally love Din's and still use a lot in most of my fights (my dedication to Din's is rather disturbing at times).
Here's some things that I've learned that haven't been mentioned yet (I think...).
If you mix up standing, SH, and full hop Din's (with forward and backward gliding and mixing up the height where you use Din's) with Naryu's, you can often pester characters that can "outcamp" Zelda with projectiles by avoiding their projectiles while threatening them with yours. It's important to remember that most projectiles are linear in nature and therefore can be avoided while still using Din's Fire (since Din's Fire has lots of control).
When I want to approach for a kill against characters with projectiles that can outcamp Zelda, I often using a SH Din's glide to intentionally get hit by their projectile very soon after Din's leaves Zelda's hand. By angling Din's near their feet with this technique, you can then proceed to approach them with the fireball still traveling towards them to help cover your approach (obviously you can't be too far away or this won't work because of Zelda's poor movement speed). Din's Fire adds lots of extra pressure to your approach when they're at kill percents and taking the hit would mean that they're launched high in the air. I find that this works especially well against opponent's that tend to look at you instead of themselves because it forces them to focus on themselves for a short while (which is something they're not used to) so they can avoid Din's Fire.
Indeed, effectively using Din's is much more difficult then most other mains give us credit for.
lolol.It can also screw up your opponents air dodging time, which may lead to a Din's Fire KO...
...and that is rare. I haven't KO'd someone with Din's in a while
Unless the person is a really good Air dodger. T-TWhile someone is trying to recover, I can hit them like 4 or 5 times until they die off the top. </pro>
I do this all the time and I love it. I also jump off the side of the stage right as they're performing their get up attack/stand up/roll onto the stage and bair them.........it sweetspots an awful lot.forgot a very useful way to land LKs:
-(standing on edge) non-powersheild-> LK
the sheildpush knocks you off the edge of the stage and pretty much anything the foe threw at you will leave them prone long enough to sweetspot them with your instant aerial.
if you feel like adding that to the OP to the rest of my post, feel free ^_^
hmm... combine those two things and you don't have a bad situation.It also causes longer hit-stun than your cooldown. If you're ever so bold as to jump into someone with Din's and you connect, you just earned yourself a possible aerial follow-up....
... It also explains why it's dumb to Din's someone recovering low
Snake's crotch slap is killer.iirc, Zelda has the most powerful utilt in the game besides Ganons'.
Zelda's is still stronger. it's just harder to hit withSnake's crotch slap is killer.
Really? Wow. I guess it's because ive never been hit with crotchslap below 150%. :/Zelda's is still stronger. it's just harder to hit with
Nobody is ever going to dair Zelda.......when they're in the air they never come down on top of Zelda...that's suicide. Ftilt is much easier to land due to its speed and range while utilt has to be setup like you mentionedReally? Wow. I guess it's because ive never been hit with crotchslap below 150%. :/
Z's U-tilt is actually somewhat easy to land. Much more so than f-tilt imo. d-tilt, u-smash and din glides all set up quite nicely. Sometimes it's just a matter of predicting a d-air.
I'll take a move with that much range any day.ftilt, in my opinion, is a waste of a move slot. The knockback, speed, and damage is nothing special and her dtilt is pretty much always a better option.