Dins Fire: Reaching the Full Potential of One Unique Projectile
Dins Fire: Reaching the Full Potential of One Unique Projectile
Before I say anything, Zelda no longer free falls after she performs this in the air. I'll pause while you celebreate...
Zelda has the only projectile in the game that charges as it flies through the air under her full control. Even if she is hit, the dins fire remains a live projectile and flies the extent of its path. Despite the ever growing hit box and directional control, the move has limitations which balance it out and make it a situational move.
1) Speed of the Projectile – We have to accept that dins does not travel very fast. Opponents are able to see it coming and make a corrective response to avoid being hit.
2) Cool Down of the Move – Zelda, upon release and detonation, experiences a long cool down that limits the follow-ups available to her. It does not prevent her from comboing with dins, but if the move does not land, she if left wide open for punishment.
3) Unable to Move While in Flight – Just stating it, not explaining it. Very well known.
With the limitations in mind, we can devise a strategy to use dins to its fullest. One of the best uses of the move is a follow-up move. If you land a high knockback move (as if we are short on them), you should be throwing dins at the opponent. I realize it will most likely not hit the opponent, but it will disrupt their plan for recovering, and it may provide you an opening to punish a poor air dodge or put them in a more desired position on the stage. Remember, being able to control where your opponents are on the level is a huge part of the game, and you should be taking advantage of one of her tools.
This goes for off the ledge as well. Dins is a great edge guarding tool that can combo into the devastating U-Air that she possesses (I will link to a video example soon). It forces the opponent to air dodge or perform an aerial or take the damage depending on where they are and how they are trying to recover. When an opponent recovers low, dins pops them up for an opportunity to perform the U-Air. Spacing is important on this combo because you can be too far away and not have the opportunity. Even if the dins does not land, you have put your opponent at an awkward place to try and recover or you have put them in a position they were trying to avoid. Either way, you are now in a better position to defend the recovery.
Retreating dins is when you jump away from the opponent throwing a fireball to create space. It is a safer way to perform the move in some situations since it makes the opponent have to travel farther to try and punish the move. Use this to create the space you need or to bait approaches. This has the ability to frustrate a charging opponent.
Possible Combos:
Dins -> U-Air: Good for delivering a killing blow and punishing a low recovering opponent. This can be performed on the stage and spacing is very important.
Dins (Quick Release) -> U-Smash: Used in the early percents at close range. This is not recommended because of the risk of being punished should the opponent dodge it.
Dins -> LK: This is more theoretical, but with the hit stun of dins, this should be possible given the right circumstances. My current belief is a similar circumstance to the U-Air combo must happen.
Dins -> Dins: I have found this to work at the higher percents off the ledge when an opponent is too far away for me to punish with an aerial. Also, if an opponent DI’s back away from the stage, then this might be your best option. Don’t be afraid to rack damage; the more the merrier.