Din's Fire is Zelda's Side Special Move. It is an attack with considerable range, and when it hits the opponent, it burns them and knocks them upward. It can be controlled with the control stick (while holding B) and can be released by letting go of the B button. The longer the B button is held, the stronger the attack.
When done in the air, it sends Zelda into the helpless state. It can be countered or deflected, but this will not send the projectile back at her. It can also be absorbed by Ness and Lucas' PSI Magnet and Mr. Game & Watch's bucket.
Due to the long wind-up and wind-down lag of this attack, the key to its successful use is prediction and precise timing. It is mostly used to prevent opponents from rushing in at Zelda or as an edgeguarding technique.
If an opponent were to hit Zelda while this projectile hasn't exploded yet, it will still continue going as if the move was being charged, but Zelda doesn't have control of it anymore. Also it is still dangerous once it does explode, even out of Zelda's control.
Zelda's Din's Fire in Brawl appears to function similarly, but moves and detonates much faster, has less lag, has a larger hitbox, and deals more damage and knockback, making it a somewhat more legitimate projectile, though it is easy to dodge in high level play. Multiple hits can be juggled on an off-the-stage opponent, and at around 150%, it can Star KO an airborne opponent. This move is more effective against CPUs than against human players, as they tend to make less of an attempt to dodge it.
In 3DS/Wii U the fireball is much smaller and is less round, giving it a smaller hitbox, but it still does large amounts of damage.
|Zelda's Special Moves|
|Standard Special||Nayru's Love|
|Side Special||Din's Fire|
|Up Special||Farore's Wind|
|Down Special||Transform||Phantom Slash|
|Final Smash||—||Light Arrow|
Din's Flare travels farther, but cannot go up or down. It does 14% damage at any distance.
- More range
- Good for zoning
- Damage doesn't increase with distance
- Explosion size does not increase with distance
- Cannot move up or down
The Din's Flare has greater range than Din's Fire, being able to go out the entire length of Final Destination; it is less versatile in its movement as it cannot be guided upwards or downwards much at all. The explosion size and damage doesn't increase with range, meaning the hitbox size will always be rather small and it will always deal 14% damage. The move is excellent for players that want to play Zelda with more zoning play-style.
Din's Blaze is a steady fireball that will float in the air and eventually explode. Does 18% damage.
- Excellent for edge-guarding
- Good damage
- Large hitbox
- Great vertical movement
- Defensive use
- Takes a moment before exploding
The Din's Blaze custom variation is actually very versatile. Though it moves slowly and doesn't explode right away, this actually helps in more ways than at first glance. It can be used as a sort of barricade, setting it right in front of Zelda forces the opponent to steer clear. The explosion is a large hitbox as well and deals 18% damage; though it does not deal much knockback, this can help Zelda set up some grabs. The move has a great amount of freedom in its movement, with the fireball able to be maneuvered nearly straight upwards as soon as Zelda conjures it. This allows her to easily place it at the edge of a stage and guard it from recovering opponents by using the explosion to knock them away; though this takes a bit of timing, the large hitbox does assist in this. It can even be placed slightly inwards to the stage from the edge to force the opponent to execute an edge roll, as the explosion will cover all other options; simply position Zelda in an optimal position to punish the edge roll and Din's Blaze is an excellent edge-guarding tool.
|Zelda's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||Nayru's Rejection||Nayru's Passion|
|Side Special||Din's Flare||Din's Blaze|
|Up Special||Farore's Squall||Farore's Windfall|
|Down Special||Phantom Breaker||Phantom Strike|
It is based on the Din's Fire spell from The Legend of Zelda: Ocarina of Time. Although, rather than being a small sphere, it is a large explosion of fire radiating outwards from Link, used primarily as an offensive spell, but also used to solve puzzles. It is the spell which is representative of Din, the Goddess of Power.
It should also be noted that Zelda travels straight forward horizontally if she uses it in the air, allowing it to be used as a Guard Break. This is called Din Gliding.