Zelda - Din's Fire (Air)
Summary
First Active60
Last Active62
Total77 frames
Damage8%
Noteslisted is the fastest din's fire can be activated. can be detonated as late as frame 98. upon detonation, hitbox comes out frames 23-26. hitbox is larger the longer its charged
Relevant moves
Attributes
| Start | End | Total Frames | IASA | Land Lag | L-Canceled Land Lag | Landing Fall Special Lag | Auto Cancel Before | Auto Cancel After |
|---|---|---|---|---|---|---|---|---|
| 60 | 62 | 77 |
| Name | Value |
|---|---|
| Start | 60 |
| End | 62 |
| Total Frames | 77 |
| IASA | |
| Land Lag | |
| L-Canceled Land Lag | |
| Landing Fall Special Lag | |
| Auto Cancel Before | |
| Auto Cancel After |
Hitboxes
| Hitbox | Damage | Angle | Base Knockback | Knockback Growth | Set Knockback | Effect | Hitlag Attacker | Hitlag Defender | Shieldstun |
|---|---|---|---|---|---|---|---|---|---|
unknown | |||||||||
| All Hitboxes | 8 | 70 | 40 | 60 | 0 | Flame | 6 | 6 (4 Crouched) | 5 |
unknown
| Name | Value |
|---|---|
| Hitbox | All Hitboxes |
| Damage | 8 |
| Angle | 70 |
| Base Knockback | 40 |
| Knockback Growth | 60 |
| Set Knockback | 0 |
| Effect | Flame |
| Hitlag Attacker | 6 |
| Hitlag Defender | 6 (4 Crouched) |
| Shieldstun | 5 |
Knockdown Thresholds
The following percentages indicate when this move starts knocking down. Separate tables are shown based on whether the target is Crouch-Cancelling or not.
Sorting