Din's Fire

Din's Fire is 's side special move in Super Smash Flash 2.

Overview
When performed, Zelda creates a small fireball in the air that she then sends forward. It continues to move forward for as long as the special input is held down, having an endless range in that it only stops when reaching a platform or a blast line. When the player stops controlling the fireball or hits a platform with no opponents nearby, the fireball simply extinguishes. However, if opponents are nearby, it explodes and deals damage to any opponent in range. Prior to exploding it, Zelda conjures magic where the fireball is, dealing two hits of 1% damage each to opponents hit, with the first hit dealing electric damage. The resulting explosion deals more damage depending on how far the projectile has traveled, dealing a minimum of 9% damage and a maximum of 15% damage with decent knockback.

While projecting the fireball, Zelda's decent is slowed slightly, making the move somewhat helpful for recovering. It also does not leave Zelda helpless when used, making it especially useful to use off-stage.

Origin
Din's Fire originates as a spell used by Link in  that is representative of Din, the Goddess of Power. While sharing the same name as the move in SSF2, it has a very different effect. In Ocarina of Time, rather than being a small sphere sent over a distance, it is a large explosion of fire radiating outwards from Link. It is the only spell Link learns used primarily as an offensive spell, but it is also used to solve puzzles.

Trivia

 * 's in Super Smash Flash, sometimes called "Magic Combo", resembles Din's Fire when Zelda conjures a fireball, except there is no fireball to control or explode.
 * Despite being a fire-based move, Din's Fire does not deal flame damage at any point.