I've been starting to kill with tipper neutral air as I've been using it more, the second half of the hitbox may still have larger kill power. I find that the first hit combos better than it did into brawl (i.e. people don't avoid the second hit unless they're/you're falling drastically different speeds) and it often pushes them into tipper, first hit untippered or not, could just be anecdotal whatever though. Definitely not as strong as it was in Brawl though.



I would say my common kill moves in Brawl were nair and down smash. Yeah they've both been toned down for that. Otherwise just about everything that tips can kill, at any range of "reasonable" percent.



Up Smash got lag tapped on the end for whatever reason, the feet hitbox are slightly bigger than they were in Brawl though. It's only 1 frame slower start up, seems a lot better in this game.



Dsmash tipper is still pretty good, but otherwise it's looking ideal as a punish move (8%, hits them upwards, 13 frames OoS), and if you ever find yourself hitting with the second hit, they'll likely die tipper or not.



Forward Tilt tipper is pretty easy to hit and is potent enough (more so than sour fsmash, and possibly even lucina's regular fsmash). Up Air, Back Air; nair for ledge trap KOs. Up Smash for OoS or punishing rolls/dodges (kinda), Fsmash for landing/frame traps. I've gotten early kills with tipper up tilt, but otherwise it's no longer remotely our "secretly good" kill move from Brawl, seeing as it's just a combo/frame trap move now.

Shieldbreaker tipper uncharged is strong enough to kill, hit someone near the edge with it for a stock at like 90%ish. So as a 'risky' off stage tool, it's our strongest aerial kill move.



Dancing blade kills surprisingly early, it's just a matter of comboing into the last hit, which it honestly becomes very hard to do as percent racks up. I've got some testing to go by and generally you want

DB1 -> DB2 Up ->

React to whether they pop upwards or forwards : If you vary the time (i.e. not instantly using it), you can find yourself getting forward hits at higher percent.

If they pop upwards -> STOP. It's Ftilt or up tilt freedom, and while I can't get it to show up as a true combo in training mode, you are definitely at a frame advantage stopping the upper hit here at mid-highish percent. Jump aerials work a lot but people with fast nairs can nick me first before i can get into the air.

If they pop forwards -> DB3 Forward -> Upper/Forward finisher. I find that if you get the third hit of DB3 forward, it will always combo into the final hit with precise inputs, but in some cases you may have to use the upper one over the forward one.