Day 6 with Marth. I’d like to take today to talk about Math’s kill combo starting around 60% on characters near his size and adjusted accordingly for lighter or heavier characters. The combo most known is ffall soft nair hit 1 into reverse stutterstep tipper fsmash. This will almost always result in a kill. But the timing is actually harder to hit then you might think. The thing with a stutterstep fsmash is that there are 6 frames to press fsmash during the dash animation, otherwise you will do a full dash. Now, Marth’s dash is so fast that you will find you go a significant distance in the 1/10th of a second you have to move. (6frames at 60frames per second = 6/60 = 1/10 of a second) Just try counting out a second and think about dividing it. It’s a lot more time than you think. Now the tipper fsmash timing is hard to hit. If you hit the soft nair 1, your opponent will fly forward. Hit a tipper and the opponent will fly straight up. For a tipper, your better off trying to combo into an uptilt and juggle. but if you hit the nair, there are two options. High (opponents chest) and low (opponents legs). On a high hit, you will need to go further back on your stutterstep, around 4-6 frames of timing. So it isn’t button mashing as hard as you can. With a low hit, you will need to hit around 2-4 frames to get the tipper timing. My only explanation is the difference between fast falling the higher hit and the lower hit. This has been consistent for me and if it isn’t, i’ll try and post an update correcting this one. There are different variations on this, but i suggest you try to master this technique first as it is our biggest weapon in kill confirm potential early in a stock. Looking forward to my first finished week tomorrow! Stay tuned <3