All tested against Marth
0%
up air → up air (26% damage)
up air → up tilt (21% damage)
more up tilts are possible after the first but they are not true combos.
20%
up air → up smash (25%-26% damage)
stops working at 45%
nair → down smash (24% damage)
stops working at 45%
nair → down tilt (15% damage)
up air → climhazzard (25% damage)
30%
nair → down tilt → uair (28% damage)
Bread and butter.
nair → climhazzard (23% damage)
nair → down tilt → nair (23% damage)
nair → cross slash (27% damage)
Works until around 70% but stops being reliable at around 45-50%. Is a kill combo with limit.
nair → forward tilt (19% damage)
40%
up air → finishing touch (14% damage)
Kills. Enough said
up air → bair (26% damage)
full hop down air → fair (22% damage)
spikes offstage for early kills. also works with uair at high percents for true combo kills.
up air → nair (21% damage)
nair → down tilt → climhazzard (19% damage)
down tilt → climhazzard (11% damage)
Kill options:
full hop dair → fair spike offstage at 40%+
full hop dair → uair at 110%+
up air → finishing touch at 40-50%
nair → cross slash limit breaker at 50-60% kills. After that it is hard to combo together due to DI
Limit Break Blade Beam is fairly good for landing traps/mix ups and has little or no commitment to it. You can also jump offstage and throw it at the ledge to guard recoveries. It's impossible to grab ledge through it for most characters and kills at like 70%. If someone is recovering low on you this is a nice option. It's also super flashy