i thought the finishing blow should have been a forward throw to begin with :/ we could have just made the down air, which already looks like the finishing blow, able to hit grounded foes easier, then the forward throw could have a special input in order to use finishing blow, but i didn't really need it as a seperate move... another idea is to give the dash short hop more horizontal momentum and make the forward air do an over head slice if A is pressed and the helm splitter if held, then short hopping out of a dash could connect to the fiishing blow down air, the jump attack (not to be confused with the jumping strike), or the helm splitter if you jump high enough for it... there was another page for link to have a helm splitter, and it just occurred to me that these could be combined to have the same kind of input, and since the finishing blow animation could already be used this way in the air, so why not change the input?.. i know it's a lot different than what you guys are talking about, but this way, you could control the distance this move covers, as well as use it while leaping off a ledge to punish people trying to recover.... one thing i was going to say about the helm splitter being the forward air (hold A) was that it could give some momentum diagonally forward and can be used immediately after leaving the ground to get foes like kirby, or at the height of the jump to catch taller foes like ganondorf, and also be used as a recovery thanks to its forward momentum, but maybe have endlag so it isn't as helpful as samus's.... anyway, these are just ideas that incorporate what i've heard people would like, and using methods that feel like they were straight from their original game... for instance in zelda games, the jump attack could be used after leaping off a ledge, the helm splitter is used AFTER he already leaps up and over his opponents head, and although the finishing blow automatically makes you jump at the opponent (and to be fair, so does the helm splitter), the finishing blow being an aerial attack has been in every super smash bros game, and this input is definitely usable and feels natural to the game...