Kill confirm: Difference between revisions
(31 intermediate revisions by 9 users not shown) | |||
Line 6: | Line 6: | ||
*A weak attack (such as a [[jab]] or a [[dash attack]]) that sends the opponent with weak enough knockback to lead to a guaranteed strong hit (such as a [[smash attack]] or [[aerial]]) that KOs at high percents. | *A weak attack (such as a [[jab]] or a [[dash attack]]) that sends the opponent with weak enough knockback to lead to a guaranteed strong hit (such as a [[smash attack]] or [[aerial]]) that KOs at high percents. | ||
*A strong throw that can KO on its own (such as [[Ness]]'s [[back throw]] in all games); this includes [[command grab]]s (such as [[Bowser]]'s [[Flying Slam]]). | *A strong throw that can KO on its own (such as [[Ness]]'s [[back throw]] in all games); this includes [[command grab]]s (such as [[Bowser]]'s [[Flying Slam]]). | ||
*A weak throw that leads into a guaranteed strong hit (An example includes {{mvsub|R.O.B.| | *A weak throw that leads into a guaranteed strong hit (An example includes {{mvsub|R.O.B.|SSBU|down throw|poss=y}} into {{mvsub|R.O.B.|SSBU|up aerial}} in ''Smash 4'' and ''Ultimate''.) | ||
*A [[tech chase]] setup (such as | *A [[tech chase]] setup (such as {{mvsub|Snake|SSBU|down throw|poss=y}}), which forces the opponent into a vulnerable position. | ||
*Most characters can kill confirm by performing a [[jab reset]] (in ''Melee'') or [[jab lock]] (''Brawl'' onwards) on an opponent who is lying down (commonly after a missed [[tech]]), leading in a strong smash attack. | *Most characters can kill confirm by performing a [[jab reset]] (in ''Melee'') or [[jab lock]] (''Brawl'' onwards) on an opponent who is lying down (commonly after a missed [[tech]]), leading in a strong smash attack. | ||
Line 98: | Line 98: | ||
|{{SSB4|Donkey Kong}}||*[[Donkey_Kong_(SSB4)/Forward_throw#Up_Throw|Cargo up throw]] to {{Mvsub|Donkey Kong|SSB4|Up aerial}} | |{{SSB4|Donkey Kong}}||*[[Donkey_Kong_(SSB4)/Forward_throw#Up_Throw|Cargo up throw]] to {{Mvsub|Donkey Kong|SSB4|Up aerial}} | ||
|- | |- | ||
|{{SSB4|Fox}}||*{{Mvsub|Fox|SSB4| | |{{SSB4|Falco}}||*Falling {{Mvsub|Falco|SSB4|up aerial}} to {{Mvsub|Falco|SSB4|back aerial}}<br>*Falling {{Mvsub|Falco|SSB4|up aerial}} to {{Mvsub|Falco|SSB4|up aerial}} | ||
|- | |||
|{{SSB4|Fox}}||*The landing hit of {{Mvsub|Fox|SSB4|down aerial}} can be followed up with a running {{Mvsub|Fox|SSB4|up smash}} for a KO at high percents | |||
|- | |- | ||
|{{SSB4|Ganondorf}}||*Late hit {{Mvsub|Ganondorf|SSB4|dash attack}} to {{Mvsub|Ganondorf|SSB4|up aerial}} | |{{SSB4|Ganondorf}}||*Late hit {{Mvsub|Ganondorf|SSB4|dash attack}} to {{Mvsub|Ganondorf|SSB4|up aerial}} | ||
Line 152: | Line 154: | ||
! Character !! Description | ! Character !! Description | ||
|- | |- | ||
|{{SSBU|Mario}}||*Down throw can be followed up with a series of {{Mvsub|Mario|SSBU|up aerial}}s, ending with a {{Mvsub|Mario|SSBU|forward aerial}} for a meteor smash KO at the ledge.<br>*Late hit {{Mvsub|Mario|SSBU|neutral aerial}} to | |{{SSBU|Mario}}||*Down throw can be followed up with a series of {{Mvsub|Mario|SSBU|up aerial}}s, ending with a {{Mvsub|Mario|SSBU|forward aerial}} for a meteor smash KO at the ledge, or [[Super Jump Punch]]/{{Mvsub|Mario|SSBU|down aerial}} off the ceiling if platforms are available.<br>*Late hit {{Mvsub|Mario|SSBU|neutral aerial}} to any smash attack | ||
|- | |- | ||
|{{SSBU|Donkey Kong}}||*Aerial [[Hand Slap]] to {{Mvsub|Donkey Kong|SSBU|up smash}}<br>*Aerial [[Hand Slap]] to {{Mvsub|Donkey Kong|SSBU|back aerial}}<br>*Burying an opponent with [[Headbutt]] can lead to | |{{SSBU|Donkey Kong}}||*Aerial [[Hand Slap]] to {{Mvsub|Donkey Kong|SSBU|up smash}}<br>*Aerial [[Hand Slap]] to {{Mvsub|Donkey Kong|SSBU|back aerial}}<br>*Aerial [[Hand Slap]] to {{Mvsub|Donkey Kong|SSBU|up aerial}}<br>*Burying an opponent with [[Headbutt]] can lead to any KO move at high percents<br>*Cargo up throw to up aerial on platforms | ||
|- | |- | ||
|{{SSBU|Link}}||*A thrown or Z-dropped [[Remote Bomb]] can be followed up with most KO moves, such as [[Spin Attack]] or {{Mvsub|Link|SSBU|down smash}}<br>*{{Mvsub|Link|SSBU|Neutral aerial}} to {{Mvsub|Link|SSBU|forward smash}} | |{{SSBU|Link}}||*A thrown or Z-dropped [[Remote Bomb]] can be followed up with most KO moves, such as [[Spin Attack]] or {{Mvsub|Link|SSBU|down smash}}<br>*{{Mvsub|Link|SSBU|Neutral aerial}} to {{Mvsub|Link|SSBU|forward smash}}<br>*{{Mvsub|Link|SSBU|Down tilt}} to aerial [[Spin Attack]] | ||
|- | |- | ||
|{{SSBU|Samus}}||*An uncharged or partially-charged [[Charge Shot]] hit can lead into {{Mvsub|Samus|SSBU|dash attack}} | |{{SSBU|Samus}}||*An uncharged or partially-charged [[Charge Shot]] hit can lead into {{Mvsub|Samus|SSBU|dash attack}} or {{Mvsub|Samus|SSBU|back aerial}} | ||
|- | |- | ||
|{{SSBU|Dark Samus}}||*An uncharged or partially-charged [[Charge Shot]] hit can lead into {{Mvsub|Dark Samus|SSBU|dash attack}} | |{{SSBU|Dark Samus}}||*An uncharged or partially-charged [[Charge Shot]] hit can lead into {{Mvsub|Dark Samus|SSBU|dash attack}} or {{Mvsub|Dark_Samus|SSBU|back aerial}} | ||
|- | |- | ||
|{{SSBU| | |{{SSBU|Yoshi}}||*{{Mvsub|Yoshi|SSBU|Up tilt}} to {{Mvsub|Yoshi|SSBU|up aerial}} | ||
|- | |- | ||
|{{SSBU| | |{{SSBU|Kirby}}||*The first two hits of {{Mvsub|Kirby|SSBU|forward aerial}} can lead into any smash attack<br>*{{Mvsub|Kirby|SSBU|Down tilt}} can link into any smash attack if the down tilt [[trip]]s<br>*Weak {{Mvsub|Kirby|SSBU|up tilt}} to {{Mvsub|Kirby|SSBU|back aerial}} or clean hit {{Mvsub|Kirby|SSBU|neutral aerial}} | ||
|- | |- | ||
|{{SSBU|Fox}}||*Late hit {{Mvsub|Fox|SSBU|neutral aerial}} to {{Mvsub|Fox|SSBU|up smash}}<br>* | |{{SSBU|Fox}}||*Late hit {{Mvsub|Fox|SSBU|neutral aerial}} to {{Mvsub|Fox|SSBU|up smash}}<br>*Landing {{Mvsub|Fox|SSBU|down aerial}} to {{Mvsub|Fox|SSBU|up smash}} | ||
|- | |- | ||
|{{SSBU|Pikachu}}||*{{Mvsub|Pikachu|SSBU|Neutral aerial}} to {{Mvsub|Pikachu|SSBU|down smash}} | |{{SSBU|Pikachu}}||*{{Mvsub|Pikachu|SSBU|Neutral aerial}} to {{Mvsub|Pikachu|SSBU|down smash}} or {{Mvsub|Pikachu|SSBU|up smash}} | ||
|- | |- | ||
|{{SSBU|Luigi}}||*{{Mvsub|Luigi|SSBU|Down throw}} can lead to many long combos ending with [[Super Jump Punch]] | |{{SSBU|Luigi}}||*{{Mvsub|Luigi|SSBU|Down throw}} can lead to many long combos ending with [[Super Jump Punch]]<br>*Down throw can also lead to a {{Mvsub|Luigi|SSBU|back aerial}} or aerial [[Luigi Cyclone]] depending on the stage for the latter<br>*{{Mvsub|Luigi|SSBU|Up tilt}} or {{Mvsub|Luigi|SSBU|neutral aerial}} to [[Super Jump Punch]]<br>*{{Mvsub|Luigi|SSBU|Grab aerial}} to Super Jump Punch or {{Mvsub|Luigi|SSBU|down aerial}} offstage | ||
|- | |- | ||
|{{SSBU|Ness}}||*{{Mvsub|Ness|SSBU|Down aerial}} to {{Mvsub|Ness|SSBU|up aerial}} | |{{SSBU|Ness}}||*{{Mvsub|Ness|SSBU|Down aerial}} to {{Mvsub|Ness|SSBU|up aerial}}<br>*[[PSI Magnet]] to {{Mvsub|Ness|SSBU|down aerial}} offstage<br>*[[PSI Magnet]] to dragdown {{Mvsub|Ness|SSBU|up aerial}} to lead into a grab, presumably finishing with a {{Mvsub|Ness|SSBU|back throw}} at high percents. | ||
|- | |- | ||
|{{SSBU|Captain Falcon}}||*[[Raptor Boost]] can confirm into {{Mvsub|Captain Falcon|SSBU|back aerial}} | |{{SSBU|Captain Falcon}}||*[[Raptor Boost]] can confirm into {{Mvsub|Captain Falcon|SSBU|back aerial}} or instant double jump [[Knee Smash]]<br>*The first hit of {{Mvsub|Captain Falcon|SSBU|neutral aerial}} can be followed up with {{Mvsub|Captain Falcon|SSBU|back aerial}} or [[Knee Smash]]<br>*{{Mvsub|Captain Falcon|SSBU|Down aerial}} meteor smash to {{Mvsub|Captain Falcon|SSBU|back aerial}} or [[Knee Smash]]<br>{{Mvsub|Captain Falcon|SSBU|Up aerial}} can be followed up with Knee Smash | ||
|- | |- | ||
|{{SSBU|Jigglypuff}}||*An autocanceled {{Mvsub|Jigglypuff|SSBU|down aerial}} can link into [[Rest]] | |{{SSBU|Jigglypuff}}||*An autocanceled {{Mvsub|Jigglypuff|SSBU|down aerial}} can link into [[Rest]]<br>*{{Mvsub|Jigglypuff|SSBU|Up aerial}} to [[Rest]]<br>*Late hit {{Mvsub|Jigglypuff|SSBU|forward aerial}} to [[Rest]] | ||
|- | |- | ||
|{{SSBU|Peach}}||*{{Mvsub|Peach|SSBU|Down throw}} to {{Mvsub|Peach|SSBU|back aerial}}<br>*Thrown [[Vegetable]] to [[Peach Bomber]] | |{{SSBU|Peach}}||*{{Mvsub|Peach|SSBU|Down throw}} to {{Mvsub|Peach|SSBU|back aerial}}<br>*Thrown [[Vegetable]] to [[Peach Bomber]] or {{Mvsub|Peach|SSBU|forward aerial}} | ||
|- | |- | ||
|{{SSBU|Daisy}}||*{{Mvsub|Daisy|SSBU|Down throw}} to {{Mvsub|Daisy|SSBU|back aerial}}<br>*Thrown [[Vegetable]] to [[Daisy Bomber]] | |{{SSBU|Daisy}}||*{{Mvsub|Daisy|SSBU|Down throw}} to {{Mvsub|Daisy|SSBU|back aerial}}<br>*Thrown [[Vegetable]] to [[Daisy Bomber]] or {{Mvsub|Daisy|SSBU|forward aerial}} | ||
|- | |- | ||
|{{SSBU|Bowser}}||*{{Mvsub|Bowser|SSBU|Neutral aerial}} to {{Mvsub|Bowser|SSBU|back aerial}} or {{Mvsub|Bowser|SSBU|forward aerial}} | |{{SSBU|Bowser}}||*{{Mvsub|Bowser|SSBU|Neutral aerial}} to {{Mvsub|Bowser|SSBU|back aerial}} or {{Mvsub|Bowser|SSBU|forward aerial}} | ||
|- | |- | ||
|{{SSBU|Ice Climbers}}||*{{Mvsub|Ice Climbers|SSBU|Down throw}} to {{Mvsub|Ice Climbers|SSBU|forward aerial}}<br>*{{Mvsub|Ice Climbers|SSBU|Up tilt}} to {{Mvsub|Ice Climbers|SSBU|up aerial}} | |{{SSBU|Ice Climbers}}||*{{Mvsub|Ice Climbers|SSBU|Down throw}} to {{Mvsub|Ice Climbers|SSBU|forward aerial}}<br>*{{Mvsub|Ice Climbers|SSBU|Up tilt}} to {{Mvsub|Ice Climbers|SSBU|up aerial}} or [[Belay]] | ||
|- | |- | ||
|{{SSBU|Sheik}}||*{{Mvsub|Sheik|SSBU|Neutral aerial}} to [[Bouncing Fish]]<br>*Dragdown {{Mvsub|Sheik|SSBU|up aerial}} to {{Mvsub|Sheik|SSBU|down smash}}<br>*Sweetspotted {{Mvsub|Sheik|SSBU|down tilt}} to sweetspotted {{Mvsub|Sheik|SSBU|up smash}}<br>*{{Mvsub|Sheik|SSBU|Down aerial}} can be followed up with a sweetspotted {{Mvsub|Sheik|SSBU|up smash}} | |{{SSBU|Sheik}}||*{{Mvsub|Sheik|SSBU|Neutral aerial}} to [[Bouncing Fish]]<br>*Dragdown {{Mvsub|Sheik|SSBU|up aerial}} to {{Mvsub|Sheik|SSBU|down smash}}<br>*Sweetspotted {{Mvsub|Sheik|SSBU|down tilt}} to sweetspotted {{Mvsub|Sheik|SSBU|up smash}}<br>*{{Mvsub|Sheik|SSBU|Down aerial}} can be followed up with a sweetspotted {{Mvsub|Sheik|SSBU|up smash}} that can KO at 90%, however this only works if the opponent isn't hit by the landing hitbox. | ||
|- | |- | ||
|{{SSBU|Zelda}}||*{{Mvsub|Zelda|SSBU|Down throw}} to {{Mvsub|Zelda|SSBU|back aerial}} | |{{SSBU|Zelda}}||*{{Mvsub|Zelda|SSBU|Down throw}} to {{Mvsub|Zelda|SSBU|back aerial}} | ||
|- | |- | ||
|{{SSBU|Dr. Mario}}||*{{Mvsub|Dr. Mario|SSBU|Down throw}} can be followed up with [[Dr. Tornado]] at around 45%, or {{Mvsub|Dr. Mario|SSBU|up aerial}} at around 120% | |{{SSBU|Dr. Mario}}||*{{Mvsub|Dr. Mario|SSBU|Down throw}} can be followed up with [[Dr. Tornado]] at around 45%, or {{Mvsub|Dr. Mario|SSBU|up aerial}} or [[Super Jump Punch]] at around 120%<br>*{{Mvsub|Dr. Mario|SSBU|Down tilt}} to [[Super Jump Punch]]<br>*A [[Megavitamin]] can be followed up with any KO move, such as [[Dr. Tornado]] or a sweetspotted {{Mvsub|Dr. Mario|SSBU|forward aerial}}.<br>*[[Dr. Mario (SSBU)/Neutral attack/Hit 1|Jab 1]] can link into [[Super Jump Punch]] | ||
|- | |- | ||
|{{SSBU|Pichu}}||*{{Mvsub|Pichu|SSBU|Up throw}} to [[Thunder (Pokémon)|Thunder]]<br>*{{Mvsub|Pichu|SSBU|Up smash}} to [[Thunder (Pokémon)|Thunder]]<br>*{{Mvsub|Pichu|SSBU|Up aerial}} to {{Mvsub|Pichu|SSBU|back aerial}} | |{{SSBU|Pichu}}||*{{Mvsub|Pichu|SSBU|Up throw}} to [[Thunder (Pokémon)|Thunder]]<br>*{{Mvsub|Pichu|SSBU|Up smash}} to [[Thunder (Pokémon)|Thunder]]<br>*{{Mvsub|Pichu|SSBU|Up aerial}} to {{Mvsub|Pichu|SSBU|back aerial}}<br>*{{Mvsub|Pichu|SSBU|Down tilt}} to {{Mvsub|Pichu|SSBU|back aerial}}<br>*{{Mvsub|Pichu|SSBU|Up tilt}} to {{Mvsub|Pichu|SSBU|back aerial}} | ||
|- | |- | ||
|{{SSBU|Falco}}||*{{Mvsub|Falco|SSBU|Up tilt}} to {{Mvsub|Falco|SSBU|back aerial}}<br>*{{Mvsub|Falco|SSBU|Down aerial}} can chain into itself, potentially setting up a meteor smash KO at high percents. | |{{SSBU|Falco}}||*{{Mvsub|Falco|SSBU|Up tilt}} to {{Mvsub|Falco|SSBU|back aerial}} <br>*{{Mvsub|Falco|SSBU|Down aerial}} can chain into itself, potentially setting up a meteor smash KO at high percents. | ||
|- | |- | ||
|{{SSBU|Marth}}||*{{Mvsub|Marth|SSBU| | |{{SSBU|Marth}}||*{{Mvsub|Marth|SSBU|Down aerial}} to sweetspotted {{Mvsub|Marth|SSBU|forward smash}}<br>*The first hit of {{Mvsub|Marth|SSBU|neutral aerial}} can be followed up with any KO move at high percents. | ||
|- | |- | ||
|{{SSBU|Lucina}}||*{{Mvsub|Lucina|SSBU|Down aerial}} to {{Mvsub|Lucina|SSBU|up smash}}<br>*{{Mvsub|Lucina|SSBU| | |{{SSBU|Lucina}}||*{{Mvsub|Lucina|SSBU|Down aerial}} to {{Mvsub|Lucina|SSBU|up smash}}<br>*The first hit of {{Mvsub|Lucina|SSBU|neutral aerial}} can be followed up with any KO move at high percents. | ||
|- | |- | ||
|{{SSBU|Young Link}}||*{{Mvsub|Young Link|SSBU|Down tilt}} to aerial | |{{SSBU|Young Link}}||*{{Mvsub|Young Link|SSBU|Down tilt}} to aerial [[Spin Attack]]<br>*[[Fire Arrow]], [[Boomerang]], and [[Bomb (Link)|Bomb]] all chain into each other and various other moves at high percents, allowing for confirms into moves such as {{Mvsub|Young Link|SSBU|down aerial}} and [[Spin Attack]]. | ||
|- | |- | ||
|{{SSBU|Ganondorf}}||*Late hit {{Mvsub|Ganondorf|SSBU|dash attack}} to {{Mvsub|Ganondorf|SSBU| | |{{SSBU|Ganondorf}}||*Late hit {{Mvsub|Ganondorf|SSBU|dash attack}} to any aerial excluding {{Mvsub|Ganondorf|SSBU|down aerial}}<br>*Down aerial to {{Mvsub|Ganondorf|SSBU|up smash}} or {{Mvsub|Ganondorf|SSBU|up aerial}} | ||
|- | |- | ||
|{{SSBU|Mewtwo}}||*{{Mvsub|Mewtwo|SSBU| | |{{SSBU|Mewtwo}}||*[[Confusion]] to {{Mvsub|Mewtwo|SSBU|forward aerial}} at around 140%<br>*Sweetspotted {{Mvsub|Mewtwo|SSBU|down tilt}} to {{Mvsub|Mewtwo|SSBU|forward aerial}}<br>*[[Disable]] to any strong move, most commonly {{Mvsub|Mewtwo|SSBU|down smash}} or {{Mvsub|Mewtwo|SSBU|forward smash}} | ||
|- | |- | ||
|{{SSBU|Roy}}||*[[Roy (SSBU)/Neutral attack|Jab]] to sweetspotted {{Mvsub|Roy|SSBU|back aerial}} | |{{SSBU|Roy}}||*[[Roy (SSBU)/Neutral attack|Jab]] to sweetspotted {{Mvsub|Roy|SSBU|back aerial}}<br>*{{Mvsub|Roy|SSBU|Up aerial}} to sweetspotted {{Mvsub|Roy|SSBU|back aerial}}<br>*The first hit of {{Mvsub|Roy|SSBU|neutral aerial}} can be followed up with any KO move at high percents.<br>*Up aerial to {{Mvsub|Roy|SSBU|down aerial}} | ||
|- | |- | ||
|{{SSBU|Chrom}}||*[[Chrom (SSBU)/Neutral attack|Jab]] to {{Mvsub|Chrom|SSBU|back aerial}} | |{{SSBU|Chrom}}||*[[Chrom (SSBU)/Neutral attack|Jab]] to {{Mvsub|Chrom|SSBU|back aerial}}<br>*{{Mvsub|Chrom|SSBU|Up aerial}} to {{Mvsub|Chrom|SSBU|back aerial}}<br>*The first hit of {{Mvsub|Chrom|SSBU|neutral aerial}} can be followed up with any KO move at high percents.<br>*Up aerial to {{Mvsub|Chrom|SSBU|down aerial}} | ||
|- | |- | ||
|{{SSBU|Mr. Game & Watch}}||*Burying an opponent with a sweetspotted {{Mvsub|Mr. Game & Watch|SSBU|down smash}} can lead to | |{{SSBU|Mr. Game & Watch}}||*Burying an opponent with a sweetspotted {{Mvsub|Mr. Game & Watch|SSBU|down smash}} can lead to any KO move (e.g. {{Mvsub|Mr. Game & Watch|SSBU|forward smash}}) at high percents.<br>*{{Mvsub|Mr. Game & Watch|SSBU|Down throw}} to [[Oil Panic]] can KO as early as 20%, depending on the projectiles absorbed.<br>*[[Mr. Game & Watch (SSBU)/Neutral attack/Hit 1|Jab 1]] can link into [[Oil Panic]] at around 100%. | ||
|- | |- | ||
|{{SSBU|Pit}}||*{{Mvsub|Pit|SSBU|Down aerial}} to {{Mvsub|Pit|SSBU|up smash}}<br>*{{Mvsub|Pit|SSBU|Down tilt}} to {{Mvsub|Pit|SSBU|up aerial}} | |{{SSBU|Pit}}||*{{Mvsub|Pit|SSBU|Down aerial}} to {{Mvsub|Pit|SSBU|up smash}}<br>*{{Mvsub|Pit|SSBU|Down tilt}} to {{Mvsub|Pit|SSBU|up aerial}} | ||
Line 216: | Line 218: | ||
|{{SSBU|Dark Pit}}||*{{Mvsub|Dark Pit|SSBU|Down aerial}} to {{Mvsub|Dark Pit|SSBU|up smash}}<br>*{{Mvsub|Dark Pit|SSBU|Down tilt}} to {{Mvsub|Dark Pit|SSBU|up aerial}} | |{{SSBU|Dark Pit}}||*{{Mvsub|Dark Pit|SSBU|Down aerial}} to {{Mvsub|Dark Pit|SSBU|up smash}}<br>*{{Mvsub|Dark Pit|SSBU|Down tilt}} to {{Mvsub|Dark Pit|SSBU|up aerial}} | ||
|- | |- | ||
|{{SSBU|Zero Suit Samus}}||*{{Mvsub|Zero Suit Samus|SSBU|Neutral aerial}} can be followed up with | |{{SSBU|Zero Suit Samus}}||*{{Mvsub|Zero Suit Samus|SSBU|Neutral aerial}} can be followed up with [[Flip Jump]] at the ledge that can KO at around 60%<br>*Burying an opponent with [[Flip Jump]] can lead to a free KO move at high percents<br>*{{Mvsub|Zero Suit Samus|SSBU|Up aerial}} to {{Mvsub|Zero Suit Samus|SSBU|back aerial}} | ||
|- | |- | ||
|{{SSBU|Wario}}||*Late hit {{Mvsub|Wario|SSBU|Up tilt}} to [[Wario Waft]]<br>*{{Mvsub|Wario|SSBU|Neutral aerial}} to [[Wario Waft]]<br>*{{Mvsub|Wario|SSBU|Down aerial}} to half-charged [[Wario Waft]] | |{{SSBU|Wario}}||*{{Mvsub|Wario|SSBU|Down tilt}} to {{Mvsub|Wario|SSBU|dash attack}}<br>*Late hit {{Mvsub|Wario|SSBU|Up tilt}} to [[Wario Waft]]<br>*{{Mvsub|Wario|SSBU|Neutral aerial}} second hit to [[Wario Waft]]<br>*{{Mvsub|Wario|SSBU|Down aerial}} to half-charged [[Wario Waft]] on some characters<br>*{{Mvsub|Wario|SSBU|Up aerial}} to [[Wario Waft]] | ||
|- | |- | ||
|{{SSBU|Snake}}||*{{Mvsub|Snake|SSBU|Up tilt}} becomes a true followup to {{Mvsub|Snake|SSBU|down throw}} at around 160%. The string can KO earlier, but requires chasing the opponent's roll up until that point. | |{{SSBU|Snake}}||*{{Mvsub|Snake|SSBU|Up tilt}} becomes a true followup to {{Mvsub|Snake|SSBU|down throw}} at around 160%. The string can KO earlier, but requires chasing the opponent's roll up until that point. | ||
|- | |- | ||
|{{SSBU|Ike}}||*{{Mvsub|Ike|SSBU|Neutral aerial}} into [[Aether]] | |{{SSBU|Ike}}||*{{Mvsub|Ike|SSBU|Neutral aerial}} into [[Aether]] or {{Mvsub|Ike|SSBU|up aerial}}<br>*Late hit {{Mvsub|Ike|SSBU|Neutral aerial}} to {{Mvsub|Ike|SSBU|back aerial}}<br>*{{Mvsub|Ike|SSBU|Down tilt}} to {{Mvsub|Ike|SSBU|back aerial}} | ||
|- | |- | ||
|{{SSBU|Squirtle}}||*{{Mvsub|Squirtle|SSBU|Up tilt}} to [[Waterfall]] | |{{SSBU|Squirtle}}||*{{Mvsub|Squirtle|SSBU|Up tilt}} to [[Waterfall]] | ||
Line 230: | Line 232: | ||
|{{SSBU|Charizard}}||*{{Mvsub|Charizard|SSBU|Back throw}} to sweetspotted {{Mvsub|Charizard|SSBU|back aerial}} | |{{SSBU|Charizard}}||*{{Mvsub|Charizard|SSBU|Back throw}} to sweetspotted {{Mvsub|Charizard|SSBU|back aerial}} | ||
|- | |- | ||
|{{SSBU|Diddy Kong}}||*{{Mvsub|Diddy Kong|SSBU|Down throw}} to {{Mvsub|Diddy Kong|SSBU|back aerial}}<br>*{{Mvsub|Diddy Kong|SSBU|Neutral aerial}} to {{Mvsub|Diddy Kong|SSBU|back aerial}} | |{{SSBU|Diddy Kong}}||*{{Mvsub|Diddy Kong|SSBU|Down throw}} to {{Mvsub|Diddy Kong|SSBU|back aerial}}<br>*{{Mvsub|Diddy Kong|SSBU|Neutral aerial}} to {{Mvsub|Diddy Kong|SSBU|back aerial}}<br>*{{b|Banana Peel|move}} to any smash attack<br>*{{Mvsub|Diddy Kong|SSBU|Down tilt}} to {{Mvsub|Diddy Kong|SSBU|up smash}} | ||
|- | |- | ||
|{{SSBU|Lucas}}||*{{Mvsub|Lucas|SSBU|Down tilt}} to sweetspotted {{Mvsub|Lucas|SSBU|forward tilt}}<br>*{{Mvsub|Lucas|SSBU|Down aerial}} to {{Mvsub|Lucas|SSBU|up aerial}}<br>*{{Mvsub|Lucas|SSBU|Down aerial}} to {{Mvsub|Lucas|SSBU|forward smash}} | |{{SSBU|Lucas}}||*{{Mvsub|Lucas|SSBU|Down tilt}} to sweetspotted {{Mvsub|Lucas|SSBU|forward tilt}}<br>*{{Mvsub|Lucas|SSBU|Down aerial}} to {{Mvsub|Lucas|SSBU|up aerial}}<br>*{{Mvsub|Lucas|SSBU|Down aerial}} to {{Mvsub|Lucas|SSBU|forward smash}} | ||
Line 236: | Line 238: | ||
|{{SSBU|Sonic}}||*[[Spin Dash]] to {{Mvsub|Sonic|SSBU|back aerial}}<br>*Late hit {{Mvsub|Sonic|SSBU|neutral aerial}} to {{Mvsub|Sonic|SSBU|back aerial}}<br>*[[Spin Charge]] to {{Mvsub|Sonic|SSBU|forward aerial}}<br>*Early hit [[Spin Dash]] to {{Mvsub|Sonic|SSBU|forward aerial}} | |{{SSBU|Sonic}}||*[[Spin Dash]] to {{Mvsub|Sonic|SSBU|back aerial}}<br>*Late hit {{Mvsub|Sonic|SSBU|neutral aerial}} to {{Mvsub|Sonic|SSBU|back aerial}}<br>*[[Spin Charge]] to {{Mvsub|Sonic|SSBU|forward aerial}}<br>*Early hit [[Spin Dash]] to {{Mvsub|Sonic|SSBU|forward aerial}} | ||
|- | |- | ||
|{{SSBU|Lucario}}||*[[Aura Sphere]] looping hits to {{Mvsub|Lucario|SSBU|back aerial}} | |{{SSBU|Lucario}}||*[[Aura Sphere]]'s looping hits to {{Mvsub|Lucario|SSBU|back aerial}}<br>*{{Mvsub|Lucario|SSBU|Forward aerial}} to {{Mvsub|Lucario|SSBU|back aerial}} | ||
|- | |- | ||
|{{SSBU|R.O.B.}}||*{{Mvsub|R.O.B.|SSBU|Neutral aerial}} to [[Arm Rotor]]<br>*Z-dropped [[Gyro]] to [[Arm Rotor]]<br>*With a Gyro nearby, {{Mvsub|R.O.B.|SSBU|down tilt}} can link into {{Mvsub|R.O.B.|SSBU|up smash}} | |{{SSBU|R.O.B.}}||*{{Mvsub|R.O.B.|SSBU|Neutral aerial}} to [[Arm Rotor]]<br>*Z-dropped [[Gyro]] to [[Arm Rotor]]<br>*With a Gyro nearby, {{Mvsub|R.O.B.|SSBU|down tilt}} can link into {{Mvsub|R.O.B.|SSBU|up smash}}<br>*{{Mvsub|R.O.B.|SSBU|Down throw}} can be followed up with {{Mvsub|R.O.B.|SSBU|down smash}}, {{Mvsub|R.O.B.|SSBU|up smash}}, or {{Mvsub|R.O.B.|SSBU|up aerial}} | ||
|- | |- | ||
|{{SSBU|Wolf}}||*{{Mvsub|Wolf|SSBU|Down throw}} to [[Wolf Flash]]<br>*{{Mvsub|Wolf|SSBU|Forward aerial}} to {{Mvsub|Wolf|SSBU|back aerial}} | |{{SSBU|Wolf}}||*{{Mvsub|Wolf|SSBU|Down throw}} to [[Wolf Flash]]<br>*{{Mvsub|Wolf|SSBU|Forward aerial}} to {{Mvsub|Wolf|SSBU|back aerial}}<br>*{{Mvsub|Wolf|SSBU|Forward aerial}} to [[Wolf Flash]] | ||
|- | |- | ||
|{{SSBU|Mega Man}}||*The first two hits of {{Mvsub|Mega Man|SSBU|back aerial}} can link into {{Mvsub|Mega Man|SSBU|up tilt}} | |{{SSBU|Mega Man}}||*The first two hits of {{Mvsub|Mega Man|SSBU|back aerial}} can link into {{Mvsub|Mega Man|SSBU|up tilt}}<br>*A thrown [[Metal Blade]] can link into {{Mvsub|Mega Man|SSBU|up tilt}} | ||
|- | |- | ||
|{{SSBU|Wii Fit Trainer}}||*Burying an opponent with [[Wii Fit Trainer (SSBU)/Neutral attack/Hit 3|Jab 3]] can lead to | |{{SSBU|Wii Fit Trainer}}||*Burying an opponent with [[Wii Fit Trainer (SSBU)/Neutral attack/Hit 3|Jab 3]] can lead to any KO move at high percents.<br>*{{Mvsub|Wii Fit Trainer|SSBU|Neutral aerial}} to {{Mvsub|Wii Fit Trainer|SSBU|up aerial}} or {{Mvsub|Wii Fit Trainer|SSBU|back aerial}}<br>*A {{Mvsub|Wii Fit Trainer|SSBU|forward aerial}} meteor smash can be followed up with {{Mvsub|Wii Fit Trainer|SSBU|back aerial}}, KOing at around 100% at the ledge. | ||
|- | |- | ||
|{{SSBU|Little Mac}}||*{{Mvsub|Little Mac|SSBU|Down tilt}} to [[Rising Uppercut]] | |{{SSBU|Little Mac}}||*The back hit of {{Mvsub|Little Mac|SSBU|up tilt}} can be followed up with [[Rising Uppercut]] or [[Jolt Haymaker]]<br>*{{Mvsub|Little Mac|SSBU|Down tilt}} to [[Jolt Haymaker]] or [[Rising Uppercut]] at high percents, or even [[KO Uppercut]] | ||
|- | |- | ||
|{{SSBU|Greninja}}||*{{Mvsub|Greninja|SSBU|Down tilt}} to {{Mvsub|Greninja|SSBU|up smash}} | |{{SSBU|Greninja}}||*{{Mvsub|Greninja|SSBU|Down tilt}} to {{Mvsub|Greninja|SSBU|up smash}}<br>*Late hit {{Mvsub|Greninja|SSBU|dash attack}} can be followed up with {{Mvsub|Greninja|SSBU|forward aerial}} buffered out of an [[Instant double jump|instant double jump]] for a guaranteed KO at mid-to-high percents. | ||
|- | |- | ||
|{{SSBU|Mii Brawler}}||*Late hit {{Mvsub|Mii Brawler|SSBU|neutral aerial}} to {{Mvsub|Mii Brawler|SSBU|forward smash}}<br>*A falling {{Mvsub|Mii Brawler|SSBU|up aerial}} can lead into {{Mvsub|Mii Brawler|SSBU|back aerial}} or [[Flashing Mach Punch]] for a KO at around 100%<br>*{{Mvsub|Mii Brawler|SSBU|Down tilt}} to [[Helicopter Kick]] can KO at around 50% at the ledge if the latter is angled properly<br>*{{Mvsub|Mii Brawler|SSBU|Down throw}} to [[Thrust Uppercut]] | |{{SSBU|Mii Brawler}}||*Late hit {{Mvsub|Mii Brawler|SSBU|neutral aerial}} to {{Mvsub|Mii Brawler|SSBU|forward smash}}<br>*A falling {{Mvsub|Mii Brawler|SSBU|up aerial}} can lead into {{Mvsub|Mii Brawler|SSBU|back aerial}} or [[Flashing Mach Punch]] for a KO at around 100%, or a {{Mvsub|Mii Brawler|SSBU|down aerial}} at the ledge<br>*{{Mvsub|Mii Brawler|SSBU|Down tilt}} or {{Mvsub|Mii Brawler|SSBU|up tilt}} to [[Helicopter Kick]] can KO at around 50% at the ledge if the latter is angled properly<br>*{{Mvsub|Mii Brawler|SSBU|Down throw}} to [[Thrust Uppercut]] or [[Helicopter Kick]] | ||
|- | |- | ||
|{{SSBU|Mii Swordfighter}}||*A [[Gale Strike]] hit can be followed up with any aerial | |{{SSBU|Mii Swordfighter}}||*A [[Gale Strike]] hit can be followed up with any aerial move, most commonly {{Mvsub|Mii Swordfighter|SSBU|up aerial}} or [[Hero's Spin]]<br>*Tilt-thrown [[Chakram]] can lead into any move, most commonly {{Mvsub|Mii Swordfighter|SSBU|forward smash}} | ||
|- | |- | ||
|{{SSBU|Mii Gunner}}||*[[Flame Pillar]] to fully-charged [[Charge Blast]] | |{{SSBU|Mii Gunner}}||*[[Flame Pillar]] to fully-charged [[Charge Blast]]<br>*[[Grenade Launch]] to any move | ||
|- | |- | ||
|{{SSBU|Palutena}}||*{{Mvsub|Palutena|SSBU|Down throw}} to {{Mvsub|Palutena|SSBU|forward aerial}} or {{Mvsub|Palutena|SSBU|back aerial}}<br>*The first hit of {{Mvsub|Palutena|SSBU|neutral aerial}} sends the opponent slightly upwards, allowing for followups like {{Mvsub|Palutena|SSBU|up tilt}}, {{Mvsub|Palutena|SSBU|back aerial}}, or {{Mvsub|Palutena|SSBU|up aerial}} to KO at high percents | |{{SSBU|Palutena}}||*{{Mvsub|Palutena|SSBU|Down throw}} to {{Mvsub|Palutena|SSBU|forward aerial}} or {{Mvsub|Palutena|SSBU|back aerial}}<br>*The first hit of {{Mvsub|Palutena|SSBU|neutral aerial}} sends the opponent slightly upwards, allowing for followups like {{Mvsub|Palutena|SSBU|up tilt}}, {{Mvsub|Palutena|SSBU|back aerial}}, or {{Mvsub|Palutena|SSBU|up aerial}} to KO at high percents | ||
|- | |- | ||
|{{SSBU|Robin}}||*[[Arcfire]] to Levin Sword {{Mvsub|Robin|SSBU|forward aerial}}, Levin Sword {{Mvsub|Robin|SSBU|up aerial}}, or clean hit Levin Sword {{Mvsub|Robin|SSBU|back aerial}}<br>*[[Thunder (Robin)|Thunder]] to {{Mvsub|Robin|SSBU|dash attack}} | |{{SSBU|Robin}}||*[[Arcfire]] to Levin Sword {{Mvsub|Robin|SSBU|forward aerial}}, Levin Sword {{Mvsub|Robin|SSBU|up aerial}}, or clean hit Levin Sword {{Mvsub|Robin|SSBU|back aerial}}<br>*[[Thunder (Robin)|Thunder]] to {{Mvsub|Robin|SSBU|dash attack}} | ||
|- | |- | ||
|{{SSBU|Duck Hunt}}||*[[Clay Shooting]] hits to {{Mvsub|Duck Hunt|SSBU|forward aerial}} or {{Mvsub|Duck Hunt|SSBU|down aerial}} | |{{SSBU|Duck Hunt}}||*[[Clay Shooting]] hits to {{Mvsub|Duck Hunt|SSBU|forward aerial}} or {{Mvsub|Duck Hunt|SSBU|down aerial}} | ||
|- | |- | ||
|{{SSBU|Ryu}}||*[[Ryu (SSBU)/Neutral attack|Jab]] to [[Shoryuken]] is a guaranteed combo that KOs at mid-high percents | |{{SSBU|Ryu}}||*[[Ryu (SSBU)/Neutral attack|Jab]] to [[Shoryuken]] is a guaranteed combo that KOs at mid-to-high percents | ||
|- | |||
|{{SSBU|Ken}}||*[[Ken (SSBU)/Neutral attack|Jab]] to [[Shoryuken]] is a guaranteed combo that KOs at mid-to-high percents | |||
|- | |- | ||
|{{SSBU| | |{{SSBU|Cloud}}||*A fast-falled {{Mvsub|Cloud|SSBU|up aerial}} can be followed up with [[Finishing Touch]] for a KO at mid-to-high percents | ||
|- | |- | ||
|{{SSBU|Corrin}}||*{{Mvsub|Corrin|SSBU|Forward aerial}} to sweetspotted aerial [[Dragon Lunge]] | |{{SSBU|Corrin}}||*Stunning an opponent with a fully-charged [[Dragon Fang Shot]] can lead to any move<br>{{Mvsub|Corrin|SSBU|Forward aerial}} to sweetspotted aerial [[Dragon Lunge]]<br>*{{Mvsub|Corrin|SSBU|Forward aerial}} to {{Mvsub|Corrin|SSBU|back aerial}}<br>*{{Mvsub|Corrin|SSBU|Neutral aerial}} or {{Mvsub|Corrin|SSBU|forward aerial}} to [[Dragon Fang Shot]] can KO at mid-to-high percents depending on how long the final hit is charged. However, this requires precise timing and spacing to perform consistently | ||
|- | |- | ||
|{{SSBU|Inkling}}||*{{Mvsub|Inkling|SSBU|Up throw}} to {{Mvsub|Inkling|SSBU|up aerial}}<br>*Burying an opponent with [[Splat Roller]] can lead to | |{{SSBU|Bayonetta}}||*Late hit {{Mvsub|Bayonetta|SSBU|neutral aerial}} to {{Mvsub|Bayonetta|SSBU|forward smash}} | ||
|- | |||
|{{SSBU|Inkling}}||*{{Mvsub|Inkling|SSBU|Up throw}} to {{Mvsub|Inkling|SSBU|up aerial}}<br>*Burying an opponent with [[Splat Roller]] can lead to any move at higher percentages, most commonly {{Mvsub|Inkling|SSBU|up smash}}<br>*First hit of {{Mvsub|Inkling|SSBU|up aerial}} to {{Mvsub|Inkling|SSBU|up smash}} | |||
|- | |- | ||
|{{SSBU|Ridley}}||*{{Mvsub|Ridley|SSBU|Up tilt}} to sweetspotted {{Mvsub|Ridley|SSBU|up aerial}} | |{{SSBU|Ridley}}||*{{Mvsub|Ridley|SSBU|Up tilt}} to sweetspotted {{Mvsub|Ridley|SSBU|up aerial}} | ||
Line 276: | Line 282: | ||
|{{SSBU|Richter}}||*[[Holy Water]] to {{Mvsub|Richter|SSBU|forward smash}}<br>*Late hit {{Mvsub|Richter|SSBU|Down aerial}} to [[Uppercut]]<br>*Late hit [[Cross]] to {{Mvsub|Richter|SSBU|up smash}} | |{{SSBU|Richter}}||*[[Holy Water]] to {{Mvsub|Richter|SSBU|forward smash}}<br>*Late hit {{Mvsub|Richter|SSBU|Down aerial}} to [[Uppercut]]<br>*Late hit [[Cross]] to {{Mvsub|Richter|SSBU|up smash}} | ||
|- | |- | ||
|{{SSBU|King K. Rool}}||*Burying an opponent with {{Mvsub|King K. Rool|SSBU|down throw}} or {{Mvsub|King K. Rool|SSBU|down tilt}} can lead to | |{{SSBU|King K. Rool}}||*Burying an opponent with {{Mvsub|King K. Rool|SSBU|down throw}} or {{Mvsub|King K. Rool|SSBU|down tilt}} can lead to any move at higher percentages<br>*{{Mvsub|King K. Rool|SSBU|Down aerial}} to {{Mvsub|King K. Rool|SSBU|up smash}}, {{Mvsub|King K. Rool|SSBU|up aerial}} or upward-angled {{Mvsub|King K. Rool|SSBU|forward smash}}<br>*[[Crownerang]] to {{Mvsub|King K. Rool|SSBU|back aerial}} or up smash | ||
|- | |- | ||
|{{SSBU|Isabelle}}||*{{Mvsub|Isabelle|SSBU|Up tilt}} to clean hit {{Mvsub|Isabelle|SSBU|up aerial}}<br>*After [[Pocket]]ing a powerful projectile (e.g. fully-charged [[Charge Shot]]), it can be released after a [[Fishing Rod]] down throw for a KO at mid-to-high percents. | |{{SSBU|Isabelle}}||*{{Mvsub|Isabelle|SSBU|Up tilt}} to clean hit {{Mvsub|Isabelle|SSBU|up aerial}}<br>*After [[Pocket]]ing a powerful projectile (e.g. fully-charged [[Charge Shot]]), it can be released after a [[Fishing Rod]] down throw for a KO at mid-to-high percents.<br>*[[Fishing Rod]] to [[Lloid Trap]] | ||
|- | |- | ||
|{{SSBU|Incineroar}}||*{{Mvsub|Incineroar|SSBU|Down tilt}} to [[Darkest Lariat]]<br>*A | |{{SSBU|Incineroar}}||*{{Mvsub|Incineroar|SSBU|Down tilt}} to [[Darkest Lariat]]<br>*A [[2 frame punish]] with {{Mvsub|Incineroar|SSBU|down tilt}} can be followed up with {{Mvsub|Incineroar|SSBU|forward tilt}} for a KO at mid-to-high percents.<br>*{{Mvsub|Incineroar|SSBU|Down tilt}} to {{Mvsub|Incineroar|SSBU|back aerial}}<br>*{{Mvsub|Incineroar|SSBU|Down throw}} to {{Mvsub|Incineroar|SSBU|forward aerial}} | ||
|- | |- | ||
|{{SSBU|Piranha Plant}}||* | |{{SSBU|Piranha Plant}}||*{{Mvsub|Piranha Plant|SSBU|Down aerial}} to {{Mvsub|Piranha Plant|SSBU|up smash}} or {{Mvsub|Piranha Plant|SSBU|up aerial}} | ||
|- | |- | ||
|{{SSBU|Joker}}||*{{Mvsub|Joker|SSBU|Forward aerial}} to Arsene {{Mvsub|Joker|SSBU|back aerial}}<br>*First hit of forward aerial into dragdown {{Mvsub|Joker|SSBU|up aerial}} into either {{Mvsub|Joker|SSBU|up smash}} or {{Mvsub|Joker|SSBU|down smash}} | |{{SSBU|Joker}}||*{{Mvsub|Joker|SSBU|Forward aerial}} to Arsene {{Mvsub|Joker|SSBU|back aerial}}<br>*First hit of forward aerial into dragdown {{Mvsub|Joker|SSBU|up aerial}} into either {{Mvsub|Joker|SSBU|up smash}} or {{Mvsub|Joker|SSBU|down smash}}<br>*A meteor smash from Arsene {{Mvsub|Joker|SSBU|down aerial}} can be followed up with an Arsene {{Mvsub|Joker|SSBU|up smash}} for a KO at mid percents, or Arsene {{Mvsub|Joker|SSBU|up aerial}} at high percents | ||
|- | |- | ||
|{{SSBU|Hero}}||*[[Snooze]] can lead into | |{{SSBU|Hero}}||*[[Snooze]] can lead into any move at higher percents.<br>*{{Mvsub|Hero|SSBU|Down aerial}} to {{Mvsub|Hero|SSBU|up smash}} can KO at around 50% if the latter scores a critical hit<br>*With [[Acceleratle]] active, a successful [[Frizz]] hit can be followed up with {{Mvsub|Hero|SSBU|forward aerial}} for a KO at high percents | ||
|- | |- | ||
|{{SSBU|Banjo & Kazooie}}||*Burying an opponent with {{Mvsub|Banjo & Kazooie|SSBU|down throw}} can lead to | |{{SSBU|Banjo & Kazooie}}||*Burying an opponent with {{Mvsub|Banjo & Kazooie|SSBU|down throw}} can lead to any grounded move, such as {{Mvsub|Banjo & Kazooie|SSBU|up tilt}}, [[Wonderwing]] or any smash attack at high percents; if the opponent escapes from the bury in a predictable fashion, it can lead into a well-timed aerial KO move, such as Wonderwing or {{Mvsub|Banjo & Kazooie|SSBU|forward aerial}} at mid-to-high percents<br>*A successful [[Rear Egg]] hit can lead into Wonderwing or {{Mvsub|Banjo & Kazooie|SSBU|forward aerial}} (or {{Mvsub|Banjo & Kazooie|SSBU|back aerial}} offstage or at high percents) and KO at mid-to-high percents<br>*{{Mvsub|Banjo & Kazooie|SSBU|Up aerial}} can lead to {{Mvsub|Banjo & Kazooie|SSBU|forward aerial}} or {{Mvsub|Banjo & Kazooie|SSBU|back aerial}} and KO at high percents onstage or mid-to-high percents offstage<br>*A close-range [[Egg Firing / Breegull Blaster|Breegull Blaster]] can true combo into an up tilt for a highly effective KO confirm that works at a wide range of percentages. | ||
|- | |- | ||
|{{SSBU|Terry}}||*{{Mvsub|Terry|SSBU|Up tilt}} to [[Power Geyser]]<br>*[[Terry (SSBU)/Neutral attack/Hit 2|Jab 2]] to [[Power Dunk]] or | |{{SSBU|Terry}}||*{{Mvsub|Terry|SSBU|Up tilt}} to [[Power Geyser]]<br>*[[Terry (SSBU)/Neutral attack/Hit 2|Jab 2]] to [[Power Dunk]] or command input [[Rising Tackle]]<br>*{{Mvsub|Terry|SSBU|Forward tilt}} to [[Buster Wolf]] | ||
|- | |- | ||
|{{SSBU|Byleth}}||*[[Sword of the Creator]] leads into several | |{{SSBU|Byleth}}||*[[Sword of the Creator]] leads into several KO moves at high percents, such as [[Areadbhar]], {{Mvsub|Byleth|SSBU|back aerial}}, or {{Mvsub|Byleth|SSBU|down aerial}}<br>*{{Mvsub|Byleth|SSBU|Down tilt}} to {{Mvsub|Byleth|SSBU|up aerial}}<br>*{{Mvsub|Byleth|SSBU|Down throw}} to {{Mvsub|Byleth|SSBU|back aerial}} can KO at mid-to-high percents, but the timing is incredibly strict<br>**{{Mvsub|Byleth|SSBU|Down throw}} to {{Mvsub|Byleth|SSBU|forward aerial}} has a less strict timing, but KOs later and may require an [[instant double jump]] on some characters<br>*The landing hit of {{Mvsub|Byleth|SSBU|neutral aerial}} can lead into {{Mvsub|Byleth|SSBU|dash attack}} and KO at high percents<br>*A landing {{Mvsub|Byleth|SSBU|neutral aerial}} at the ledge can be followed up with a runoff {{Mvsub|Byleth|SSBU|forward aerial}} for a KO at around 65% | ||
|- | |- | ||
|{{SSBU|Min Min}}||*With Ramram equipped, [[Punch]] can confirm into {{Mvsub|Min Min|SSBU|forward tilt}} for a KO at high percents | |{{SSBU|Min Min}}||*With Ramram equipped, [[Punch]] can confirm into {{Mvsub|Min Min|SSBU|forward tilt}} for a KO at high percents | ||
|- | |- | ||
|{{SSBU|Steve}}||*[[Steve (SSBU)/Neutral attack|Jab]] to {{Mvsub|Steve|SSBU|forward aerial}}<br>*{{Mvsub|Steve|SSBU|Up tilt}} to {{Mvsub|Steve|SSBU|back aerial}} | |{{SSBU|Steve}}||*[[Steve (SSBU)/Neutral attack|Jab]] to {{Mvsub|Steve|SSBU|forward aerial}}<br>*{{Mvsub|Steve|SSBU|Up tilt}} to {{Mvsub|Steve|SSBU|back aerial}} | ||
Line 300: | Line 306: | ||
|{{SSBU|Sephiroth}}||*{{Mvsub|Sephiroth|SSBU|Back throw}} to {{Mvsub|Sephiroth|SSBU|back aerial}} | |{{SSBU|Sephiroth}}||*{{Mvsub|Sephiroth|SSBU|Back throw}} to {{Mvsub|Sephiroth|SSBU|back aerial}} | ||
|- | |- | ||
|{{SSBU|Pyra}}||*{{Mvsub|Pyra|SSBU|Down aerial}} to {{Mvsub|Pyra|SSBU|up smash}}<br>*{{Mvsub|Pyra|SSBU|Down aerial}} to {{Mvsub|Pyra|SSBU|up aerial}}<br>*{{Mvsub|Pyra|SSBU|Down aerial}} to [[Prominence Revolt]]<br>*[[Pyra (SSBU)/Neutral attack/Hit 3|Jab 3]] KOs at around 110% at the ledge | |{{SSBU|Pyra}}||*{{Mvsub|Pyra|SSBU|Down aerial}} meteor smash to {{Mvsub|Pyra|SSBU|up smash}}<br>*{{Mvsub|Pyra|SSBU|Down aerial}} to {{Mvsub|Pyra|SSBU|up aerial}}<br>*{{Mvsub|Pyra|SSBU|Down aerial}} meteor smash to [[Prominence Revolt]]<br>*[[Pyra (SSBU)/Neutral attack/Hit 3|Jab 3]] KOs middleweights at around 110% at the ledge | ||
|- | |||
|{{SSBU|Mythra}}||*{{Mvsub|Mythra|SSBU|Down tilt}} can combo into a charged [[Lightning Buster]] if the looping hits connect, KOing at around 110%; however, this requires precise spacing and timing to perform consistently | |||
|- | |- | ||
|{{SSBU| | |{{SSBU|Kazuya}}||*Stunning an opponent with {{Mvsub|Kazuya|SSBU|uncrouching attack}} can lead to a free KO move at high percents<br>*{{Mvsub|Kazuya|SSBU|Crouch attack}} to {{Mvsub|Kazuya|SSBU|up-forward tilt}}<br>*{{Mvsub|Kazuya|SSBU|Crouch attack}} to [[Devil Wings]]<br>*{{Mvsub|Kazuya|SSBU|Crouch attack}} to {{Mvsub|Kazuya|SSBU|forward tilt}}<br>*{{Mvsub|Kazuya|SSBU|Crouch attack}} to {{Mvsub|Kazuya|SSBU|up smash}}<br>*{{Mvsub|Kazuya|SSBU|Crouch attack}} to {{Mvsub|Kazuya|SSBU|forward crouch attack}}<br>*[[Electric Wind God Fist]] to [[Devil Wings]]<br>*[[Electric Wind God Fist]] to {{Mvsub|Kazuya|SSBU|up smash}} | ||
|- | |- | ||
|{{SSBU| | |{{SSBU|Sora}}||*[[Firaga]] can be followed up with a dashing {{Mvsub|Sora|SSBU|up smash}} for a KO at high percents<br>*{{Mvsub|Sora|SSBU|Down tilt}} to {{Mvsub|Sora|SSBU|up smash}}<br>*{{Mvsub|Sora|SSBU|Down tilt}} to [[Aerial Sweep]] | ||
|} | |} | ||
[[Category:Unofficial lingo]] | [[Category:Unofficial lingo]] |
Latest revision as of 13:11, November 19, 2024
A kill confirm, also known as a KO setup, is used to refer to a fast and safe attack that can reliably lead into a KO at high percentages. Kill confirms are considered a type of combo, but are different in that kill confirms are used primarily to finish off opponents' stocks, while combos are used to rack up damage. In addition, most true combos only work at low to mid percents, while kill confirms can connect at high percents.
There are several different types of kill confirms in the Super Smash Bros. series:
- A weak attack (such as a jab or a dash attack) that sends the opponent with weak enough knockback to lead to a guaranteed strong hit (such as a smash attack or aerial) that KOs at high percents.
- A strong throw that can KO on its own (such as Ness's back throw in all games); this includes command grabs (such as Bowser's Flying Slam).
- A weak throw that leads into a guaranteed strong hit (An example includes R.O.B.'s down throw into up aerial in Smash 4 and Ultimate.)
- A tech chase setup (such as Snake's down throw), which forces the opponent into a vulnerable position.
- Most characters can kill confirm by performing a jab reset (in Melee) or jab lock (Brawl onwards) on an opponent who is lying down (commonly after a missed tech), leading in a strong smash attack.
Kill confirms generally work differently based on the opponent's character; they will work at different percentages against each character, depending on their weight, falling speed, and acceleration. They can be significantly harder to connect, or not work at all, on certain characters, and as such, many kill confirms work only on one or a few characters. Their exact timings and percentages can be altered by rage in Smash 4 and Ultimate.
Kill confirms are considered one of the most reliable ways of finishing off opponents in advanced play. Most high-knockback attacks in the Super Smash Bros. games, such as smash attacks, are risky to throw out on their own, since they usually have high startup lag or ending lag, or a small sweetspot that is difficult to land, making them easily punishable if missed. A fast kill confirm circumvents these problems by being much harder to predict and react to. Grab-based kill confirms are especially powerful, because many players will opt to stay in shield more when at high percents, to protect themselves from getting killed by smash attacks and other strong moves; grabbing will ignore an opponent's shield completely and is a natural counter to this playstyle. A character with a reliable kill confirm can see their KOing ability improve significantly, even if the knockback of their finishers is weaker overall, and vice versa. In Melee, Captain Falcon is known for having one of the strongest KOing abilities in the game, as he has multiple different combo starters that can all lead to a kill off the side with his Knee Smash. Conversely, Marth is known for having a particularly difficult time KOing his opponents at high percentages without edgeguarding or gimping, as he has no reliable kill confirms, since his throws and aerials all do not link into each other well. As a result, is not uncommon to see opponents, especially floaty characters, survive to 200% and beyond vs. Marth.
However, some kill confirms are not always guaranteed, depending on the combo DI or smash DI of the opponent. In addition, some popular kill confirms, such as tech chases, require the player to read the action of their opponent, giving them an opportunity to escape. Although some kill confirms are difficult to react to, skilled players will often start their DI inputs before they get hit, which will allow them to escape the combo.
List of kill confirms[edit]
In Super Smash Bros. 64[edit]
In the original Super Smash Bros., most characters have several different kill confirms, which can often connect at extremely low percents, due to the game's large amounts of hitstun. Kill confirms are generally less prominent in Smash 64, as a result of the game's more significant punish game, which means characters do not live at high percents in neutral very frequently.
In Super Smash Bros. Melee[edit]
Character | Description |
---|---|
Captain Falcon | *The first hit of autocanceled neutral aerial can confirm into a knee, or a series of up aerials, ending in a knee. If not properly DI'ed, this can lead to a kill at as low as 50 percent. *His up throw and down throw can lead to a knee on characters with moderate falling speed at high percents, and lead to a tech chase on fastfallers. However, good DI can make the throw to knee combo more difficult to land. *Autocancelled Down aerial on a grounded opponent can lead into a guaranteed knee on most characters at moderate to high percents. |
Donkey Kong | *Donkey Kong's cargo forward throw true combos into jump followed by Giant Punch on characters with medium falling speed, such as Marth and Sheik, at mid percents. |
Dr. Mario | *Up throw and down throw can confirm into forward aerial for a KO. |
Falco | *A point blank autocancelled aerial laser can combo into almost any fast move, most commonly forward smash or down tilt. *Falco can combo a shine into back aerial at high percents, but the technique must be done extremely quickly to combo successfully. The opponent can also escape the combo by DI'ing to the side when hit by the shine. *An L-canceled down aerial (clean or late hit) pops a grounded opponent slightly upward, which can lead to a forward smash. *Falco can shoot a opponent lying down (after a missed tech) with a laser to force a jab reset, which can lead into a charged forward smash. |
Fox | *Up throw to up aerial is guaranteed on floaty characters, such as Jigglypuff, at moderate to high percents; however, the first hit of Fox's up aerial can be SDI'ed out of. *Dash attack true combos into up smash at high percents on most characters. *Up throw to up smash is a true combo on fastfallers, such as another Fox or Falco, at high percents. *Fox can perform a waveshine into up smash on any character with a weight of 87 or heavier, allowing him to KO these characters at 100 percent or less. However the combo requires high technical proficiency to perform consistently. |
Ice Climbers | *The Ice Climbers can land a guaranteed kill off of a grab at any percent using a wobble or handoffs. If wobbling/handoffs are not used or banned, they can land a guaranteed kill off at high percents through desyncing, by grabbing the opponent with Popo and charging a smash attack with Nana. |
Jigglypuff | *At mid percents, Jigglypuff can hit an opponent with a series of back aerials and carry them off the stage (known as the Wall of Pain, which will send opponents too far from the stage to recover. *Up throw to Rest combos on Fox and Falco at low percents if the opponent doesn't DI. Although the throw is quick, making it difficult to react to, the opponent can escape if they DI the up throw to the left or right. This technique is known as the space animal slayer or hunger strike. |
Peach | *Up throw combos into any aerial, most commonly neutral aerial, on fastfallers at moderate to high percents. *Dash attack and forward tilt can also combo into any aerial at moderate to high percents. |
Pikachu | *Up throw true combos into up smash on fastfallers at moderate to high percents, allowing him to KO Fox and Falco off of a grab below 100 percent. On stages without platforms, such as Final Destination, Pikachu can start an up throw chain throw into up smash to land a KO off of a grab at as low as 40 percent. |
Sheik | *Forward tilt to forward aerial is a true combo at moderate to high percents. The semi-spike angle of forward aerial sends many characters too far from the stage to recover, as low as 100 percent. *Down throw true combos into forward aerial on non-fastfallers at moderate to high percents, and combos into forward tilt followed by forward aerial on fastfallers (NTSC only). |
In Super Smash Bros. Brawl[edit]
Overall, Brawl has the fewest amount of kill confirms, due to the game's significantly decreased levels of hitstun.
Character | Description |
---|---|
Bowser | *Bowser's Flying Slam is a relatively fast command grab that KOs opponents at high percents. |
Diddy Kong | *Tripping an opponent in melee range with a Banana Peel can lead to a free followup at any percent. A Banana Peel to forward smash KOs most characters at around 130 percent (though the first hit can be smash DI'ed), and a Banana Peel to down smash KOs most characters at around 150 percent. |
Falco | *Falco can combo an autocanceled aerial laser on melee-range opponents into any grounded move; an autocanceled laser into up smash KOs most characters at around 140 percent. |
Ice Climbers | *The Ice Climbers can get a guaranteed kill off of a grab at any percent, by using their handoff techniques to build percentage, and then finishing with a charged smash attack. |
King Dedede | *King Dedede's down throw can lead to a guaranteed down tilt on several heavy characters; this can KO near 180 percent at the edge of the stage. This kill confirm can be easily set up using his down throw chain grab. It can also lead to a guaranteed down smash on Bowser, which KOs at an earlier percentage than down tilt. |
Meta Knight | *Meta Knight can cancel the first or second hit of his back aerial into a guaranteed down smash, which KOs opponents at high percents. |
Ness | *Ness's back throw KOs most opponents at around 130 percent; this setup is especially powerful because Ness has one of the best dash grabs in the game. |
Olimar | *Olimar's up throw with a Purple Pikmin KOs most opponents at around 130 percent. However, this KO setup is unreliable, due to the random nature of Olimar Pikmin pulls, in addition to requiring a Purple Pikmin at the front of his lineup. *Olimar's back throw with a Blue Pikmin KOs near the edge of the stage at 150 percent and above. |
Pikachu | *Up smash to Thunder is a common KO setup off the top of the stage at moderate to high percents; Thunder is particularly difficult to air dodge completely due to its long-lasting hitbox. However, the Thunder can be avoided if the opponent DIs diagonally, and even if the opponent doesn't DI, the Thunder hit is not guaranteed, and can be beaten with a well-timed air dodge. |
Snake | *Snake's down throw sets up a guaranteed tech chase, and if predicted successfully, can lead to an up tilt, which KOs most characters at around 105 percent. |
Wario | *Wario's tire throw can true combo into many moves on a melee-range opponent at almost any percent. At high percents, the most common KO combos are tire throw to up aerial and tire throw to fart. |
Zero Suit Samus | *Zero Suit Samus's down smash stuns the opponent for around 1.5 seconds, giving her a large amount of time to follow up with a finisher. The most common combo at KO percents is two down smashes followed by a back aerial, which KOs starting at around 120 percent. When used on an opponent just off the edge of the stage, a down smash to Flip Jump meteor smash can KO at around 50 percent, and even earlier on characters with poor vertical recoveries. |
In Super Smash Bros. 4[edit]
Character | Description |
---|---|
Bayonetta | *A successful Witch Time counter can lead to a free KO move at high percents |
Bowser | *Up throw to Up aerial |
Bowser Jr. | *Rapid jab's finisher can KO at around 130-150 percent. |
Captain Falcon | *Up aerial to Knee Smash |
Charizard | *Down throw to forward aerial |
Corrin | *Dragon Fang Shot projectile to Dragon Lunge |
Diddy Kong | *Tripping an opponent in melee range with a Banana Peel can lead to a free KO move at high percents. *Down tilt to Up smash *Diddy Kong's down throw to up aerial (known as the "Hoo-hah," was a true combo that could KO at high percents, but was removed from the game in version 1.0.6. |
Donkey Kong | *Cargo up throw to Up aerial |
Falco | *Falling up aerial to back aerial *Falling up aerial to up aerial |
Fox | *The landing hit of down aerial can be followed up with a running up smash for a KO at high percents |
Ganondorf | *Late hit dash attack to up aerial |
King Dedede | *Down throw to Up aerial |
Link | *A successful Bomb hit can lead into a KO move at high percents. |
Little Mac | *Down tilt to KO Uppercut *Down tilt to Jolt Haymaker |
Lucario | *Aura Sphere looping hits to Up smash |
Lucas | *Down throw to Up aerial |
Mario | *A falling up aerial can set up a forward aerial meteor smash at mid-to-high percents |
Marth | *Up aerial to sweetspotted Forward smash |
Meta Knight | *Dash attack can confirm into Shuttle Loop, or a series of up aerials, ending in a Shuttle Loop. |
Mewtwo | *Stunning an opponent with Disable can lead to a free KO move at high percents |
Mr. Game & Watch | *Down throw to Up aerial |
Pac-Man | *Stunning an opponent with Bell can lead to a free KO move at high percents |
Pikachu | *Up throw to Thunder |
R.O.B. | *Down throw to up aerial is a kill confirm on most characters at around 160 percent. |
Robin | *Down throw to Levin Sword up aerial *Arcthunder at melee range can lead into any smash attack for a KO at high percents. |
Ryu | *Weak up tilt to Shoryuken |
Samus | *Dash attack to Screw Attack |
Sheik | *Needle Storm to Bouncing Fish |
Sonic | *Up throw to Spring Jump to Up aerial |
Toon Link | *Up tilt to up aerial *A successful Bomb hit can lead into a KO move at high percents. |
Villager | *Jab to Timber Axe |
Zelda | *Down tilt to Forward aerial or Back aerial *Down throw to Up aerial *Down throw to Farore's Wind |
In Super Smash Bros. Ultimate[edit]
Character | Description |
---|---|
Mario | *Down throw can be followed up with a series of up aerials, ending with a forward aerial for a meteor smash KO at the ledge, or Super Jump Punch/down aerial off the ceiling if platforms are available. *Late hit neutral aerial to any smash attack |
Donkey Kong | *Aerial Hand Slap to up smash *Aerial Hand Slap to back aerial *Aerial Hand Slap to up aerial *Burying an opponent with Headbutt can lead to any KO move at high percents *Cargo up throw to up aerial on platforms |
Link | *A thrown or Z-dropped Remote Bomb can be followed up with most KO moves, such as Spin Attack or down smash *Neutral aerial to forward smash *Down tilt to aerial Spin Attack |
Samus | *An uncharged or partially-charged Charge Shot hit can lead into dash attack or back aerial |
Dark Samus | *An uncharged or partially-charged Charge Shot hit can lead into dash attack or back aerial |
Yoshi | *Up tilt to up aerial |
Kirby | *The first two hits of forward aerial can lead into any smash attack *Down tilt can link into any smash attack if the down tilt trips *Weak up tilt to back aerial or clean hit neutral aerial |
Fox | *Late hit neutral aerial to up smash *Landing down aerial to up smash |
Pikachu | *Neutral aerial to down smash or up smash |
Luigi | *Down throw can lead to many long combos ending with Super Jump Punch *Down throw can also lead to a back aerial or aerial Luigi Cyclone depending on the stage for the latter *Up tilt or neutral aerial to Super Jump Punch *Grab aerial to Super Jump Punch or down aerial offstage |
Ness | *Down aerial to up aerial *PSI Magnet to down aerial offstage *PSI Magnet to dragdown up aerial to lead into a grab, presumably finishing with a back throw at high percents. |
Captain Falcon | *Raptor Boost can confirm into back aerial or instant double jump Knee Smash *The first hit of neutral aerial can be followed up with back aerial or Knee Smash *Down aerial meteor smash to back aerial or Knee Smash Up aerial can be followed up with Knee Smash |
Jigglypuff | *An autocanceled down aerial can link into Rest *Up aerial to Rest *Late hit forward aerial to Rest |
Peach | *Down throw to back aerial *Thrown Vegetable to Peach Bomber or forward aerial |
Daisy | *Down throw to back aerial *Thrown Vegetable to Daisy Bomber or forward aerial |
Bowser | *Neutral aerial to back aerial or forward aerial |
Ice Climbers | *Down throw to forward aerial *Up tilt to up aerial or Belay |
Sheik | *Neutral aerial to Bouncing Fish *Dragdown up aerial to down smash *Sweetspotted down tilt to sweetspotted up smash *Down aerial can be followed up with a sweetspotted up smash that can KO at 90%, however this only works if the opponent isn't hit by the landing hitbox. |
Zelda | *Down throw to back aerial |
Dr. Mario | *Down throw can be followed up with Dr. Tornado at around 45%, or up aerial or Super Jump Punch at around 120% *Down tilt to Super Jump Punch *A Megavitamin can be followed up with any KO move, such as Dr. Tornado or a sweetspotted forward aerial. *Jab 1 can link into Super Jump Punch |
Pichu | *Up throw to Thunder *Up smash to Thunder *Up aerial to back aerial *Down tilt to back aerial *Up tilt to back aerial |
Falco | *Up tilt to back aerial *Down aerial can chain into itself, potentially setting up a meteor smash KO at high percents. |
Marth | *Down aerial to sweetspotted forward smash *The first hit of neutral aerial can be followed up with any KO move at high percents. |
Lucina | *Down aerial to up smash *The first hit of neutral aerial can be followed up with any KO move at high percents. |
Young Link | *Down tilt to aerial Spin Attack *Fire Arrow, Boomerang, and Bomb all chain into each other and various other moves at high percents, allowing for confirms into moves such as down aerial and Spin Attack. |
Ganondorf | *Late hit dash attack to any aerial excluding down aerial *Down aerial to up smash or up aerial |
Mewtwo | *Confusion to forward aerial at around 140% *Sweetspotted down tilt to forward aerial *Disable to any strong move, most commonly down smash or forward smash |
Roy | *Jab to sweetspotted back aerial *Up aerial to sweetspotted back aerial *The first hit of neutral aerial can be followed up with any KO move at high percents. *Up aerial to down aerial |
Chrom | *Jab to back aerial *Up aerial to back aerial *The first hit of neutral aerial can be followed up with any KO move at high percents. *Up aerial to down aerial |
Mr. Game & Watch | *Burying an opponent with a sweetspotted down smash can lead to any KO move (e.g. forward smash) at high percents. *Down throw to Oil Panic can KO as early as 20%, depending on the projectiles absorbed. *Jab 1 can link into Oil Panic at around 100%. |
Pit | *Down aerial to up smash *Down tilt to up aerial |
Dark Pit | *Down aerial to up smash *Down tilt to up aerial |
Zero Suit Samus | *Neutral aerial can be followed up with Flip Jump at the ledge that can KO at around 60% *Burying an opponent with Flip Jump can lead to a free KO move at high percents *Up aerial to back aerial |
Wario | *Down tilt to dash attack *Late hit Up tilt to Wario Waft *Neutral aerial second hit to Wario Waft *Down aerial to half-charged Wario Waft on some characters *Up aerial to Wario Waft |
Snake | *Up tilt becomes a true followup to down throw at around 160%. The string can KO earlier, but requires chasing the opponent's roll up until that point. |
Ike | *Neutral aerial into Aether or up aerial *Late hit Neutral aerial to back aerial *Down tilt to back aerial |
Squirtle | *Up tilt to Waterfall |
Ivysaur | *Down throw to sweetspotted Vine Whip *Razor Leaf to up aerial or sweetspotted Vine Whip |
Charizard | *Back throw to sweetspotted back aerial |
Diddy Kong | *Down throw to back aerial *Neutral aerial to back aerial *Banana Peel to any smash attack *Down tilt to up smash |
Lucas | *Down tilt to sweetspotted forward tilt *Down aerial to up aerial *Down aerial to forward smash |
Sonic | *Spin Dash to back aerial *Late hit neutral aerial to back aerial *Spin Charge to forward aerial *Early hit Spin Dash to forward aerial |
Lucario | *Aura Sphere's looping hits to back aerial *Forward aerial to back aerial |
R.O.B. | *Neutral aerial to Arm Rotor *Z-dropped Gyro to Arm Rotor *With a Gyro nearby, down tilt can link into up smash *Down throw can be followed up with down smash, up smash, or up aerial |
Wolf | *Down throw to Wolf Flash *Forward aerial to back aerial *Forward aerial to Wolf Flash |
Mega Man | *The first two hits of back aerial can link into up tilt *A thrown Metal Blade can link into up tilt |
Wii Fit Trainer | *Burying an opponent with Jab 3 can lead to any KO move at high percents. *Neutral aerial to up aerial or back aerial *A forward aerial meteor smash can be followed up with back aerial, KOing at around 100% at the ledge. |
Little Mac | *The back hit of up tilt can be followed up with Rising Uppercut or Jolt Haymaker *Down tilt to Jolt Haymaker or Rising Uppercut at high percents, or even KO Uppercut |
Greninja | *Down tilt to up smash *Late hit dash attack can be followed up with forward aerial buffered out of an instant double jump for a guaranteed KO at mid-to-high percents. |
Mii Brawler | *Late hit neutral aerial to forward smash *A falling up aerial can lead into back aerial or Flashing Mach Punch for a KO at around 100%, or a down aerial at the ledge *Down tilt or up tilt to Helicopter Kick can KO at around 50% at the ledge if the latter is angled properly *Down throw to Thrust Uppercut or Helicopter Kick |
Mii Swordfighter | *A Gale Strike hit can be followed up with any aerial move, most commonly up aerial or Hero's Spin *Tilt-thrown Chakram can lead into any move, most commonly forward smash |
Mii Gunner | *Flame Pillar to fully-charged Charge Blast *Grenade Launch to any move |
Palutena | *Down throw to forward aerial or back aerial *The first hit of neutral aerial sends the opponent slightly upwards, allowing for followups like up tilt, back aerial, or up aerial to KO at high percents |
Robin | *Arcfire to Levin Sword forward aerial, Levin Sword up aerial, or clean hit Levin Sword back aerial *Thunder to dash attack |
Duck Hunt | *Clay Shooting hits to forward aerial or down aerial |
Ryu | *Jab to Shoryuken is a guaranteed combo that KOs at mid-to-high percents |
Ken | *Jab to Shoryuken is a guaranteed combo that KOs at mid-to-high percents |
Cloud | *A fast-falled up aerial can be followed up with Finishing Touch for a KO at mid-to-high percents |
Corrin | *Stunning an opponent with a fully-charged Dragon Fang Shot can lead to any move Forward aerial to sweetspotted aerial Dragon Lunge *Forward aerial to back aerial *Neutral aerial or forward aerial to Dragon Fang Shot can KO at mid-to-high percents depending on how long the final hit is charged. However, this requires precise timing and spacing to perform consistently |
Bayonetta | *Late hit neutral aerial to forward smash |
Inkling | *Up throw to up aerial *Burying an opponent with Splat Roller can lead to any move at higher percentages, most commonly up smash *First hit of up aerial to up smash |
Ridley | *Up tilt to sweetspotted up aerial |
Simon | *Holy Water to forward smash *Late hit Down aerial to Uppercut *Late hit Cross to up smash |
Richter | *Holy Water to forward smash *Late hit Down aerial to Uppercut *Late hit Cross to up smash |
King K. Rool | *Burying an opponent with down throw or down tilt can lead to any move at higher percentages *Down aerial to up smash, up aerial or upward-angled forward smash *Crownerang to back aerial or up smash |
Isabelle | *Up tilt to clean hit up aerial *After Pocketing a powerful projectile (e.g. fully-charged Charge Shot), it can be released after a Fishing Rod down throw for a KO at mid-to-high percents. *Fishing Rod to Lloid Trap |
Incineroar | *Down tilt to Darkest Lariat *A 2 frame punish with down tilt can be followed up with forward tilt for a KO at mid-to-high percents. *Down tilt to back aerial *Down throw to forward aerial |
Piranha Plant | *Down aerial to up smash or up aerial |
Joker | *Forward aerial to Arsene back aerial *First hit of forward aerial into dragdown up aerial into either up smash or down smash *A meteor smash from Arsene down aerial can be followed up with an Arsene up smash for a KO at mid percents, or Arsene up aerial at high percents |
Hero | *Snooze can lead into any move at higher percents. *Down aerial to up smash can KO at around 50% if the latter scores a critical hit *With Acceleratle active, a successful Frizz hit can be followed up with forward aerial for a KO at high percents |
Banjo & Kazooie | *Burying an opponent with down throw can lead to any grounded move, such as up tilt, Wonderwing or any smash attack at high percents; if the opponent escapes from the bury in a predictable fashion, it can lead into a well-timed aerial KO move, such as Wonderwing or forward aerial at mid-to-high percents *A successful Rear Egg hit can lead into Wonderwing or forward aerial (or back aerial offstage or at high percents) and KO at mid-to-high percents *Up aerial can lead to forward aerial or back aerial and KO at high percents onstage or mid-to-high percents offstage *A close-range Breegull Blaster can true combo into an up tilt for a highly effective KO confirm that works at a wide range of percentages. |
Terry | *Up tilt to Power Geyser *Jab 2 to Power Dunk or command input Rising Tackle *Forward tilt to Buster Wolf |
Byleth | *Sword of the Creator leads into several KO moves at high percents, such as Areadbhar, back aerial, or down aerial *Down tilt to up aerial *Down throw to back aerial can KO at mid-to-high percents, but the timing is incredibly strict **Down throw to forward aerial has a less strict timing, but KOs later and may require an instant double jump on some characters *The landing hit of neutral aerial can lead into dash attack and KO at high percents *A landing neutral aerial at the ledge can be followed up with a runoff forward aerial for a KO at around 65% |
Min Min | *With Ramram equipped, Punch can confirm into forward tilt for a KO at high percents |
Steve | *Jab to forward aerial *Up tilt to back aerial |
Sephiroth | *Back throw to back aerial |
Pyra | *Down aerial meteor smash to up smash *Down aerial to up aerial *Down aerial meteor smash to Prominence Revolt *Jab 3 KOs middleweights at around 110% at the ledge |
Mythra | *Down tilt can combo into a charged Lightning Buster if the looping hits connect, KOing at around 110%; however, this requires precise spacing and timing to perform consistently |
Kazuya | *Stunning an opponent with uncrouching attack can lead to a free KO move at high percents *Crouch attack to up-forward tilt *Crouch attack to Devil Wings *Crouch attack to forward tilt *Crouch attack to up smash *Crouch attack to forward crouch attack *Electric Wind God Fist to Devil Wings *Electric Wind God Fist to up smash |
Sora | *Firaga can be followed up with a dashing up smash for a KO at high percents *Down tilt to up smash *Down tilt to Aerial Sweep |