Super Smash Bros. series
This article's title is unofficial.

Kill confirm: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Line 216: Line 216:
|{{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 a [[Flip Jump]] at the ledge for a KO at around 60%.
|{{SSBU|Zero Suit Samus}}||*{{Mvsub|Zero Suit Samus|SSBU|Neutral aerial}} can be followed up with a [[Flip Jump]] at the ledge for a KO at around 60%.<br>*Burying an opponent with [[Flip Jump]] can lead to a free KO move at high percents
|-
|-
|{{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}} to [[Wario Waft]]<br>*{{Mvsub|Wario|SSBU|Down aerial}} to half-charged [[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.

Revision as of 08:13, July 25, 2021

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.
  • 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

In Super Smash Bros. 64

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

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

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

An icon for denoting incomplete things.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
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
Fox *Down aerial to Up smash
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

An icon for denoting incomplete things.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.
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.
*Late hit neutral aerial to sweetspotted forward smash
Donkey Kong *Aerial Hand Slap to up smash
*Aerial Hand Slap to back aerial
*Burying an opponent with Headbutt can lead to a free KO move at high percents
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
Samus *An uncharged or partially-charged Charge Shot hit can lead into dash attack for a KO at high percents.
Dark Samus *An uncharged or partially-charged Charge Shot hit can lead into dash attack for a KO at high percents.
Kirby *The first two hits of forward aerial can link into down smash for a KO at high percents.
*Weak up tilt to back aerial or clean hit neutral aerial
Yoshi *Up tilt to up aerial
Fox *Late hit neutral aerial to up smash
*Drag-down forward aerial to up smash
Pikachu *Neutral aerial to down smash
Luigi *Down throw can lead to many long combos ending with Super Jump Punch for a KO.
*Down throw can also lead to a back aerial or a down special depending on the stage for the latter.
*Up tilt to Super Jump Punch.
*Grab aerial to Super Jump Punch or down aerial off stage.
Ness *Down aerial to up aerial
Captain Falcon *Raptor Boost can confirm into back aerial for a KO at high percents.
*The first hit of neutral aerial can be followed up with back aerial for a KO at high percents
*Down aerial meteor smash to back aerial
Jigglypuff *An autocanceled down aerial can link into Rest for a KO at mid-to-high percents.
Peach *Down throw to back aerial
*Thrown Vegetable to Peach Bomber
Daisy *Down throw to back aerial
*Thrown Vegetable to Daisy Bomber
Bowser *Neutral aerial to back aerial or forward aerial
Ice Climbers *Down throw to forward aerial
*Up tilt to up aerial
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 for a KO at around 90%, but only 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 at around 120% for a KO at the ledge
*Down tilt to Super Jump Punch
*A successful Megavitamin hit can be followed up with an aerial KO move, such as Dr. Tornado or a sweetspotted forward aerial at mid-to-high percents.
*Jab 1 can link into Super Jump Punch for a KO at high percents
Pichu *Up throw to Thunder
*Up smash to Thunder
*Up aerial 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 *Neutral aerial to Dolphin Slash
Lucina *Down aerial to up smash
*Neutral aerial to Dolphin Slash
*Neutral aerial to forward smash
Young Link *Down tilt to aerial up special
*A successful Bomb hit can lead into a KO move at high percents.
Ganondorf *Late hit dash attack to neutral aerial
*Late hit dash attack to back aerial
Mewtwo *Forward aerial becomes a true followup to rising Confusion at around 140%
*Sweetspotted down tilt to forward aerial
Roy *Jab to sweetspotted back aerial
Chrom *Jab to back aerial
Mr. Game & Watch *Burying an opponent with a sweetspotted down smash can lead to a free 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% for a KO.
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 a Flip Jump at the ledge for a KO at around 60%.
*Burying an opponent with Flip Jump can lead to a free KO move at high percents
Wario *Down tilt to dash attack
*Late hit Up tilt to Wario Waft
*Neutral aerial to Wario Waft
*Down aerial to half-charged 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 can kill at the ledge at around 70%.
*Late hit Neutral aerial to back aerial
*Neutral aerial to up 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
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 looping hits 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 for a KO at high percents
Wolf *Down throw to Wolf Flash
*Forward aerial to back aerial
Mega Man *The first two hits of back aerial can link into up tilt for a KO at high percents
*A thrown Metal Blade can link into up tilt for a KO at high percents
Wii Fit Trainer *Burying an opponent with Jab 3 can lead to a free 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 *Down tilt to Rising Uppercut
Greninja *Down tilt to up smash
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%
*Down tilt to Helicopter Kick can KO at around 50% at the ledge if the latter is angled properly
*Down throw to Thrust Uppercut
Mii Swordfighter *A Gale Strike hit can be followed up with any aerial KO move, such as up aerial or Hero's Spin
*Tilt-thrown Chakram can lead into KO moves at high percents.
Mii Gunner *Flame Pillar to fully-charged Charge Blast
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
*Both Jab 3 and rapid jab's finisher can KO at high percents.
Duck Hunt *Clay Shooting hits to forward aerial or down aerial
Ryu *Jab to Shoryuken is a guaranteed combo that KOs at mid-high percents.
Ken *Jab to Shoryuken is a guaranteed combo that KOs at mid-high percents.
Corrin *Forward aerial to sweetspotted aerial Dragon Lunge.
*Forward aerial to back aerial
*Neutral aerial or forward aerial to Dragon Fang Shot can kill at mid-to-high percents depending on how long the final hit is charged. However, this requires precise timing and spacing to perform consistently.
Inkling *Up throw to up aerial
*Burying an opponent with Splat Roller can lead to a free KO move at high percents.
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 a free KO move at high percents.
*Down aerial to up smash or up aerial
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.
Incineroar *Down tilt to Darkest Lariat
*A two-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 *Falling Neutral aerial to down smash
Joker *Forward aerial to Arsene back aerial
*First hit of forward aerial into dragdown up aerial into either up smash or down smash.
Hero *Snooze can lead into a free KO move at high 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 a free grounded KO move, such as up tilt, Wonderwing or any smash attack at high percents, or if the opponent escapes from the bury in a predictable fashion, a well-timed aerial KO move such as Wonderwing or forward aerial at mid and higher 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 and higher percents offstage.
*A close-range Breegull Blaster egg shot 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 charged Rising Tackle
*Forward tilt to Buster Wolf
Byleth *Sword of the Creator leads into several kill 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 falling 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 to up smash
*Down aerial to up aerial
*Down aerial to Prominence Revolt
*Jab 3 KOs at around 110% at the ledge.
Mythra *Down tilt can combo into a charged Lightning Buster if the looping hits connect, killing at around 110%. However, this requires precise spacing and timing to perform consistently.
Kazuya *Stunning an opponent with Demon God Fist can lead to a free KO move at high percents
*Crouch Jab to Devil Wings
*Crouch Jab to Oni Front Kick
*Crouch Jab to up smash
*Crouch Jab to Tombstone Crusher
*Electric Wind God Fist to Devil Wings