Editing KO
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{{redirect|Fall|the article about a character's descent in midair|falling speed}} | {{redirect|Fall|the article about a character's descent in midair|falling speed}} | ||
[[File:KO Brawl.png|thumb|250px|{{SSBB|Mario}} gets KO'd by {{SSBB|Link}}.]] | |||
A '''KO''', short for '''knock-out''' or '''knock-off''', commonly known as a '''death''' or a '''kill''' or even a '''finishing blow''' by [[Stamina Mode]], is the term used to describe the situation where a player is [[knockback|launched]] beyond the [[stage]]'s [[blast line]]s by the opponent's actions. The KO'd player is sent to a [[revival platform]] to re-enter the match. Losing all [[HP]] in [[Stamina Mode]] results in a KO without crossing a blast line, and some attacks and hazards can cause [[instant KO]]s without the target crossing the blast line or being launched at all. | |||
[[File:KO Brawl.png|thumb|250px|{{SSBB|Mario}} gets KO'd by {{SSBB|Link}} | |||
A '''KO''', short for '''knock-out''' or '''knock-off''', commonly known as a '''death''' or a '''kill''' or even a '''finishing blow''' by [[Stamina Mode]], | |||
All characters have the same KO explosion, namely | All characters have the same KO explosion, namely a gigantic colorful blast that extends in the direction the victim was KO'd, in the color of the player's [[port]]: Player One's explosion is red, Player Two's is blue, [[CPU]]s are grey, and so on. Only two characters have slightly different KO explosions, {{SSB4|Mega Man}} and [[Luma]]: Mega Man will split up into orbs the color of his costume (alongside the normal explosion), like he does when he dies in the ''Mega Man'' series (they will sometimes not appear if many Mega Mans are KO'd at the same time), while Luma's explosion is smaller and creates colorful stars. A [[One-hit KO]] occurs when the target suffers a KO even when their damage is at 0%. | ||
Once KO'd, the following may then happen depending on the type of match: | Once KO'd, the following may then happen depending on the type of match: | ||
*In a [[Time]] match, the KO'd player loses a point, while the player who made the KO gains a point. | *In a [[Time]] match, the KO'd player loses a point, while the player who made the KO gains a point. | ||
**In ''[[Super Smash Bros. | **In ''[[Super Smash Bros.]]'', the score indicators are present in both Timed and Stock matches, but are meaningless in the latter. In later games, the indicators are absent for Stock matches. | ||
*In a [[Stock]] match, the KO'd player loses a stock. If players lose all their | *In a [[Stock]] match, the KO'd player loses a stock. If a players lose all their stock, they will receive the following: | ||
**Single-player: A [[Continue]] or a Game Over (the latter if the player doesn't have enough | **Single-player: A [[Continue]] or a Game Over (the latter if the player doesn't have enough [[coins (collectable)|coins]] in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'' or chooses not to continue). | ||
**Multiplayer: Removal from the rest of the match. In a team match, the player can [[Share Stock|"borrow" a stock from an ally]]. | **Multiplayer: Removal from the rest of the match. In a team match, the player can [[Share Stock|"borrow" a stock from an ally]]. | ||
*In a [[Coin Battle]], KO'd players lose half their [[Smash Coins and Bills|smash coins]], rounded down. ''Brawl'' prevents a player from losing more than 100 smash coins at once. The lost coinage flies into play if the KO was made off the side. | *In a [[Coin Battle]], KO'd players lose half their [[Smash Coins and Bills|smash coins]], rounded down. [[Super Smash Bros. Brawl|''Brawl'']] prevents a player from losing more than 100 smash coins at once. The lost coinage flies into play if the KO was made off the side. | ||
*In a | *In a [[Bonus (mode)|Bonus]] match (''[[Melee]]'' only), a KO will earn the player 500 [[bonus points|points]], while a fall will subtract 500 points. | ||
*In the [[Subspace Emissary]], the next character in the lineup is loaded and teleported into play without a revival platform. One stock is also lost. | *In the [[Subspace Emissary]], the next character in the lineup is loaded and teleported into play without a revival platform. One stock is also lost. | ||
**Characters can also be KO'd in the Subspace Emissary if they are [[crush]]ed by moving walls, ceilings, or floors. | **Characters can also be KO'd in the Subspace Emissary if they are [[crush]]ed by moving walls, ceilings, or floors. | ||
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In ''[[Super Smash Bros.]]'' and ''Melee'', each character has a "KO property" which starts out empty. When characters are hit by any attack (be it a physical attack, a projectile, an item, etc.), their KO property is set to match whoever made the hit. Stage elements do not change the KO property. The KO property is reset once a character lands on the ground and is no longer moving as a result of the attack's [[knockback]]. When the character is KO'd, the KO goes to whoever matches the KO property. If the property is empty, the KO counts as a [[self-destruct]]. In simple terms, it goes to whoever made the last hit. | In ''[[Super Smash Bros.]]'' and ''Melee'', each character has a "KO property" which starts out empty. When characters are hit by any attack (be it a physical attack, a projectile, an item, etc.), their KO property is set to match whoever made the hit. Stage elements do not change the KO property. The KO property is reset once a character lands on the ground and is no longer moving as a result of the attack's [[knockback]]. When the character is KO'd, the KO goes to whoever matches the KO property. If the property is empty, the KO counts as a [[self-destruct]]. In simple terms, it goes to whoever made the last hit. | ||
However, this format was altered for ''Super Smash Bros. Brawl''. In ''Brawl'', a character's KO property is only reset 3 minutes after landing on the ground. This essentially means that a character must refrain from being hit for 3 minutes for a self-destruct to actually count as such; otherwise | However, this format was altered for ''Super Smash Bros. Brawl''. In ''Brawl'', a character's KO property is only reset 3 minutes after landing on the ground. This essentially means that a character must refrain from being hit for 3 minutes for a self-destruct to actually count as such; otherwise a self-destruct will be credited as another player's KO. While this was possibly implemented to avoid griefing in online matches (by self-destructing simply to deprive other players of points), in reality its main effect is giving other players illegitimate points, as it's clear that jumping off the edge a few seconds after successfully recovering is not a KO. | ||
There are exceptions, however, particularly during most Final Smashes. If players jump off the stage during a Final Smash such as {{b|Zero Laser|Samus}}, then, unless someone else hit them before landing, it will count towards the user of the Final Smash, instead of the last one to hit them (Samus in this case). Moreover, getting KO'd during the usage of certain Final Smashes such as {{b|Giga Bowser|Final Smash}} will result in a self-destruct instead of a KO, even if players have been damaged by opponents previously. Characters with invincibility from a {{b|Starman|item}} will also self-destruct instead of being KO'd. | There are exceptions, however, particularly during most Final Smashes. If players jump off the stage during a Final Smash such as {{b|Zero Laser|Samus}}, then, unless someone else hit them before landing, it will count towards the user of the Final Smash, instead of the last one to hit them (Samus in this case). Moreover, getting KO'd during the usage of certain Final Smashes such as {{b|Giga Bowser|Final Smash}} will result in a self-destruct instead of a KO, even if players have been damaged by opponents previously. Characters with invincibility from a {{b|Starman|item}} will also self-destruct instead of being KO'd. | ||
''[[Super Smash Bros. 4]]'' appears to retain the ''Brawl'' system, but with one notable change: in matches of two players, any self-destructs are also credited as KOs for the opponent. For example, if a player has been KO'd once and has one self-destruct, the opponent will be credited with two KOs. This change only affects KO-based statistics; it has no real effect on who wins the match. | ''[[Super Smash Bros. 4]]'' appears to retain the ''Brawl'' system, but with one notable change: in matches of two players, any self-destructs are also credited as KOs for the opponent. For example, if a player has been KO'd once and has one self-destruct, the opponent will be credited with two KOs. This change only affects KO-based statistics; it has no real effect on who wins the match. A [[cannon]] resets the KO property as well. For example, if a player got knocked into a cannon on a custom stage and dies, because the cannon shoots them past the blast line, it will count as an SD. | ||
==KO sounds== | ==KO sounds== | ||
In addition to the colorful KO blast, every fighter makes a loud, distinct vocal sound upon being KO'd, though there are some exceptions who are silent due to lacking voice lines. Throughout the series, these exceptions are | In addition to the colorful KO blast, every fighter makes a loud, distinct vocal sound upon being KO'd, though there are some exceptions who are silent due to lacking voice lines. Throughout the series, these exceptions are [[Samus]] (''Brawl'' onwards), [[Mr. Game and Watch]] (not in ''Melee''), [[Olimar]], [[Duck Hunt]], [[Mega Man]] (excluding "8-bit explosion" sound effects), [[Pac-Man]], [[Villager]] and the [[Mii Fighter]]s. | ||
Every fighter in ''Brawl'', ''Smash 4'' and ''Ultimate'' possesses two KO sounds, with the second being rarer and often a short phrase or line | Every fighter in ''Brawl'', ''Smash 4'' and ''Ultimate'' possesses two KO sounds, with the second being rarer and often a short phrase or line. In ''SSB4'', there are a handful of characters with only one KO scream, which are {{SSBU|Jigglypuff}} (has two in Japanese), {{SSB4|Roy}}, {{SSB4|Mewtwo}} and {{SSB4|Bayonetta}}. [[StreetSmash]] gives Pac-Man a KO sound not heard normally. Unlike previous games, in ''Ultimate'', if a character is on their last stock and is KO'd, their KO voice clip will not play (though some characters' KO voice clips will very briefly play, such as [[Peach]]'s, [[Wario]]'s and [[Incineroar]]'s). | ||
===List of unique KO lines=== | |||
{{head|Chrom|g=SSBU|s=20px}} '''Chrom:''' ''"Sorry!"'' | |||
{{head|Cloud|g=SSBU|s=20px}} '''Cloud:''' ''"{{ja|ミスった|Misutta...}}..."'' (''Missed it...'') | |||
=== | {{head|Corrin|g=SSBU|s=20px}}{{head|Corrin|cl=Female|g=SSBU|s=20px}} '''Corrin:''' ''"How... can this..."'' (Female Corrin drags the line for much longer compared to Male Corrin.) | ||
{{head| | {{head|Dark Pit|g=SSBU|s=20px}} '''Dark Pit:''' ''"It's not over...!"'' ("{{ja|まだ終わらんぞ....!|Mada owaran zo....!}}", ''It's not over yet....!'') | ||
{{head| | {{head|Daisy|g=SSBU|s=20px}} '''Daisy''': ''"Ow!"'' | ||
{{head| | {{head|Lucina|g=SSBU|s=20px}} '''Lucina''': ''"{{ja|こんなところで...?|Kon'na tokorode...?}}"'' (''Must I fall here...?'') (only in Japanese version) | ||
{{head| | {{head|Luigi|g=SSBU|s=20px}} '''Luigi''': ''"Oooohhhh...."'' | ||
{{head| | {{head|Mario|g=SSBU|s=20px}} {{head|Dr. Mario|g=SSBU|s=20px}} '''Mario/Dr. Mario''' ''"Uhoo-leh"'' (Can be hard to hear in normal gameplay) | ||
{{head| | {{head|Ness|g=SSBU|s=20px}} '''Ness:''' ''"Ouch!"'' | ||
{{head| | {{head|Palutena|g=SSBU|s=20px}} '''Palutena:''' ''"Oh no!"'' | ||
{{head| | {{head|Pit|g=SSBB|s=20px}} '''Pit (SSBB):''' ''"I'm done for..."'' ("{{ja|やられちゃった...|Yararechatta...}}", ''I got hurt...'') | ||
{{head| | {{head|Pit|g=SSB4|s=20px}} {{head|Pit|g=SSBU|s=20px}} '''Pit (SSB4)/(SSBU):''' ''"I'm finished..."'' ("{{ja|やられちゃった...|Yararechatta...}}", ''I got hurt...'') | ||
{{head| | {{head|Richter|g=SSBU|s=20px}} '''Richter:''' ''"Why?!"'' | ||
{{head| | {{head|Robin|g=SSBU|s=20px}} '''Robin (Male):''' ''"Reckless fool...!"'' | ||
{{head| | {{head|Robin|cl=Female|g=SSBU|s=20px}} '''Robin (Female):''' ''"I was careless...!"'' ("{{ja|被弾しました!|Hidan shimashita!}}", ''I've been hit...!'') | ||
{{head| | {{head|Ryu|g=SSBU|s=20px}} '''Ryu:''' ''"What?"'' ({{ja|何?|Nani?}}, ''What?'') | ||
{{head| | {{head|Shulk|g=SSBU|s=20px}} '''Shulk:''' ''"Not good!"'' ("{{ja|不味いね!|Mazui ne!}}") | ||
{{head| | {{head|Simon|g=SSBU|s=20px}} '''Simon:''' ''"Curses!"'' | ||
{{head| | {{head|Wario|g=SSBU|s=20px}} '''Wario:''' ''"Aieee..."'' | ||
{{head| | {{head|Wii Fit Trainer|g=SSBU|s=20px}} '''Wii Fit Trainer (Female):''' ''"Oops!"'' | ||
{{head| | {{head|Pikachu|g=SSBU|s=20px}} '''Pikachu''': ''"Kaaaaaaa!"'' | ||
{{head| | {{head|Lucas|g=SSBU|s=20px}} '''Lucas''': ''"Yow!"'' | ||
{{head| | {{head|Meta Knight|g=SSBU|s=20px}} '''Meta Knight''': ''"Whoa!"'' | ||
{{head| | {{head|Zelda|g=SSBU|s=20px}} '''Zelda''': ''"Yoowwww!"'' | ||
{{head| | {{head|Link|g=SSBU|s=20px}} '''Link''': ''"Geehhhh!"'' | ||
{{head| | {{head|Toon Link|g=SSBU|s=20px}} '''Toon Link''': ''"Yah!"'' | ||
{{head| | {{head|Zero Suit Samus|g=SSBU|s=20px}} '''Zero Suit Samus''': ''"No!"'' | ||
==Trivia== | ==Trivia== | ||
*In ''Super Smash Bros.'', the sound effect that plays for the blast KO uses the same "[[ping]]!" sound effect from certain moves or items, albeit slowed down significantly. | *In ''Super Smash Bros.'', the sound effect that plays for the blast KO uses the same "[[ping]]!" sound effect from certain moves or items, albeit slowed down significantly. | ||
*In ''SSB4'' and ''Ultimate'', should a fighter be sent flying when extremely damaged (such as at 999%), their KO scream may not play and will be replaced by one of the fighter's "hurt" voice lines or nothing at all. This happens more frequently if the fighter is [[frozen]], or if a character is hit right by a blast line. | *In ''SSB4'' and ''Ultimate'', should a fighter be sent flying when extremely damaged (such as at 999%), their KO scream may not play and will be replaced by one of the fighter's "hurt" voice lines or nothing at all. This happens more frequently if the fighter is [[frozen]], or if a character is hit right by a blast line. This carried over to ''Ultimate''. | ||
*In ''Ultimate'', while the [[Screen KO]] uses the Blast KO effect at the end of the animation, Mega Man will not split up into orbs. | *In ''Ultimate'', while the [[Screen KO]] uses the Blast KO effect at the end of the animation, Mega Man will not split up into orbs. | ||
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*[[Instant KO]] | *[[Instant KO]] | ||
*[[One-hit KO]] | *[[One-hit KO]] | ||
* | *[[Category:Gameplay]] | ||
[[Category:Gameplay]] |