Editing Sacrificial KO
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|''Melee'' | |''Melee'' | ||
|"Bowsercide" is executed by grabbing an airborne opponent with [[Koopa Klaw]] and falling to the blast line with them in hand. This sacrificial KO is not exceptionally useful; the move can be easily escaped, Bowser is unlikely to recover if the opponent does so, and Bowser is always KOed first. | |"Bowsercide" is executed by grabbing an airborne opponent with [[Koopa Klaw]] and falling to the blast line with them in hand. This sacrificial KO is not exceptionally useful; the move can be easily escaped, Bowser is unlikely to recover if the opponent does so, and Bowser is always KOed first. | ||
|Bowser always loses. | |Bowser always loses. | ||
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|''Brawl''; ''Smash 4''; ''Ultimate'' | |''Brawl''; ''Smash 4''; ''Ultimate'' | ||
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|[[Robin]] | |[[Robin]] | ||
|''Smash 4''; ''Ultimate'' | |''Smash 4''; ''Ultimate'' | ||
|"Robincide" is executed by using [[Nosferatu]] on an opponent while off-stage, causing both to fall downwards slowly. This is impractical, as it is hard to land, can be mashed out of, and can only be used four times per tome (three in ''Ultimate''). | |"Robincide" is executed by using [[Nosferatu]] on an opponent while off-stage, causing both to fall downwards slowly. This is impractical, as it is hard to land, can be mashed out of, and can only be used four times per tome (three in ''Ultimate''). | ||
|Robin always loses. | |Robin always loses. | ||
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|''Smash 4''; ''Ultimate'' | |''Smash 4''; ''Ultimate'' | ||
|"Cloudcide" is executed with [[Climhazzard]]. If Cloud uses the downward slash offstage and hits an opponent with the meteor smash hitbox, both characters will plummet to the bottom blast line. In certain stages built with the [[Stage Builder]], Cloud can use [[Omnislash / Omnislash Ver. 5]] to plummet to the blast zone as the victim and Cloud dive. | |"Cloudcide" is executed with [[Climhazzard]]. If Cloud uses the downward slash offstage and hits an opponent with the meteor smash hitbox, both characters will plummet to the bottom blast line. In certain stages built with the [[Stage Builder]], Cloud can use [[Omnislash / Omnislash Ver. 5]] to plummet to the blast zone as the victim and Cloud dive. | ||
|In ''Smash 4'', Cloud usually loses but may cause Sudden Death or even allow Cloud to win if he is low enough when he hits the opponent or if either character has high enough damage. | |In ''Smash 4'', Cloud usually loses but may cause Sudden Death or even allow Cloud to win if he is low enough when he hits the opponent or if either character has high enough damage. | ||
In ''Ultimate'', Cloud always wins as long as the downward slash deals enough knockback. | In ''Ultimate'', Cloud always wins as long as the downward slash deals enough knockback. | ||
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|{{SSB4|Little Mac}} | |{{SSB4|Little Mac}} | ||
|''Smash 4'' | |''Smash 4'' | ||
|Using [[Jolt Haymaker]] offstage to hit an opponent can result in the foe getting KO'd at the side blast line due to the move's high knockback scaling. Little Mac is forced into helplessness once Jolt Haymaker is initiated, and unless the opponent is at medium-high percentages, this results in a net loss for Little Mac if his foe survives the hit and has a good recovery. Results in only Little Mac self-destructing if he mistimes the attack or the opponent air dodges | |Using [[Jolt Haymaker]] offstage to hit an opponent can result in the foe getting KO'd at the side blast line due to the move's high knockback scaling. Little Mac is forced into helplessness once Jolt Haymaker is initiated, and unless the opponent is at medium-high percentages, this results in a net loss for Little Mac if his foe survives the hit and has a good recovery. Results in only Little Mac self-destructing if he mistimes the attack or the opponent air dodges. | ||
|Depends on who hits the blast line first. Little Mac can act after a Jolt Haymaker in ''Ultimate'', technically removing the Sacrificial KO status, although Little Mac will often still fail to recover. | |Depends on who hits the blast line first. Little Mac can act after a Jolt Haymaker in ''Ultimate'', technically removing the Sacrificial KO status, although Little Mac will often still fail to recover. | ||
|- | |- | ||
|[[King Dedede]] | |[[King Dedede]] | ||
|''Brawl''; ''Smash 4''; ''Ultimate'' | |''Brawl''; ''Smash 4''; ''Ultimate'' | ||
|King Dedede can perform another type of Dededecide via [[Super Dedede Jump]]'s falling portion, which is a [[meteor smash]] that launches enemies downward at the same speed at which King Dedede himself falls. | |King Dedede can perform another type of Dededecide via [[Super Dedede Jump]]'s falling portion, which is a [[meteor smash]] that launches enemies downward at the same speed at which King Dedede himself falls. | ||
|In ''Brawl'', King Dedede always wins. In ''Smash 4'', King Dedede usually wins, but certain situations can cause him to cross the blast lines before the opponent, typically if they are at relatively low percents. In ''Ultimate'', King Dedede always wins, as long as the falling portion deals enough knockback. | |In ''Brawl'', King Dedede always wins. In ''Smash 4'', King Dedede usually wins, but certain situations can cause him to cross the blast lines before the opponent, typically if they are at relatively low percents. In ''Ultimate'', King Dedede always wins, as long as the falling portion deals enough knockback. | ||
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|Similar to Ike's, certain custom stages can cause [[End of Day]] to force Olimar's ship to fall through a hole and KO him. Unless an opponent gets hit by the Meteor Smash of the ship's ascent, this is extremely likely to result in a net loss for Olimar. | |Similar to Ike's, certain custom stages can cause [[End of Day]] to force Olimar's ship to fall through a hole and KO him. Unless an opponent gets hit by the Meteor Smash of the ship's ascent, this is extremely likely to result in a net loss for Olimar. | ||
|N/A | |N/A | ||
|- | |||
|{{SSB4|Jigglypuff}} | |||
|''Smash 4'' | |||
|In ''Super Smash Bros. 4'', hitting an opponent with [[Rollout]] will cause Jigglypuff to bounce off the opponent and constantly spin in the air as it falls down to the ground; if no floor is available for it to land on, it is a form of a sacrificial KO, as the player cannot modify Jigglypuff's trajectory, unlike in ''Melee'' or ''Brawl''. | |||
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|[[Mii Brawler]] | |[[Mii Brawler]] | ||
|''Smash 4''; ''Ultimate'' | |''Smash 4''; ''Ultimate'' | ||
|[[Soaring Axe Kick]]'s heel can drag down opponents along with them when it is used off-stage, resulting in both of their stocks lost. [[Head-On Assault]] can be used the same way, either offstage or after a [[jab cancel]]. It should be noted that using either special move while facing and positioned close to a ledge is technically not a sacrificial KO, as the Brawler will grab the ledge while their victim is left to plummet into the abyss. Note that in ''Ultimate'', the descending attack of Soaring Axe Kick is optional. | |[[Soaring Axe Kick]]'s heel can drag down opponents along with them when it is used off-stage, resulting in both of their stocks lost. [[Head-On Assault]] can be used the same way, either offstage or after a [[jab cancel]]. It should be noted that using either special move while facing and positioned close to a ledge is technically not a sacrificial KO, as the Brawler will grab the ledge while their victim is left to plummet into the abyss. Note that in ''Ultimate'', the descending attack of Soaring Axe Kick is optional. | ||
|Dependent on the height, damage percentage, and falling speed of the Brawler and their victim in ''Smash 4''. In ''Ultimate'', Mii Brawler always wins as long as the falling portion of both moves deals enough knockback. | |Dependent on the height, damage percentage, and falling speed of the Brawler and their victim in ''Smash 4''. In ''Ultimate'', Mii Brawler always wins as long as the falling portion of both moves deals enough knockback. | ||
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|[[Mii Swordfighter]] | |[[Mii Swordfighter]] | ||
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*Risky [[meteor smash]]es or off-stage aerials generally do not count as sacrificial KOs; the term implies that it is the move that KOs the user, not the fact that the user could not recover after using the move. It should be noted that with [[stall-then-fall]] attacks the user is nearly guaranteed to be KO'd unless they perform the aerial very high up. | *Risky [[meteor smash]]es or off-stage aerials generally do not count as sacrificial KOs; the term implies that it is the move that KOs the user, not the fact that the user could not recover after using the move. It should be noted that with [[stall-then-fall]] attacks the user is nearly guaranteed to be KO'd unless they perform the aerial very high up. | ||
*Using a move that KOs an opponent in addition to one's teammate (or one's partner Ice Climber) can be considered a sacrificial KO in some ways, with the main difference being that it is not self-sacrificial. | *Using a move that KOs an opponent in addition to one's teammate (or one's partner Ice Climber) can be considered a sacrificial KO in some ways, with the main difference being that it is not self-sacrificial. | ||
*Sometimes, Olimar's Pikmin-based attacks will require him to throw a Pikmin off the ledge in order to land a KO. In this case, the loss for Olimar is not equivalent to stock, and it is generally not considered a sacrificial KO, though it involves a level of "sacrifice". | |||
*Though very uncommon due to how it's set up, characters with throws that send them and their opponents briefly above the upper blast line ([[Charizard]], [[Kirby]], and [[Meta Knight]]) can be used to perform a Sacrificial KO if an item or projectile acts on the characters at the apex of the throw. An example is if [[Mega Man]]'s [[Crash Bomber]] is attached to either character and explodes at the right time during the throw. | *Though very uncommon due to how it's set up, characters with throws that send them and their opponents briefly above the upper blast line ([[Charizard]], [[Kirby]], and [[Meta Knight]]) can be used to perform a Sacrificial KO if an item or projectile acts on the characters at the apex of the throw. An example is if [[Mega Man]]'s [[Crash Bomber]] is attached to either character and explodes at the right time during the throw. | ||
==In tournament play== | ==In tournament play== | ||
While rare due to a relatively limited character pool, sacrificial KOs have their own rules within tournaments: if both the victim and initiator are KOed on their last [[stock]] because of a sacrificial KO, the [[results screen]] is ignored and the initiator is deemed the winner. This rule, however, has been disputed, with some players claiming that the winner of the game should be determined by the game and not by observers. | While rare due to a relatively limited character pool, sacrificial KOs have their own rules within tournaments: if both the victim and initiator are KOed on their last [[stock]] because of a sacrificial KO, the [[results screen]] is ignored and the initiator is deemed the winner. This rule, however, has been disputed, with some players claiming that the winner of the game should be determined by the game and not by observers. | ||
Additionally, as mentioned earlier for ''Smash 4'', every character except Ganondorf releases their opponent after they SD, allowing some characters to return to the stage, making this ruling even more questionable. One rule that is seen in some tournaments states that if both players die at the same time (whether a sacrificial KO or not), a tiebreaker match (usually 1 stock, 3 minutes) is to be played on the same stage played before to determine the official winner of the match, ignoring sudden death altogether. Another rule that forgoes tiebreaker matches favors the initiator if the KO results in Sudden Death, but the win is otherwise awarded to whoever is declared the winner on the results screen. | Additionally, as mentioned earlier for ''Smash 4'', every character except Ganondorf releases their opponent after they SD, allowing some characters to return to the stage, making this ruling even more questionable. One rule that is seen in some tournaments states that if both players die at the same time (whether a sacrificial KO or not), a tiebreaker match (usually 1 stock, 3 minutes) is to be played on the same stage played before to determine the official winner of the match, ignoring sudden death altogether. Another rule that forgoes tiebreaker matches favors the initiator if the KO results in Sudden Death, but the win is otherwise awarded to whoever is declared the winner on the results screen. |