Super Smash Bros. series

One-hit KO: Difference between revisions

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{{ArticleIcons|series=y}}
{{ArticleIcons|series=y}}
{{incomplete|Needs some more info from Ultimate}}
{{disambig2|attacks with enough knockback to KO in one hit|KOs that occur instantly and bypass all knockback|Instant KO}}
{{disambig2|attacks with enough knockback to KO in one hit|KOs that occur instantly and bypass all knockback|Instant KO}}
:''For the smasher '''OHKO''', see {{Sm|Okoru}}.''
{{redirect|OHKO|the smasher sometimes known as "OHKO"|Smasher:Okoru}}
A '''one-hit KO''', commonly abbreviated as '''OHKO''' (also referred to as an ''Instant KO'' in ''Melee''), is an attack in the ''{{b|Super Smash Bros.|series}}'' games with such high base [[knockback]] that it [[KO]]s an opponent at 0%. Such attacks currently exist in every installment of the series. However, moves with the potential to OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances:
[[File:Roy Neutral B SSBU.gif|thumb|Roy’s [[Flare Blade]] is an example of a one-hit KO move.]]
*The opponent [[tech]]s, [[DI]]s, utilizes [[momentum cancel]]ling, and/or [[crouch cancel]]s to reduce the knockback or alter the trajectory of the attack.
A '''one-hit KO''', commonly abbreviated as '''OHKO''', is an attack in the ''{{b|Super Smash Bros.|series}}'' games with such high base [[knockback]] that it will [[KO]] an opponent at 0%. Such attacks currently exist in every installment of the series.
*The opponent is flung into a wall, which absorbs enough knockback to prevent the OHKO.
*Knockback may be insufficient to KO at 0% on very large stages (e.g. [[Temple]], [[New Pork City]], and [[75m]]), or from the far edge of a stage.
*Knockback may be insufficient to KO at 0% if the attack had already been landed previously (due to [[stale-move negation]]).
*Knockback may be insufficient to KO [[Weight|heavy]] characters at 0%.
*Opponents are under an effect that makes them more resilient (such as being [[Super Mushroom|giant]], [[metal]], or in an event that reduces the knockback they sustain), or the player is weakened (such as being [[Poison Mushroom|tiny]] or given a lower [[handicap]]).
*The [[launch rate]] is lower than standard, reducing knockback.


The general rule for a move to be considered a one-hit KO is being able to KO an average-weight character, such as [[Mario]], at 0% [[damage]] from the center of [[Final Destination]] under standard conditions as mentioned above. Another common standard is to compare the move's knockback to the [[smash attack]] of the [[Home-Run Bat]], one of the few moves intended to be the quintessential OHKO by the developers.
==Definition==
In general, a move is considered a one-hit KO if it inflicts enough knockback to KO [[Mario]] at 0% from the middle of [[Final Destination]] ([[Dream Land]] in ''[[Smash 64]]'').


Moves or hazards that inflict no knockback are not considered to meet the definition of one-"''hit''" KO's; for example, being flown off the screen by the [[Landmaster]] or eaten by the [[Summit]]'s [[Fish]] or [[Distant Planet]]'s [[Bulborb]] are not listed below.
As a result, moves and situations like the following are not considered to be one-hit KOs:
* [[Meteor smash]]es that only work offstage, such as [[Luigi]]'s down [[taunt]]
* Moves or hazards that inflict no [[knockback]], such as being flown off the screen by the [[Landmaster]] or eaten by the [[Summit]]'s [[Fish]] or [[Distant Planet]]'s [[Bulborb]]
* [[Sacrificial KO]]s such as [[Bowser]]'s [[Flying Slam]], due to also inflicting no knockback
* Moves that only work on certain light characters (such as the first hit of {{SSBM|Roy}}'s [[Blazer]] against {{SSBM|Jigglypuff}} on specific [[stage]]s in ''[[Melee]]'')
* Moves that only work on certain stages (such as [[Ike]]'s [[Great Aether]] on [[75m]]), with stage hazards being an exception
* [[Instant KO]]s such as [[Hero]]'s [[Whack]], due to inflicting no knockback
 
Conversely, a one-hit KO move may fail to KO if the standard conditions are not met, such as the stage being large or having [[wall]]s; the opponent being at the far end of a stage; the move being weakened due to [[stale-move negation]]; or the opponent using [[DI]], [[momentum cancel]]ling, [[crouch cancel]]ling, or various other techniques to reduce the knockback or alter the trajectory of the attack.


==In ''[[Super Smash Bros.]]''==
==In ''[[Super Smash Bros.]]''==
Moves that KO'd at 0% were almost nonexistent in the original Smash. In fact, aside from the Home-Run Bat, only one move in the game is able to OHKO, under uncommon conditions:
Moves that KO at 0% are almost nonexistent in the original ''Super Smash Bros''. In fact, aside from the Home-Run Bat, only one move in the game is able to OHKO, and only under uncommon conditions involving [[item]]s.
===Items===
===Items===
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*If Fox uses [[Reflector (Fox)|Reflector]] on a walking [[Bob-omb]], he (as well as any character caught in the blast radius) will be OHKO'd.
*If {{SSB|Fox}} uses {{b|Reflector|Fox}} on a walking [[Bob-omb]], he (as well as any character caught in the blast radius) will be OHKO'd.
*If 2 Foxes use Reflector on a Green Shell, it will eventually gain OHKO power after 3-4 reflects.
*If two Foxes use Reflector on a [[Green Shell]], it will eventually gain OHKO power after 3-4 reflects.
 
===Video===
The following video demonstrates the main moves that KO at 0% in ''Smash Bros.'' for the Nintendo 64:
 
{{#widget:YouTube|id=OslLkfYGSwU}}


==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
Unlike in ''Smash 64'', there are multiple moves that can OHKO in ''Melee''. They still remain rare however.
===Playable characters===
*{{SSBM|Roy}}'s fully charged [[Flare Blade]].
*Roy's [[Counter]] (sweetspot) upon countering a hitbox that deals at least ~35% damage.
*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three strong projectiles (such as three [[PK Flash]]es).


===Playable characters' moves===
While close, Mr. Game & Watch's [[Judge]] #9 is not quite strong enough to KO at 0%.
*{{SSBM|Roy}}'s fully charged [[Flare Blade]].
*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as three [[PK Flash]]es).
*Roy's [[Counter]] upon countering an extremely powerful attack; a hitbox that deals around 35% damage will result in an OHKO if countered (such as a smash thrown Bob-omb).
*[[Self-destruct]]
**If {{SSBM|Jigglypuff}}’s [[Shield]] is kept for too much time or broken by an attack, Jigglypuff shall suffer a self-OKHO, being launched with massive vertical knockback (but without any damage).


===Items/Enemies===
===Items/Enemies===
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Getting caught in [[Lugia]]'s Aeroblast (can whiff if the player is hit at the left or right endpoint of its attack).
*Touching [[Moltres]].
*Touching [[Moltres]].
*A thrown [[Polar Bear]].
*[[Articuno]]'s Icy Wind.
*Getting caught in [[Lugia]]'s Aeroblast (if most hits connect). Touching Lugia's body can also lead to an OHKO if multiple hits chain (while a single hit KOs {{SSBM|Mario}} as low as 35%).
*A thrown [[Polar Bear]] (smash throw).
*A [[Green Shell]] gains OHKO power when reflected 3 or 4 times by two {{SSBM|Fox}}es using [[Reflector]].


===Stage hazards===
===Stage hazards===
*Rapid laser shots from the Great Fox on [[Corneria]], as well as the turrets while the Great Fox is charging.
*On [[Flat Zone]], if a falling tool is launched at enough speed (after either being hit by an extremely powerful attack such as a [[Home-Run Bat]] swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.
*[[Banzai Bill]]'s explosion on [[Princess Peach's Castle]] (if all hits connect).
*[[Banzai Bill]]'s explosion on [[Princess Peach's Castle]] (if all hits connect).
*In [[Flat Zone]], if a falling tool is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.
*Touching a blue [[Klaptrap]] on [[Jungle Japes]].
 
===1-P Mode===
* {{SSBM|Master Hand}} and {{SSBM|Crazy Hand}}'s Crush (if all hitboxes land), Power Punch, Flying Punch (sweetspot), Jetstream (sweetspot), and Flying Slap ({{SSBM|Classic Mode}} Very Hard [[difficulty]])
* {{SSBM|Master Hand}}'s Reverse Throw, Master Hand's Finger Drill (when preparing to launch), and Crazy Hand's Fake-Out Slap (Classic Very Hard).
* The combined hands' Applause (if all hits connect) and Sandwich Punch (Classic Very Hard).
* In [[Cruel Melee]], the [[Fighting Wire Frames]]' [[forward smash]], [[up smash]], and other moves.{{fact}}
 
===Video===
The following video demonstrates nearly all the moves and hazards that KO at 0% in ''Melee'':
 
{{#widget:YouTube|id=mb5qAONMjLs}}


==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
''Brawl'' continued the trend of adding several OHKOs into the game, resulting in a huge number of them (especially in [[The Subspace Emissary]]. However, the majority are [[Final Smash]]es, [[item]]s, [[stage hazard]]s, [[enemy]] and [[boss]] attacks, with relatively few being standard moves of playable [[character]]s.
Despite [[The Subspace Emissary]] automatically increasing the player's [[gravity]] and [[falling speed]] by up to 19% from normal brawls (making OHKOs less likely), ''Brawl'' features the largest amount of OHKOs, with the vast majority being from [[boss]]es.
In higher [[Difficulty|difficulties]] of [[The Subspace Emissary]] (mostly Very Hard or Intense), several [[enemy]] attacks are invariable OHKO, as well as many [[boss]] attacks. Also, most of [[Tabuu]]'s moves are guaranteed OHKO in every situation, some of them even in the higher {{Difficulty|difficulties}} of [[Boss Battle]] (where the player has only one life).


===Playable characters' standard moves===
===Playable characters' standard moves===
*{{SSBB|Ike}}'s stage 8 [[Eruption]] (stage 7 Eruption can't be classified this way - though it can OHKO light characters when reversed, in midair or in particular situations, it usually KOs [[Charizard]] at 8%). If Ike gets absorbed by [[Kirby]], the latter's stage 8 Eruption normally loses its OHKO power (except when reversed or used in midair).
*{{SSBB|Ike}}'s stage 8 [[Eruption]]. Requires the [[stale-move negation|freshness bonus]] and therefore does not work in Training mode.
*{{SSBB|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as [[PK Flash]]).
*{{SSBB|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power [[projectile]]s (such as three [[PK Flash]]es) or a very strong one.
*{{SSBB|Ganondorf}}'s reverse or midair Warlock Punch.
*{{SSBB|Ivysaur}}'s [[up smash]] is the most powerful in the game, and can OHKO every character in the lower [[Difficulty|difficulties]] of [[Classic Mode|Classic]] and [[All-Star Mode|All Star]] mode (Easy and Normal only, or Hard in a few particular situations; however, it usually KOs characters starting from 18% in normal Brawls, with some notable exceptions).
*{{SSBB|Jigglypuff}}’s [[Rollout]] and [[Rest]] may OHKO very light characters in some situations, but only when perfectly framed and activated while in contact with the opponent. Also, Rollout needs to hit the opponent throughout its path, from the beginning to the end, to gain its full power. These moves are a guaranteed OHKO for every character in the lower [[Difficulty|difficulties]] of [[Classic Mode|Classic]] and [[All-Star Mode|All Star]] mode (Easy and Normal only, or Hard in a few particular situations).
*{{SSBB|Pikachu}}’s Thunder if the enemy is near to the upper lines or in stages with an high platform, such as [[75 m]], [[Spear Pillar]] or [[Onett]].
*The following [[counterattack]]s:
*The following [[counterattack]]s:
**Ike's Counter upon countering an extremely powerful attack (a hitbox that deals at least ~45% damage).
**Ike's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~45% damage.
**{{SSBB|Marth}}'s Counter upon countering an even more powerful attack (a hitbox that deals at least ~50% damage).
**{{SSBB|Marth}}'s Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~50% damage.
*[[Self-destruct]]  
*Any sufficiently strong or repeatedly [[Reflector|reflected]] projectile when reflected or countered, such as {{SSBB|Zelda}}'s [[Din's Fire]], or a [[Green Shell]].
**If {{SSBB|Jigglypuff}}’s [[Shield]] is kept for too much time or broken by an attack, Jigglypuff shall suffer a self-OKHO, being launched with massive vertical knockback (but wuthout any damage).
{{SSBB|Sheik}}’s [[Chain]] with the [[Chain Jacket glitch]] can also copy another hitbox, including a hitbox of OHKO power.
 
 
Contrary to common belief, Mr. Game & Watch's [[Judge]] #9 is not an OHKO, having very high knockback but not quite enough to qualify under the required conditions (although it may OHKO very light characters in particular situations, it usually KOs [[Jigglypuff]] at 10%).
Also, {{SSBB|Bowser}}’s Koopa Claw should be an invariable OHKO if used in midair, but it is classified in a special category: [[Sacrificial KO]].


===Final Smashes===
===Final Smashes===
*Marth's [[Critical Hit]] (even on Giant characters). It is the most powerful playable attack of all Smash games in term of knockback, and one of the strongest hits in absolute (being capable to OHKO even {{Metal Box|Metal}} characters in some particular situations, such as a very light character with poor [[recovery]] and in a small stage).
*Marth's [[Critical Hit]].
*{{SSBB|Ganondorf}}'s [[Beast Ganon]] (if most hitboxes land). If a character paralyzed by Beast Ganon is not hit by the charge afterward, it can be inflicted a [[meteor smash]] of OHKO power.
*{{SSBB|Lucario}}'s [[Aura Storm]] at high enough [[Aura]] (Lucario's damage must be at least 95%) if all hits connect, including the initial take-off.
*{{SSBB|Lucario}}'s [[Aura Storm]] at full power when most hits connect, or when Lucario has suffered enough damage prior the [[Final Smash]].
*{{SSBB|Pokémon Trainer}}'s [[Triple Finish]] if most hits connect, including the last one.
*{{SSBB|Pokémon Trainer}}'s [[Triple Finish]] if most hits connect.
*{{SSBB|Ganondorf}}'s [[Beast Ganon]] if most hitboxes land (at least one stomp and charge).
*{{SSBB|Zelda}}'s and *{{SSBB|Sheik}}'s [[Light Arrow]] (barely in OHKO threshold, easily [[DI]]ed).
*Zelda's [[Light Arrow]] (first opponent only).
*[[Wario-Man]]'s fully charged [[Wario Waft]].
*{{SSBB|Samus}}' [[Zero Laser]] if all hits connect.
*{{SSBB|Samus}}'s [[Zero Laser]] if most hits connect or if the player is pushed over the ending line.  
*{{SSBB|Olimar}}'s [[End of Day]] if all hitboxes land (bury, ascent, and explosion).
*Touching {{SSBB|Zero Suit Samus}} while she is performing [[Power Suit Samus]].
*{{SSBB|Captain Falcon}}'s [[Blue Falcon]].
*{{SSBB|Luigi}}'s [[up smash]] during [[Negative Zone]].
*[[Wario-Man]]'s [[Wario Waft]] fully charged.
*{{SSBB|Mario}}'s [[Mario Finale]] if the enemy is trapped in the flame vortex and pushed offscreen.
*{{SSBB|Ike}}'s [[Great Aether]] when used in small stages or when there is an high platform; it is an invariable OHKO in [[75 m]], [[Spear Pillar]] and [[Onett]].


[[Giga Bowser]]’s Koopa Claw should be an invariable OHKO if used in midair, but it is classified in a special category: [[Sacrificial KO]].
While close, {{SSBB|Luigi}}'s [[Super Jump Punch]] during [[Negative Zone]] is not quite strong enough, only KOing Mario at 5% and Bowser around 7%. Negative Zone inflicts incremental damage and can easily break these thresholds, but this damage does not consist of "hits" due to inflicting no knockback.


===Items===
===Items===
*The [[Dragoon]].
*The [[Dragoon]].
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Touching [[Moltres]], except for the lower body (even on Giant characters). If a character touches Moltres’ lower body, he is inflicted a [[meteor smash]] with OHKO power. If the character is meteor smashed where Moltres is still above him, he will suffer up to 160% damage before being KOed. Same as [[Melee]].
*Touching [[Moltres]].
*Getting caught in [[Lugia]]'s Aeroblast (even for Giant characters), unless the character is hit at the left or right endpoint of the attack. Touching Lugia's body also gives massive knockback, but normally insufficient to OHKO like [[Moltres]]. Same as [[Melee]].
*[[Suicune]]'s Aurora Beam.
*[[Suicune]]'s Aurora Beam (even for Giant characters). This attack instantly {{Freezing|freezes}} and OHKOs every character caught within it's range (similar to [[Articuno]]'s Sheer Cold but long-ranged, swifter and even more powerful).
*[[Deoxys]]'s Hyper Beam.
*[[Deoxys]]'s Hyper Beam (even for Giant characters), both the single initial blast and the following multi-hitting blast.
*[[Electrode]]'s Explosion when smash thrown. If an Electrode fails to burst, it can still be picked up and smash thrown with OHKO power.
*[[Electrode]]'s explosion or after being smash thrown.
*A trown [[Bonsly]].
*[[Knuckle Joe]]'s Vulcan Jab to Rising Break attack.
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
*If a [[Pitfall]] is thrown on a flying character, he will be [[meteor smash|meteor smashed]] with an OHKO potential if he is midair.
*If an uncharged Hothead is hit by an [[electric]] or [[flame]]-based hitbox that deals at least 30% damage (such as {{SSBB|Ike}}'s stage 6-9 [[Eruption]]), it will OHKO when smash thrown or launched. Coming into contact while it is sparking will also OHKO.
*A full charged [[Hothead]] is an OHKO for every character caught in its path. It is reached during the last seconds only, when the sphere sparkles and glows, or with the following method.
*If a [[Soccer Ball]] is launched at enough speed (after either being hit by an extremely powerful attack such as [[forward smash]] or a Home Run bat swing, or simply being launched after receiving enough damage), it will OHKO anyone it slams into.
*If an uncharged [[Hothead]] is hit by a fire-based hitbox that deals over 30% damage (such as Ike's stage 7-9 Eruption), it will OHKO both when smash thrown and when traversing the stage. Any sparks it gives off while traversing the stage at this strength will also OHKO any character (like the description above but during the whole time, and not only the last seconds).
*If a [[Soccer Ball]] is launched at enough speed (after either being hit by an extremely powerful attack such as [[forward smash]], a Home Run bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.


===Stage hazards===
===Stage hazards===
*Touching or being bitten by the [[Ultimate Chimera]] in [[New Pork City]] (even for Giant characters). It is the most powerful attack in all the Smash games along with [[Tabuu]]’s [[Off Waves]], both for knockback (being able to OHKO even {{Metal Box|Metal}} characters in some situations) and damage (an incredible 100% or 200%).
*The [[Ultimate Chimera]]'s bite on [[New Pork City]].
*[[Dialga]]'s Roar of Time in [[Spear Pillar]] (even for Giant characters) if most hits connect, both the vertical and the horizontal beam.
**If the bite lands on the mouth's edge, it deals immense knockback, comparable to Marth's Critical Hit. If the bite traps the character inside the mouth (or the Ultimate Chimera turns around to inflict a reverse bite), the attack hits twice, dealing even more knockback.
*[[Palkia]]'s Spacial Rend in [[Spear Pillar]] (even for Giant characters) if most hits connect, both the vertical and the horizontal beam.
*[[Corneria]]'s laser beams.
*[[Dialga]]'s Overheat in [[Spear Pillar]] (even on Giant characters). The attack deals from 70% to 100% damage and immense knockback (in some cases it may even OHKO {{Metal Box|Metal}} characters, due to the fact that Dialga appears only on an high platform, near to the upper lines). Also, simply touching Dialga's body inflicts massive knockback and damage (as for [[Palkia]] and [[Cresselia]]), but becomes an invariable OKHO when Dialga is using Overheat, not so different from being hit by the attack itself.
*When [[Cresselia]], [[Dialga]] and [[Palkia]] revert the stage in [[Spear Pillar]], characters who are midair or near the upper lines shall be OHKOed.
*Touching or being hit by a red [[Shellcreeper]] in [[Mario Bros.]]. The same effect is obtained if the red Shellcreeper’s shell is trown to another character.
*Touching or being hit by a Red [[Shellcreeper]] in [[Mario Bros.]]. The same effect is obtained if the Red Shellcreeper’s shell is trown to another character.
*Touching or being hit by a Blue [[Sidestepper]] in [[Mario Bros.]]. The same effect is obtained if the Blue Sidestepped is trown to another character.
*Touching or being hit by a Pink [[Sidestepper]] in [[Mario Bros.]] (even for Giant characters). The same effect is obtained if the Pink Sidestepped is trown to another character. Notice that Pink Sidesteppers deal the highest knockback of their species, enough to surely OHKO not only normal characters but even Giant ones.
*
*The explosion of the [[Bridge of Elvin]]’s bomb (even for Giant characters). It is one of the strongest hits ever, dealing enormous knockback and immense damage (100%) to all the characters within its range, being even capable to OHKO {{Metal Box|Metal}} characters in some particular situations.
*Touching the hull of the [[Pirate Ship]].
*Touching the hull of the [[Pirate Ship]].
*The first and the fourth spike on [[Rumble Falls]] (can easily be teched).
*The first and fourth spikes on [[Rumble Falls]] (can easily be [[tech]]ed).
*Touching a [[Klaptrap]] on [[Jungle Japes]].


Despite KOing at any percentual, the [[fish]] in [[Summit]] is not an OHKO, but an [[Instant KO|instant KO]], since the player is swallowed and not hit in the classical meaning.
===Bosses===
The same applies to the river’s current in [[Jungle Japes]], the ships in [[Big Blue]] and the moving screen in [[Rainbow Cruise]], which all lead characters beyond the bottom lines, KOing them regardless of damage.
Due to [[Boss Battles]] mode weakening bosses (to compensate for the player's single [[stock]] and lack of continues, items, or [[sticker]]s), all of the following apply only to {{SSBB|Classic Mode}} or [[The Subspace Emissary]], and cannot OHKO in Boss Battles mode on any difficulty with a single exception. [[Tabuu]]'s Off Waves will still OHKO in Boss Battles on Intense difficulty.
* {{SSBB|Master Hand}} and {{SSBB|Crazy Hand}}'s Reverse Throw (Intense).
* [[Rayquaza]]'s Iron Tail (low HP, sweetspot/tip, Intense). Can be teched.
* [[Galleom]]'s Collapse (sweetspot, Very Hard).
* Galleom's Collapse (sourspot), Double Lariat (all hits connect), Giant Jump (landing directly on opponent, low HP), Uppercut (sweetspot, low HP), and Rush & Slam (against grounded opponents, low HP) (all Intense).
* [[Meta Ridley]]'s Mega Fire Ball (low HP) and Falcon Flyer Pull (giant fireball at point-blank) (all Intense).
* [[Tabuu]]'s Off Waves (any difficulty at less than half HP, Normal at any HP).
* Tabuu's Movement Throw (Hard), Tabuu Shot (Very Hard), Blade Charge (less than half HP, Very Hard), Shadow Laser (Intense), Discharge Attack (body, Intense), Tabuu Fire (Intense).


===The Subspace Emissary’s hazards===
===Other===
*Touching the [[Porky Statue]] on Normal or higher [[Difficulty|difficulties]] in [[The Subspace Emissary]]. The Porky Statue can also be considered an [[enemy]] since it chases the player.
* In [[Cruel Brawl]], the Red Alloy's forward smash can OHKO from the center of the stage even on {{SSBB|Bowser}}.{{fact}}
*Being crushed.


===Enemies===
===Video===
*[[Big Primid]]'s punch on Intense [[Difficulty|difficulty]] in [[The Subspace Emissary]].
The following video demonstrates some moves and hazards that KO at 0% in ''Brawl'':
*The forward smash of all the four [[R.O.B.]] species on Intense [[Difficulty|difficulty]]  in [[The Subspace Emissary]].
*[[Armank]]'s main attack on Very Hard and Intense  [[Difficulty|difficulties]]  in [[The Subspace Emissary]].
*[[Armight]]'s double blade attack on Intense  [[Difficulty|difficulty]]  in [[The Subspace Emissary]].
*[[Auroros]]'s flying attack on Intense  [[Difficulty|difficulty]]  in [[The Subspace Emissary]].
*[[Autolance]]'s slash on Very Hard or Intense  [[Difficulty|difficulties]]  in [[The Subspace Emissary]].
*Touching a [[Bombed]] makes it explode with OHKO power on Very Hard and Intense  [[Difficulty|difficulties]]  in [[The Subspace Emissary]], even when fighting against [[Porky]].
*[[Floow]]'s mind attack (if most hits connect) on Intense  [[Difficulty|difficulty]]  in [[The Subspace Emissary]], or the combined assault of multiple Floows in every [[Difficulty|difficulty]].
*Several other attacks of the [[Subspace Army]]'s enemies on Very Hard and Intense  [[Difficulty|difficulties]]  in [[The Subspace Emissary]], also depending on stage and character.
*Touching the [[Porky Statue]] on Normal or higher [[Difficulty|difficulties]]  in [[The Subspace Emissary]]. The Porky Statue can also be considered a stage hazard, although it chases the player.


{{#widget:YouTube|id=EpyjRINBJbk}}


===Bosses===
This video shows some other OHKOs, including more [[boss]] attacks.
*[[Tabuu]]'s [[Off Waves]] on Normal or higher [[Difficulty|difficulties]] in [[The Subspace Emissary]], or on Very Hard and Intense difficulties in [[Boss Battles Mode]].
*Tabuu's Golden Bracket, Chain of Light and Dragon Laser attacks on Intense difficulty in the SSE.
*[[Galleom]]'s attack when he stiffens and falls on the player on Intense difficulty in the SSE.
*Galleom's tornado spin on Intense difficulty in the SSE (if most hits connect).
 
===Video===
The following video demonstrates all the moves and hazards that KO at 0% in ''Brawl'':


{{#widget:YouTube|id=EpyjRINBJbk}}
{{#widget:YouTube|id=mU6F6uHrQJs}}


==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==
Like ''Brawl'', ''SSB4'' continues to add OHKOs to the game.
===Playable characters' standard moves===
===Playable characters' standard moves===
*{{SSB4|Roy}}'s almost fully charged and fully charged [[Flare Blade]] when sweetspotted.
*{{SSB4|Roy}}'s fully charged and almost fully charged [[Flare Blade]] (sweetspot).
*{{SSB4|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power projectiles or one very strong one.
*{{SSB4|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power projectiles or a very strong one.
*{{SSB4|Villager}}'s [[Pocket]] after it has absorbed a particularly strong projectile, most notably [[Timber]]. Powerful projectiles released by Pocket that can still be reflected will also OHKO, such as {{SSB4|Zelda}}'s fully charged [[Phantom Slash]].
*{{SSB4|Villager}}'s [[Pocket]] after it has absorbed a particularly strong projectile, most notably [[Timber]]. Powerful projectiles released by Pocket that can still be reflected will also OHKO, such as {{SSB4|Zelda}}'s fully charged [[Phantom Slash]].
**Many other [[reflector]]s also share this behaviour, especially {{SSB4|Ness}}'s bat.
**Many other [[reflector]]s also share this behaviour, especially {{SSB4|Ness}}'s bat.
*The following [[counterattack]]s:
*The following [[counterattack]]s:
**{{SSB4|Ike}}'s [[Smash Counter]] and {{SSB4|Shulk}}'s [[Power Vision]] custom moves upon countering a hitbox that deals 30% damage or more.
**Ike's [[Smash Counter]] and {{SSB4|Shulk}}'s [[Power Vision]] custom moves upon countering a hitbox that deals 30% damage or more.
**{{SSB4|Corrin}}'s [[Counter Surge]], Ike and Roy's [[Counter]], and Shulk's [[Vision]] upon countering a hitbox that deals 35% damage or more. These counters technically have varying degrees of knockback, but they nevertheless achieve a KO at 0% without DI.
**{{SSB4|Corrin}}'s [[Counter Surge]], Ike and Roy's [[Counter]], and Shulk's [[Vision]] upon countering a hitbox that deals 35% damage or more. These counters technically have varying degrees of knockback, but they nevertheless achieve a KO at 0% without DI.
**{{SSB4|Mii Swordfighter}}'s [[Blade Counter]] upon countering a hitbox that deals 37% damage or more.
**{{SSB4|Mii Swordfighter}}'s [[Blade Counter]] upon countering a hitbox that deals 37% damage or more.
**{{SSB4|Lucina}} and {{SSB4|Marth}}'s Counter, {{SSB4|Little Mac}}'s [[Slip Counter]], and {{SSB4|Palutena}}'s {{B|Counter|Palutena}} upon dealing the 50% damage cap with their counters (this requires countering a hitbox that deals at least ~38.5% damage for Little Mac and Palutena, and at least 40% damage with Lucina and Marth).
**{{SSB4|Lucina}} and {{SSB4|Marth}}'s Counter, {{SSB4|Little Mac}}'s [[Slip Counter]], and {{SSB4|Palutena}}'s {{B|Counter|Palutena}} upon dealing the 50% damage cap with their counters (this requires countering a hitbox that deals at least ~38.5% damage for Little Mac and Palutena, and at least 40% damage with Lucina and Marth).
**{{SSB4|Peach}}'s [[Toad (move)|Toad]] will KO Ness at 0% if she counterattacks his fully charged forward smash while she is wearing a [[Franklin Badge]].
Contrary to its name and intention, Little Mac's [[KO Uppercut]] does not KO until above about 30% damage. At 0%, it falls short of the necessary amount of knockback, even to a character as light as {{SSB4|Jigglypuff}}, KOing it only at 12%.
*[[Self-destruct]]
**If {{SSB4|Jigglypuff}}’s [[Shield]] is kept for too much time or broken by an attack, Jigglypuff shall suffer a self-OKHO, being launched with massive vertical knockback (but without any damage).


===Playable characters' moves [with Rage applied]===
Contrary to its name and intention, Little Mac's [[KO Uppercut]] does not KO until above about 30% damage. At 0%, it falls short of the necessary amount of knockback, KOing a character as light as {{SSB4|Jigglypuff}} at 12%.
While the following moves do not, under normal circumstances, guarantee an OHKO state, with [[Rage]] they can perform an OHKO:
 
*{{SSB4|Lucario}}'s Forward Smash, fully charged. Aura and rage stack.
====With [[Rage]] applied====
*{{SSB4|Ganondorf}}'s reversed aerial [[Warlock Punch]].
*{{SSB4|Lucario}}'s fully charged [[forward smash|forward]] and [[up smash]] (due to [[aura]] and rage stacking).
*Ganondorf's reverse and/or aerial Warlock Punch.
*{{SSB4|Kirby}}'s [[Giant Hammer]].
*{{SSB4|Kirby}}'s [[Giant Hammer]].
*{{SSB4|Mr. Game and Watch}}'s [[Judge]] 9


===Final Smashes===
===Final Smashes===
*[[Giga Mac]]'s fully charged [[Straight Lunge]] sweetspot, fully charged up smash when sweetspotted, and forward smash when angled up or horizontally.
*Marth and Lucina's [[Critical Hit]].
*{{SSB4|Marth}} and {{SSB4|Lucina}}'s [[Critical Hit]].
*Some of [[Giga Mac]]'s attacks when fully charged and [[sweetspot]]ted:
*{{SSB4|Shulk}}'s [[Chain Attack]] when boosted with the [[Monado Arts#Customization|Hyper Smash Monado Art]] (Extremely frame-precise, as the final hit must land before the Art expires, as shown in [https://youtu.be/F89Sm_jA38g?t=111 this demonstration video]).
**[[Straight Lunge]], [[up smash]] and [[forward smash]] (when angled up or horizontally).
*Shulk's [[Chain Attack]] when boosted with the [[Monado Arts#Customization|Hyper Smash Monado Art]] (extremely frame-precise, as the final hit must land before the Art expires).
*{{SSB4|Captain Falcon}}'s [[Blue Falcon]] (barely in OHKO threshold, easily [[DI]]ed by holding towards the stage).
*[[Wario-Man]]'s fully charged [[Wario Waft]].
*[[Wario-Man]]'s fully charged [[Wario Waft]].


===Items/Enemies===
===Items===
*The [[Daybreak]]'s sweet spot.
*The [[Dragoon]].
*The Dragoon.
*A smash attack with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*[[Electrode]]'s Explosion after being smash thrown.
*[[Electrode]]'s explosion after being smash thrown.
*If a [[Hothead]] is powered up significantly by a [[flame]]- or [[electric]]-based hitbox (30% total or higher), it will gain OHKO power when smash thrown or emitting sparks.
*If the Hothead is powered up significantly (30% total or higher), it will gain OHKO power.
**[[Equipment]] can increase the player's damage, increasing the amount of damage a Hothead can be charged by and thus making it easier to reach OHKO power.
*If a [[Soccer Ball]] is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat, or being launched after receiving enough damage), it will OHKO anyone it slams into.
*The [[Black Knight]] item from [[Smash Tour]] will cause smash attacks to have a 30% chance to have 5 times knockback, occasionally turning them into OHKOs.
*[[Smash attack]]s when boosted by the [[Black Knight]] item from [[Smash Tour]].
 
The [[Beetle]] and [[Boss Galaga]] items can carry players past the upper [[blast line]], but as they inflict no knockback they are not one-"''hit''" KOs and both can be escaped by button mashing.


===Stage hazards===
===Stage hazards===
*Touching the hull of the boat on [[Wuhu Island]].
*Touching the hull of the boat on [[Wuhu Island]].
*Touching the hull of the [[Pirate Ship]].
*Touching the hull of the [[Pirate Ship]].
*Odin's Zantetsuken attack on the [[Midgar]] stage (top platform only).
*Touching a [[Klaptrap]] on [[Jungle Japes]].
 
===Bosses===
* [[Master Core]]'s final wave attack (on 8.0 or higher intensity only{{fact}}). Ironically, the chances to survive are higher if the player is closer to the [[blast line]]s.
* Master Core's self-destruction after unleashing the last wave (very small hitbox). However, this knockback can never defeat the player as they have already won by the time the hitbox lands.


===Other===
===Other===
While it isn't accessible in regular battles, the [[Target Blast bomb|bomb]] used in the [[Target Blast]] stage apparently has more than enough power to OHKO under normal conditions.
While it isn't accessible in regular battles, the [[Target Blast bomb|bomb]] used in the [[Target Blast]] stage has enough power to OHKO.
 
{{#widget:YouTube|id=vfWVGiCxTaI}}


===Bosses===
===Video===
*[[Master Core]]'s final attack if the player does not defeat it in time (about 45 seconds).
The following video demonstrates all the moves and attacks that KO at 0% in ''Smash 4'':
{{#widget:YouTube|id=Dj5wW5-uFwI}}


==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
Like ''SSB4'', ''Ultimate'' continues to add OHKOs to the game.
===Playable characters' moves===
===Playable characters' moves===
*{{SSBU|Roy}} and {{SSBU|Chrom}}'s fully charged [[Flare Blade]].
*{{SSBU|Roy}} and {{SSBU|Chrom}}'s fully charged and almost fully charged [[Flare Blade]] (sweetspot).
*{{SSBU|Hero}}'s fully charged [[forward smash]] with [[Command Selection|Oomph or Psyche Up]] active (sweetspotted critical hit).
*{{SSBU|Kirby}}'s reversed aerial [[Warlock Punch]] (after [[inhaling]] {{SSBU|Ganondorf}}).
*The following [[counterattack]]s:
*The following [[counterattack]]s:
**{{SSBU|Roy}} and {{SSBU|Chrom}}'s [[Counter]], {{SSBU|Joker}}'s [[Rebel's Guard|Tetrakarn]] with [[Arsene]], {{SSBU|Shulk}}'s [[Vision]] with [[Monado Arts|Smash Art]], and {{SSBU|Mii Brawler}}'s [[Counter Throw]] countering a hitbox that deals around 35% damage or more.
**Roy and Chrom's [[Counter]], {{SSBU|Joker}}'s [[Rebel's Guard|Tetrakarn]] with [[Arsène]], {{SSBU|Shulk}}'s [[Vision]] with [[Monado Arts|Smash Art]], and {{SSBU|Mii Brawler}}'s [[Counter Throw]] countering a hitbox that deals around 35% damage or more.
**{{SSBU|Corrin}}'s [[Counter Surge]] and {{SSBU|Ike}}'s [[Counter]] countering a hitbox dealing around 40% damage or more.
**{{SSBU|Corrin}}'s [[Counter Surge]] and {{SSBU|Ike}}'s [[Counter]] countering a hitbox dealing around 40% damage or more.
**{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Counter]] countering a hitbox dealing around 43% damage or more.
**{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Counter]] countering a hitbox dealing around 43% damage or more.
**Any sufficiently strong or repeatedly reflected projectile when reflected.
**Any sufficiently strong or repeatedly [[Reflector|reflected]] projectile when reflected.
*{{SSBU|R.O.B.}}'s fully-charged [[Gyro]] will OHKO opponents beyond its maximum speed. However, it requires a much stronger windboxes consecutively at the gyro making it extremely difficult to achieve its power. [https://youtu.be/-vNLNngj4n8]
*Any throwable item under extreme conditions which cause them to move at a very high speed. An example is {{SSBU|R.O.B.}}'s fully charged [[Gyro]].
*[[Self-destruct]]
**If {{SSBU|Jigglypuff}}’s [[Shield]] is kept for too much time or broken by an attack, Jigglypuff shall suffer a self-OKHO, being launched with massive vertical knockback (but without any damage).


<!--Please do not add Whack or Thwack. They are instant KOs, not one-hit KOs.-->
====With Rage applied====
*Hero's [[Command Selection|Hatchet Man]] with Psyche Up active.
*Hero's [[Zap|Kazap]] with Psyche Up, Oomph, and Hocus Pocus Giant active.
*{{SSBU|Mr. Game & Watch}}'s [[Oil Panic]] after [[absorb]]ing a very strong projectile (like Hero's [[Frizz|Kafrizz]]).
*Mr. Game & Watch's [[Judge]] #9.
*Ganondorf's reversed aerial [[Warlock Punch]].
*{{SSBU|Lucario}}'s fully charged [[forward smash]] at max [[aura]] after patch 9.0.


===Playable characters' moves [with Rage applied]===
===Final Smashes===
*{{SSBU|Hero}}'s [[Command Selection|Hatchet Man]] with [[Command Selection|Psyche Up and Oomph]] active.
*Marth and Lucina's [[Critical Hit]].
*{{SSBU|Mr. Game & Watch}}'s [[Oil Panic]] if absorbed a strong enough projectile like {{SSBU|Hero}}'s [[Frizz|Kafrizz]].
*Lucario's [[Aura Storm]] at max [[Aura]] if all hits connect.
*{{SSBU|Mr. Game & Watch}}'s Judge 9.
*{{SSBU|Olimar}}'s [[End of Day]] if it hits a fighter that cannot be [[buried]]. End of Day's bury hitbox deals 633.15 units of knockback, more than enough to KO any character on ''Ultimate''{{'}}s [[Training (stage)|Training Mode Stage]].


===Final Smashes===
Final Smashes executed using [[Final Smash Meter]] always lose their OHKO power, with Critical Hit KOing {{SSBU|Mario}} at 20%.
*{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Critical Hit]].
*{{SSBU|Lucario}}'s [[Aura Storm]] at max aura.
*{{SSBU|Donkey Kong}}'s [[Jungle Rush]] at max rage.
*{{SSBU|Little Mac}}'s [[Giga Mac Rush]] at max rage.


===Items/Enemies===
===Items===
*The [[Dragoon]].
*A smash attack with the [[Home-Run Bat]].
*A smash attack with the [[Home-Run Bat]].
*[[Electrode]]'s explosion when smash thrown.
*[[Electrode]]'s Explosion when smash thrown.
*The [[Dragoon]].
*A [[Hothead]] when brought from no charge to significant overcharge by a single [[flame]] or [[electric]] attack that deals over 50% damage. If the Hothead hits while sparking, it can OHKO from attacks closer to 30%.
*The [[Daybreak]]'s sweet spot.
**[[Spirit]]s can increase the player's damage, increasing the amount of damage a Hothead can be charged by and thus making it easier to reach OHKO power.
*If the [[Hothead]] is powered up significantly, it will OHKO any fighter it touches.
*The [[Deku Nut]]'s explosion on a grounded target that cannot be stunned, such as [[Sandbag]], or Kirby in his [[Stone]] transformation.


===Stage hazards===
===Stage hazards===
*Touching the hull of the [[Pirate Ship]].
*Touching the hull of the [[Pirate Ship]].
*Touching the hull of the boat on [[Wuhu Island]].
*Touching the hull of the boat on [[Wuhu Island]].
*Getting hit by a [[Klaptrap]] on [[Jungle Japes]].
*Being hit by a [[Klaptrap]] on [[Jungle Japes]].


===Bosses===
*[[Galeem]]'s Lens Flare with weaker or no spirits.
===Other===
===Other===
While inaccessible in a regular fashion without hacking, the gun found on the [[Stage#In_Ultimate_3|Free the Spirit screen's stage]] is programmed in as its own usable item, inflicting 25% damage with OHKO power. This situation is similar to ''Smash 4''{{'}}s Target Blast bomb.
While inaccessible in a regular fashion without hacking, the gun found on the [[Stage#In_Ultimate_3|Free the Spirit screen's stage]] is programmed in as its own usable item, inflicting 30% damage with OHKO power (mainly because the Free the Spirit stage is very small with close blast zones).<ref>[https://www.youtube.com/watch?v=W5d-BGAls_s The Results Screen is a FULLY PLAYABLE Stage? | Super Smash Bros. Ultimate]</ref> This situation is similar to ''Smash 4''{{'}}s Target Blast bomb.
 
{{#widget:YouTube|id=W5d-BGAls_s}}


===Video===
===Video===
The following video demonstrates several of the moves and hazards in ''Ultimate'' that inflict enough knockback to KO at 0%, alongside some powerful moves that don't. However, it also includes a few moves and hazards that do not inflict any knockback:
The following video demonstrates all the moves and hazards in ''Ultimate'' that inflict enough knockback to KO at 0%, alongside some powerful moves that don't. However, it also includes a few moves and hazards that do not inflict any knockback, such as [[Instant KO]]s:


{{#widget:YouTube|id=Y5IIRDd5ggY}}
{{#widget:YouTube|id=Y5IIRDd5ggY}}
==Conclusive video==
The following video demonstrates several one-hit KOs from every ''Smash'' game:
{{#widget:YouTube|id=Cbw-iTFlWyA}}
==Gallery==
<gallery>
Homerunbat Pikachu - Smash 64.gif|{{SSB|Pikachu}} using the Home-Run Bat against {{SSB|Mario}} in ''Smash 64''.
GreenShell Fox.gif|{{SSB|Fox}} throwing a [[Green Shell]] that was reflected multiple times in ''Smash 64''.
CounterOHKOMelee.gif|{{SSBM|Roy}}'s [[Counter]] after countering Flare Blade in ''Melee''.
Brawl OilPanicOnehitKO.gif|{{SSBB|Mr. Game & Watch}}'s fully loaded Oil Panic after absorbing three strong projectiles in ''Brawl''.
Lucario Final Smash SSBB Max Aura.gif|Lucario's Aura Strom at max aura in ''Brawl''.
Marth Final Smash SSBU.gif|Marth's [[Critical Hit]] in ''Ultimate''.
Chrom Neutral B SSBU.gif|Chrom's [[Flare Blade]] in ''Ultimate''.
Lucario Final Smash SSBU Max Aura.gif|Lucario's Aura Strom at max aura in ''Ultimate''.
</gallery>
==Trivia==
*In ''[[Melee]]'', {{SSBM|Roy}}'s trophy refers to [[Flare Blade]] as an "instant KO".
*The [[Home-Run Bat]] is the only [[item]] (and by extension, the only attack) able to perform a guaranteed OHKO in every ''Smash'' game, at least on its {{b|sweetspot|hitbox}}.
*[[Roy]]'s [[Flare Blade]] and [[Counter]] are the only moves to maintain their OHKO power in every installment.
*At least one playable character from the {{uv|Fire Emblem}} universe possesses a move with OHKO potential in every game. Other main characters appear as items with OHKO power ([[Black Knight]] in ''[[Smash 4]]'').
*[[Marth]]'s [[Critical Hit]] is the only Final Smash to maintain its OHKO power in every installment. Throughout all games, it is also the most powerful attack of any character's standard moveset (in terms of knockback) without any exterior factors or buffs, being impossible to survive if in direct sight of a blast line, even on the largest stages of each game.
*While the majority of OHKOs will fail to work on characters under the effects of a [[Super Mushroom]] or [[Metal Box]], a few attacks have such high knockback that they will still OHKO under these circumstances. In ''Brawl'', this includes [[Suicune]]'s Aurora Beam, Marth's Critical Hit, the [[Ultimate Chimera]]'s bite, and several [[boss]] attacks.
**Starting from ''Smash 4'', a few Final Smashes have hitboxes that negate the effects of such buffs, such as Marth's Critical Hit.
*Tabuu on Intense difficulty in [[The Subspace Emissary]] has more OHKOs than any other boss or enemy in any ''Smash'' game, with 7.
*The most powerful moves in the ''Smash'' series are Tabuu's Off Waves (waves and contact with his body) on Intense difficulty in The Subspace Emissary and Boss Battles, and the Ultimate Chimera's bite in ''Brawl''. Both these attacks are the most damaging moves, dealing 100%-200% damage and having immense knockback.
*Master Core's final explosion on 8.0 difficulty or above is the only OHKO that will never KO the player, since the battle is always already won by the time the hitboxes land.
**Galleom's Tank Rush and Tank Rush & Slam can also hit the player after the boss is defeated, with OHKO power on the higher difficulties.


==References==
==References==
<references />
{{reflist}}


[[Category:Attacks]]
[[Category:Attacks]]

Latest revision as of 17:18, May 30, 2024

This article is about attacks with enough knockback to KO in one hit. For KOs that occur instantly and bypass all knockback, see Instant KO.
"OHKO" redirects here. For the smasher sometimes known as "OHKO", see Smasher:Okoru.
Roy’s Flare Blade is an example of a one-hit KO move.

A one-hit KO, commonly abbreviated as OHKO, is an attack in the Super Smash Bros. games with such high base knockback that it will KO an opponent at 0%. Such attacks currently exist in every installment of the series.

Definition[edit]

In general, a move is considered a one-hit KO if it inflicts enough knockback to KO Mario at 0% from the middle of Final Destination (Dream Land in Smash 64).

As a result, moves and situations like the following are not considered to be one-hit KOs:

Conversely, a one-hit KO move may fail to KO if the standard conditions are not met, such as the stage being large or having walls; the opponent being at the far end of a stage; the move being weakened due to stale-move negation; or the opponent using DI, momentum cancelling, crouch cancelling, or various other techniques to reduce the knockback or alter the trajectory of the attack.

In Super Smash Bros.[edit]

Moves that KO at 0% are almost nonexistent in the original Super Smash Bros. In fact, aside from the Home-Run Bat, only one move in the game is able to OHKO, and only under uncommon conditions involving items.

Items[edit]

Video[edit]

The following video demonstrates the main moves that KO at 0% in Smash Bros. for the Nintendo 64:

In Super Smash Bros. Melee[edit]

Playable characters[edit]

While close, Mr. Game & Watch's Judge #9 is not quite strong enough to KO at 0%.

Items/Enemies[edit]

Stage hazards[edit]

  • Rapid laser shots from the Great Fox on Corneria, as well as the turrets while the Great Fox is charging.
  • On Flat Zone, if a falling tool is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.
  • Banzai Bill's explosion on Princess Peach's Castle (if all hits connect).
  • Touching a blue Klaptrap on Jungle Japes.

1-P Mode[edit]

Video[edit]

The following video demonstrates nearly all the moves and hazards that KO at 0% in Melee:

In Super Smash Bros. Brawl[edit]

Despite The Subspace Emissary automatically increasing the player's gravity and falling speed by up to 19% from normal brawls (making OHKOs less likely), Brawl features the largest amount of OHKOs, with the vast majority being from bosses.

Playable characters' standard moves[edit]

Sheik’s Chain with the Chain Jacket glitch can also copy another hitbox, including a hitbox of OHKO power.

Final Smashes[edit]

While close, Luigi's Super Jump Punch during Negative Zone is not quite strong enough, only KOing Mario at 5% and Bowser around 7%. Negative Zone inflicts incremental damage and can easily break these thresholds, but this damage does not consist of "hits" due to inflicting no knockback.

Items[edit]

  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • Touching Moltres.
  • Suicune's Aurora Beam.
  • Deoxys's Hyper Beam.
  • Electrode's Explosion when smash thrown. If an Electrode fails to burst, it can still be picked up and smash thrown with OHKO power.
  • If Wario runs over a buried Pitfall while riding on his Wario Bike, he will be sent flying at OHKO power.
  • If an uncharged Hothead is hit by an electric or flame-based hitbox that deals at least 30% damage (such as Ike's stage 6-9 Eruption), it will OHKO when smash thrown or launched. Coming into contact while it is sparking will also OHKO.
  • If a Soccer Ball is launched at enough speed (after either being hit by an extremely powerful attack such as forward smash or a Home Run bat swing, or simply being launched after receiving enough damage), it will OHKO anyone it slams into.

Stage hazards[edit]

  • The Ultimate Chimera's bite on New Pork City.
    • If the bite lands on the mouth's edge, it deals immense knockback, comparable to Marth's Critical Hit. If the bite traps the character inside the mouth (or the Ultimate Chimera turns around to inflict a reverse bite), the attack hits twice, dealing even more knockback.
  • Corneria's laser beams.
  • Touching the hull of the Pirate Ship.
  • The first and fourth spikes on Rumble Falls (can easily be teched).
  • Touching a Klaptrap on Jungle Japes.

Bosses[edit]

Due to Boss Battles mode weakening bosses (to compensate for the player's single stock and lack of continues, items, or stickers), all of the following apply only to Classic Mode or The Subspace Emissary, and cannot OHKO in Boss Battles mode on any difficulty with a single exception. Tabuu's Off Waves will still OHKO in Boss Battles on Intense difficulty.

  • Master Hand and Crazy Hand's Reverse Throw (Intense).
  • Rayquaza's Iron Tail (low HP, sweetspot/tip, Intense). Can be teched.
  • Galleom's Collapse (sweetspot, Very Hard).
  • Galleom's Collapse (sourspot), Double Lariat (all hits connect), Giant Jump (landing directly on opponent, low HP), Uppercut (sweetspot, low HP), and Rush & Slam (against grounded opponents, low HP) (all Intense).
  • Meta Ridley's Mega Fire Ball (low HP) and Falcon Flyer Pull (giant fireball at point-blank) (all Intense).
  • Tabuu's Off Waves (any difficulty at less than half HP, Normal at any HP).
  • Tabuu's Movement Throw (Hard), Tabuu Shot (Very Hard), Blade Charge (less than half HP, Very Hard), Shadow Laser (Intense), Discharge Attack (body, Intense), Tabuu Fire (Intense).

Other[edit]

Video[edit]

The following video demonstrates some moves and hazards that KO at 0% in Brawl:

This video shows some other OHKOs, including more boss attacks.

In Super Smash Bros. 4[edit]

Playable characters' standard moves[edit]

Contrary to its name and intention, Little Mac's KO Uppercut does not KO until above about 30% damage. At 0%, it falls short of the necessary amount of knockback, KOing a character as light as Jigglypuff at 12%.

With Rage applied[edit]

Final Smashes[edit]

Items[edit]

  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • Electrode's Explosion after being smash thrown.
  • If a Hothead is powered up significantly by a flame- or electric-based hitbox (30% total or higher), it will gain OHKO power when smash thrown or emitting sparks.
    • Equipment can increase the player's damage, increasing the amount of damage a Hothead can be charged by and thus making it easier to reach OHKO power.
  • The Black Knight item from Smash Tour will cause smash attacks to have a 30% chance to have 5 times knockback, occasionally turning them into OHKOs.

Stage hazards[edit]

Bosses[edit]

  • Master Core's final wave attack (on 8.0 or higher intensity only[citation needed]). Ironically, the chances to survive are higher if the player is closer to the blast lines.
  • Master Core's self-destruction after unleashing the last wave (very small hitbox). However, this knockback can never defeat the player as they have already won by the time the hitbox lands.

Other[edit]

While it isn't accessible in regular battles, the bomb used in the Target Blast stage has enough power to OHKO.

Video[edit]

The following video demonstrates all the moves and attacks that KO at 0% in Smash 4:

In Super Smash Bros. Ultimate[edit]

Playable characters' moves[edit]

With Rage applied[edit]

Final Smashes[edit]

Final Smashes executed using Final Smash Meter always lose their OHKO power, with Critical Hit KOing Mario at 20%.

Items[edit]

  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • Electrode's Explosion when smash thrown.
  • A Hothead when brought from no charge to significant overcharge by a single flame or electric attack that deals over 50% damage. If the Hothead hits while sparking, it can OHKO from attacks closer to 30%.
    • Spirits can increase the player's damage, increasing the amount of damage a Hothead can be charged by and thus making it easier to reach OHKO power.
  • The Deku Nut's explosion on a grounded target that cannot be stunned, such as Sandbag, or Kirby in his Stone transformation.

Stage hazards[edit]

Other[edit]

While inaccessible in a regular fashion without hacking, the gun found on the Free the Spirit screen's stage is programmed in as its own usable item, inflicting 30% damage with OHKO power (mainly because the Free the Spirit stage is very small with close blast zones).[1] This situation is similar to Smash 4's Target Blast bomb.

Video[edit]

The following video demonstrates all the moves and hazards in Ultimate that inflict enough knockback to KO at 0%, alongside some powerful moves that don't. However, it also includes a few moves and hazards that do not inflict any knockback, such as Instant KOs:

Conclusive video[edit]

The following video demonstrates several one-hit KOs from every Smash game:

Gallery[edit]

Trivia[edit]

  • In Melee, Roy's trophy refers to Flare Blade as an "instant KO".
  • The Home-Run Bat is the only item (and by extension, the only attack) able to perform a guaranteed OHKO in every Smash game, at least on its sweetspot.
  • Roy's Flare Blade and Counter are the only moves to maintain their OHKO power in every installment.
  • At least one playable character from the Fire Emblem universe possesses a move with OHKO potential in every game. Other main characters appear as items with OHKO power (Black Knight in Smash 4).
  • Marth's Critical Hit is the only Final Smash to maintain its OHKO power in every installment. Throughout all games, it is also the most powerful attack of any character's standard moveset (in terms of knockback) without any exterior factors or buffs, being impossible to survive if in direct sight of a blast line, even on the largest stages of each game.
  • While the majority of OHKOs will fail to work on characters under the effects of a Super Mushroom or Metal Box, a few attacks have such high knockback that they will still OHKO under these circumstances. In Brawl, this includes Suicune's Aurora Beam, Marth's Critical Hit, the Ultimate Chimera's bite, and several boss attacks.
    • Starting from Smash 4, a few Final Smashes have hitboxes that negate the effects of such buffs, such as Marth's Critical Hit.
  • Tabuu on Intense difficulty in The Subspace Emissary has more OHKOs than any other boss or enemy in any Smash game, with 7.
  • The most powerful moves in the Smash series are Tabuu's Off Waves (waves and contact with his body) on Intense difficulty in The Subspace Emissary and Boss Battles, and the Ultimate Chimera's bite in Brawl. Both these attacks are the most damaging moves, dealing 100%-200% damage and having immense knockback.
  • Master Core's final explosion on 8.0 difficulty or above is the only OHKO that will never KO the player, since the battle is always already won by the time the hitboxes land.
    • Galleom's Tank Rush and Tank Rush & Slam can also hit the player after the boss is defeated, with OHKO power on the higher difficulties.

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