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One-hit KO: Difference between revisions

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(→‎List of One-Hit KOs: References. Minor edits sourced: ALL from their own pages: “Final Smash”, “Klaptrap”, “Soccer Ball”, ...)
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{{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.  
[[File:Roy Neutral B SSBU.gif|thumb|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 ''{{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.


==Definition==
==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]]'').


In general, a move is considered a one-hit KO if:
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


*It is capable of KOing [[Mario]] at 0% ''through sheer knockback alone'' from the middle of the respective game's [[Final Destination]].
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.
*It is not a [[meteor smash]] unless the hitboxes are also capable of OHKOing onstage (meteor smashes like those [[Beast Ganon]] are therefore OHKOs in ''[[Brawl]]'', while [[Luigi]]'s down taunt is not).
*It deals damage and/or does not cause a KO by forcibly re-positioning the opponent (such as [[push]] effects and dragging [[Final Smash]]es). There are some exceptions, such as [[Jigglypuff]]'s [[Puff Up]] in ''Brawl'' which has both sheer OHKO power and an extreme push effect, and [[Samus]]' [[Zero Laser]] in the same game, which has dragging hits before the final hit.
*It is not extremely situational (such as the first hit of [[Roy]]'s [[Blazer]] against [[Jigglypuff]] in ''Melee'', or Jigglypuff's uncommonly high [[shield jump]]).


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.
==In ''[[Super Smash Bros.]]''==
 
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.
Moves with the potential to OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances:
===Items===
*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.
*The opponent is flung into a [[wall]], which absorbs enough knockback to prevent the OHKO, or successfully executes a [[wall|wall tech]].
*The move's [[sweet spot]] (if any) does not land (particularly evident for [[sword]]-based hitboxes, such as [[Roy]]’s [[Flare Blade]] in every game featuring him or [[Lyn]]' slash in ''Brawl'').
*The move requires more hitboxes to land but some of them fail (for example, [[Lugia]]’s Aeroblast in ''Melee'', which can whiff if the character is hit on the edge and escapes; in ''Brawl'' it deals a single, immensely powerful hit which always OHKOs, but suffers from a smaller hitbox).
*The stage is extremely large (e.g. [[Temple]], [[New Pork City]], and [[75m]]), or the opponent is at the far edge of a stage.
*The move was weakened previously due to [[stale-move negation]].
*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 opponent's [[gravity]] is affected via [[equipment]].
*A [[Final Smash]] is executed using [[Final Smash Meter]].
 
==List of One-Hit KOs==
This page lists the moves that can OHKO within the rules mentioned above.
 
Certain moves and situations are '''not''' considered to meet the definition of one-"''hit''" KO's:
 
*Moves or hazards that inflict no [[knockback]], for example, being flown off the screen by the [[Landmaster]] or eaten by the [[Summit]]'s [[Fish]] or [[Distant Planet]]'s [[Bulborb]]), as they simply drag opponents into the [[blast line]]s.
*[[Sacrificial KO]]s, [[self-destruct]]s and [[instant KO]]s (such as [[Bowser]]'s [[Flying Slam]] or [[Hero]]'s [[Whack]]), as they do not deal any conventional knockback.
*Moves that hit an opponent who is close to a blast line (such as [[Pikachu]]'s [[Thunder]] or [[Ike]]’s [[Great Aether]] on specific stages), as almost any typical attack ingame will be able to KO opponents at that point.
 
Some [[stage hazard]]s or [[enemies]] are capable of OHKOing on their respective stages, and will be listed below.
 
===In ''[[Super Smash Bros.]]''===
Moves that KO 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:
====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 two 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.


===Bosses===
===Video===
The following will usually cause an OHKO on Very Hard [[difficulty]] only:
The following video demonstrates the main moves that KO at 0% in ''Smash Bros.'' for the Nintendo 64:
*[[Master Hand]]’s [[sweet spot]]ted Flying Punch, Power Punch and Jetstream.
 
{{#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 relatively 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 almost fully charged or fully charged [[Flare Blade]] (sweet spot).
*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as three [[PK Flash]]es).
*Roy's [[Counter]] (sword hitbox) upon countering a hitbox that deals at least ~35% damage (sweet spot).


====Items/Enemies====
===Items/Enemies===
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Touching [[Moltres]].
*Touching [[Moltres]].
*Getting caught in [[Lugia]]'s Aeroblast (if most hits connect). Unlike ''Brawl'', Aeroblast requires more hits to KO at 0%, but its hitbox is very large. Touching Lugia’s body can also lead to an OHKO if multiple hits chain.
*[[Articuno]]'s Icy Wind.
*A thrown [[Polar Bear]] (sweet spot).
*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 [[Green Shell]] gains OHKO power when reflected 3 or 4 times by two [[Fox]]es using [[Reflector]].
*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]].
[[Marill]] can [[push]] players past the side [[blast line]], but as it inflicts no conventional knockback it is not considered a one-hit KO.
 
Contrary to common belief, [[Articuno]]’s Icy Wind is not an OHKO, having very high knockback but not quite enough to qualify under the required conditions (it usually KOs [[Mario]] starting from 12%). However, this attack could potentially KO lighter characters at 0% on [[Final Destination]] if its [[sweet spot]] lands, specifically characters not heavier than {{SSBM|Pikachu}}.


====Stage hazards====
===Stage hazards===
*[[Corneria]]’s laser beams.
*Rapid laser shots from the Great Fox on [[Corneria]], as well as the turrets while the Great Fox is charging.
*Touching a [[Klaptrap|Blue Klaptrap]] on [[Jungle Japes]]. While it causes a powerful [[meteor smash]] that has OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
*Touching the hull of the flying ship on [[Rainbow Cruise]].
*The fastest cars on [[Big Blue]].
*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.
*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).
*Touching a blue [[Klaptrap]] on [[Jungle Japes]].


====Bosses====
===1-P Mode===
The following will usually cause an OHKO on Very Hard [[difficulty]] only:
* {{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]])
*[[Master Hand]]’s Finger Drill (if all hits connect) and Flying Slap.
* {{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).
*[[Crazy Hand]]’s Fake-Out Slap and Power Punch.
* The combined hands' Applause (if all hits connect) and Sandwich Punch (Classic Very Hard).
*Master Hand and Crazy Hand’s Crush (if all hitboxes land), Flying Punch (sweet spot), and Jetstream (sweet spot).
* In [[Cruel Melee]], the [[Fighting Wire Frames]]' [[forward smash]], [[up smash]], and other moves.{{fact}}
*Combined Master Hand’s and Crazy Hand’s Applause (if all hits connect) and Sandwich Punch.
 
====Others====


In [[Cruel mode|Cruel Melee]], almost all the attacks of the [[Fighting Wire Frames]] are powered so much that they can easily OHKO every character. These moves include, for example, [[forward smash]] and [[up smash]], but also punches, kicks, and other moves. The same strengthening, if not, even more, will be seen again in ''Brawl''.
===Video===
 
====Video====
The following video demonstrates nearly all the moves and hazards that KO at 0% in ''Melee'':
The following video demonstrates nearly all the moves and hazards that KO at 0% in ''Melee'':


{{#widget:YouTube|id=mb5qAONMjLs}}
{{#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 (mainly [[Pokéball]]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.
On higher [[Difficulty|difficulties]] of [[The Subspace Emissary]] (often Very Hard or Intense), several enemy attacks are invariable OHKOs, as well as many boss attacks. Also, nearly all [[Tabuu]]'s moves are guaranteed OHKOs in every situation, most of them even on the higher difficulties of [[Boss Battle]]s (where the player has only one [[life]]).


====Playable characters' standard moves====
===Playable characters' standard moves===
*{{SSBB|Ike}}'s stage 8 [[Eruption]].  
*{{SSBB|Ike}}'s stage 8 [[Eruption]]. Requires the [[stale-move negation|freshness bonus]] and therefore does not work in Training mode.
**If Ike gets [[Inhale|inhaled]] by [[Kirby]], the latter's stage 8 Eruption usually loses its OHKO power (except when [[B-reversing|reversed]] or used in midair).
*{{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|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three medium power [[projectile]]s (such as three [[PK Flash]]es) or a very strong one.
*The following [[counterattack]]s:
*The following [[counterattack]]s:
**Ike's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~35% damage.
**Ike's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~45% damage.
**{{SSBB|Marth}}'s Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~40% damage.
**{{SSBB|Marth}}'s Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~50% damage.
*Any counter or [[reflector]] upon countering a sufficiently strong attack or projectile, such as [[Zelda]]'s [[Phantom Slash]] or a [[Green Shell]].
*Any sufficiently strong or repeatedly [[Reflector|reflected]] projectile when reflected or countered, such as {{SSBB|Zelda}}'s [[Din's Fire]], or a [[Green Shell]].
{{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 (it usually KOs [[Mario]] starting from 10%). The same applies to Ike's stage 7 Eruption, which can KO [[Charizard]] as low as 8% but doesn't respect the general definition. However, these attacks could potentially KO lighter characters at 0% on [[Final Destination]] if their [[sweet spot]] lands, specifically characters not heavier than {{SSBB|Pikachu}}.
===Final Smashes===
*Marth's [[Critical Hit]].
*{{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|Pokémon Trainer}}'s [[Triple Finish]] if most hits connect, including the last one.
*{{SSBB|Ganondorf}}'s [[Beast Ganon]] if most hitboxes land (at least one stomp and charge).
*Zelda's [[Light Arrow]] (first opponent only).
*{{SSBB|Samus}}' [[Zero Laser]] if all hits connect.
*{{SSBB|Olimar}}'s [[End of Day]] if all hitboxes land (bury, ascent, and explosion).
*{{SSBB|Captain Falcon}}'s [[Blue Falcon]].
*[[Wario-Man]]'s [[Wario Waft]] fully charged.


====Final Smashes====
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.
*{{SSBB|Marth}}'s [[Critical Hit]].
*{{SSBB|Jigglypuff}}'s [[Puff Up]] both by [[push]] and simple contact (the hitbox when Jigglypuff shouts and begins deflating has extremely high base knockback in ''[[Brawl]]'').
*{{SSBB|Lucario}}'s [[Aura Storm]] at max [[Aura]] if most hits connect.
*{{SSBB|Pokémon Trainer}}'s [[Triple Finish]] if most hits connect (always needs the last hit to land for a KO).
*{{SSBB|Pikachu}}’s [[Volt Tackle]] if all hitboxes land (getting caught by the electrical sphere and hitten by the final discharge).
*{{SSBB|Ganondorf}}'s [[Beast Ganon]] if most hitboxes land (at least one stomp and charge). If a character paralyzed by Beast Ganon is not hit by the charge afterward, they will be inflicted a [[meteor smash]] of OHKO power.
*{{SSBB|Zelda}}'s [[Light Arrow]] (guaranteed on the first [[target]]). Power decreases by 25% for each target, but its perfectly horizontal knockback can lead to a guaranteed KO for multiple characters with poor [[recovery]].
**{{SSBB|Sheik}}’s Light Arrow (barely in OHKO threshold, easily [[DI]]ed). Power does not decrease hitting more targets.
*{{SSBB|Link}}’s and {{SSBB|Toon Link}}’s [[Triforce Slash]] if all hitboxes land (multiple slashes and final blow).
*{{SSBB|Samus}}' [[Zero Laser]] if most hits connect.
*{{SSBB|Olimar}}'s [[End of Day]] if all hitboxes land (bury, ascent, and explosion). Offstage opponents hit by the rocket's thrusters will also experience an OHKO via meteor smash.
*{{SSBB|Captain Falcon}}’s [[Blue Falcon]].
*[[Wario-Man]]'s fully charged [[Wario Waft]].


====Items====
===Items===
*The [[Dragoon]].
*The [[Dragoon]].
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Touching [[Moltres]].
*Touching [[Moltres]].
*[[Lugia]]'s Aeroblast. Unlike ''Melee'', a single hit will always OHKO the character (without trapping them), but the attack suffers from a smaller hitbox. Touching Lugia’s body can also lead to an OHKO if multiple hits chain.
*[[Suicune]]'s Aurora Beam.
*[[Articuno]]’s Sheer Cold.
*[[Deoxys]]'s Hyper Beam.
*[[Suicune]]'s Aurora Beam. The beam will not [[freeze]] at 0%, but still deals more than enough knockback to OHKO regardless.
*[[Electrode]]'s Explosion when smash thrown. If an Electrode fails to burst, it can still be picked up and smash thrown with OHKO power.
*[[Ho-oh]]’s Sacred Fire and [[Entei]]’s Fire Spin if most hits connect (always need the last hit to land for a KO). Midair opponents are also OHKOed by a very powerful [[meteor smash]].
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
*[[Deoxys]]'s Hyper Beam or touching Deoxys, both the initial hit and the following multi-hitting laser.
*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 thrown [[Bonsly]] (sweet spot).
*[[Electrode]]'s Explosion or after being smash thrown.
*[[Wobbuffet]]’s [[Counter]] (body hitbox) when countering an OHKO attack or a hitbox that deals at least ~30% damage.
*[[Metagross]]' Earthquake if all hitboxes land (bury, stomps and upward smash). It also has a powerful meteor smash capable to OHKO nearby midair characters.
*[[Latios and Latias]]’ Steel Wing if most hits chain (characters need to be trapped in the attack; always needs the last slash to land for a KO).
*[[Dr. Wright]]’s highest skyscraper.
*[[Lyn]]’s slash (sweet spot).
*[[Knuckle Joe]]'s Vulcan Jab to Rising Break attack (if most hitboxes land).
*[[Waluigi]]'s Racket Smash, sweet spotted, if all hitboxes land (bury, multiple stomps and finishing kick or blow). It can also OHKO characters by meteor smash.
*[[Little Mac]]’s strongest uppercut (sweet spot).
*At least two [[Blast Box]]es or four [[Smart Bomb]]s or [[Bob-omb]]s exploding at the same time.
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power. A thrown Pitfall can also meteor smash midair opponents with OHKO power.
*When an [[Hothead]] reaches its full power for the last seconds before fading, or after taking enough damage, any contact will be an OHKO (even touching the [[spark]]s). If an uncharged Hothead is hit by a [[flame]]-based hitbox that deals over 30% damage (such as [[Ike]]’s stage 6-9 [[Eruption]]), it will OHKO when smash thrown or launched. Any contact while traversing the stage at this strength (or with the sparks it emits) will also OHKO.
*A [[Green Shell]] gains OHKO power when countered 3 or 4 times by a [[Reflector]] (for example [[Fox]]'s). This also applies to Green Shells and [[Red Shell]]s obtained by defeating a [[Koopa Troopa]] in [[The Subspace Emissary]] and to [[Shellcreeper]]s in [[Mario Bros.]] stage. Red Koopa Shells are usually more powerful when reflected.
*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 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.


[[Isaac]] item, [[Kyogre]] and [[Piplup]] can [[push]] players into the side [[blast line]], but as they inflict no conventional knockback they are not considered one-hit KOs.
===Stage hazards===
 
====Stage hazards====
*The [[Ultimate Chimera]]'s bite on [[New Pork City]].
*The [[Ultimate Chimera]]'s bite on [[New Pork City]].
*[[Dialga]]'s Roar of Time and Overheat (or touching Dialga), [[Palkia]]'s Spacial Rend and [[Cresselia]]'s Psycho Cut (at full power before fading) on [[Spear Pillar]].
**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.
*The fastest forms of [[Sidestepper]]s (Red) and [[Shellcreeper]]s (both Blue and Pink) on [[Mario Bros.]], or every other version of them when smash thrown or launched. Touching the fastest green [[Flame]]s is also an OHKO.
*Touching a [[Klaptrap]] on [[Jungle Japes]]. While it causes a powerful [[meteor smash]] that has OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
*The fastest cars on [[Big Blue]].
*[[Corneria]]'s laser beams.
*[[Corneria]]'s laser beams.
*The energy blast shot by [[Halberd]]’s Combo Cannon if all hits connect.
*Touching the hull of the [[Pirate Ship]].
*Touching the hull of the [[Pirate Ship]].
*Touching the hull of the flying ship on [[Rainbow Cruise]].
*The first and fourth spikes on [[Rumble Falls]] (can easily be [[tech]]ed).
*On [[Flat Zone 2]], 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 [[Klaptrap]] on [[Jungle Japes]].
**Other hazards are also capable of OHKOs on this stage, such as Lion Tamers.
*Being hitten by the falling [[spear]]s on [[PictoChat]].
*[[Norfair]]'s giant magma wave if all hits connect.
*The bomb on [[Bridge of Eldin]].
*The first and fourth spikes on [[Rumble Falls]] (can easily be teched).


====The Subspace Army (enemies and clones)====
===Bosses===
The following will usually cause an OHKO on Intense [[difficulty]] only:
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.
*[[Armight]]'s double blade attack.
* {{SSBB|Master Hand}} and {{SSBB|Crazy Hand}}'s Reverse Throw (Intense).
*[[Auroros]]'s flying attack.
* [[Rayquaza]]'s Iron Tail (low HP, sweetspot/tip, Intense). Can be teched.
*[[Big Goomba]]' charge.
* [[Galleom]]'s Collapse (sweetspot, Very Hard).
*[[Boom Primid]]'s boomerang.
* 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).
*[[Buckot]]'s fire shards (if all hits connect).
* [[Meta Ridley]]'s Mega Fire Ball (low HP) and Falcon Flyer Pull (giant fireball at point-blank) (all Intense).
*Touching a [[Bullet Bill]].
* [[Tabuu]]'s Off Waves (any difficulty at less than half HP, Normal at any HP).
*[[Bytan]]'s full power charge (at low health).
* 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).
*[[Cymul]]'s rotating blades (if all hits connect; always needs the last slash to land for a KO).
*[[Feyesh]]'s sparkling slash.
*[[Gamyga]]'s laser beam (both complete and incomplete form).
*Touching [[Glice]], [[Glire]] and [[Glunder]].
*[[Hammer Bro]]’s headbutt.
*The fiery punch of five [[Primid]]s (all except Boom Primid and [[Scope Primid]]).
*[[Puppit]]'s slash.
*The [[forward smash]] of all four [[R.O.B.]]s.
*[[Roturret]]'s projectiles.
*[[Shellpod]]' charge (both armored and non-armor form).
*[[Spaak]]'s thunderbolt (the dark form).
*[[Ticken]]'s charge.
*[[Towtow]]'s charge.
*Several attacks of [[Shadow Bug|Shadow Clones]] and [[Boss|fighters]], such as forward smash and [[up smash]], but also punches, kicks, and many others. A similar type of strengthening is seen in [[Cruel mode|Cruel Brawl]].
 
The following will cause an OHKO on both Very Hard and Intense difficulties:
*[[Armank]]'s main attack and electrical sphere.
*[[Autolance]]'s slash.
*[[Big Primid]]'s [[forward smash]], body slam, fiery punch and kick.
*Touching a [[Bombed]].
*[[Bytan|Giant Bytan]]'s full power charge (at low health).
*[[Floow]]'s mind attack (if most hits connect or at full health).
*[[Greap]]'s ax.
*Every [[Nagagog]]'s martial attack (at low health or the last form).
*[[Roader]]'s charge.
*Every [[Shaydas]]' double slash.
*Touching [[Jyk]] (all the three forms).
 
The following will cause an OHKO on Normal or higher difficulties:
*Touching the [[Porky Statue]].
 
The following will cause an OHKO on every difficulty:
*Multiple [[Floow|Floows]]' combined mind attack (together, if most hits connect or at full health).
*[[Scope Primid]]'s most powerful projectile.
 
Touching a [[Trowlon]] on every difficulty is not an OHKO in conventional terms since it simply carries the player beyond the top [[blast line]] for a guaranteed KO. The only way to survive is by jumping off.
 
Many other enemies and several [[Shadow Bug|Shadow Clones]] or [[Boss|fighters]] are also capable of OHKOs.
 
====The Subspace Army (bosses)====
The following will usually cause an OHKO on Intense [[difficulty]] only:
*[[Petey Piranha]]'s Left or Right Cage Smash immediately after Roar (only used twice per battle when each cage reaches 1/3 [[HP]]; always noticed due to the red aura).  
*Several of [[Rayquaza]]'s moves at low health (25% or less):
**Dig (sweet spot).
**Air Dash & Extremespeed (third attack of the sequence, sweet spot).  
**Electric Ball (both diagonal and horizontal version).
**Lightning Strike if most hits connect.
*[[Porky Minch]]'s Jump (sweet spot) and Energy Laser (if most hits connect).
*[[Ridley]]'s Flying Stomp (sweet spot), Loop-de-Loop (if most hits connect), Tail Swoop (if most hits connect at very low health; always needs the last hit to land for a KO) and Slamming Rush.
*[[Duon]]'s Charge, Jump Crash, Triple Slash (if most hits connect, always needs the last hit to land for a KO) and Blue Bolts or Pink Shots (contact with the bright blue / pearl sphere only, not the beams).
*[[Galleom]]'s Side Crush (sweet spot), Uppercut (sweet spot), Shockwave (first hit only), Tank Rush (only used by Tank Galleom at medium to high health) and Stomping Jump.
*[[Meta Ridley]]'s Tail Swoop if most hits connect (always needs the last hit to land for a KO).
*[[Tabuu]]'s Diving Slash (sweet spot), Explosive Teleport and Ghost Projection (clones and Tabuu's body hitbox).
 
The following will cause an OHKO on both Very Hard and Intense difficulties:
*[[Rayquaza]]'s Blast.
*[[Porky Minch]]'s Stabbing Flurry (if most hits connect; always needs the last hit to land for a KO) and Dash.
*Touching the Porky Bots sent out by Porky Minch.
*[[Ridley]]'s Background Ram.
*[[Duon]]'s Head Sword Chop, Sword Blast (the hit itself, not the shockwave), and Vacuum Spin (if most hits connect or via [[meteor smash]]).
*[[Meta Ridley]]’s Mega Fire Ball.
*[[Galleom]]'s Tank Rush & Slam (only used by Tank Galleom at very low health), Falling Body Slam and Tornado Spin (if most hits connect).
*[[Tabuu]]'s Shuriken Boomerang (both hits), Shark Blade (blade and Tabuu’s body hitbox), Pinpoint Explosion and Bullet Rain (second attack).
 
The following will cause an OHKO on Hard or higher difficulties:
*Several of [[Tabuu]]'s moves:
**Golden Bracket. Due to perfectly horizontal knockback, this attack will also cause a guaranteed KO for poor [[recovery]] characters even on Easy difficulty.
**Dragon Laser.
**Chain of Light. If against two [[Player|players]], Tabuu will attempt to smash them together with the Chain, resulting in a potential double OHKO.
**Electrical Shield (sparkles and Tabuu’s body hitbox). Due to perfectly horizontal knockback, this attack will also cause a guaranteed KO for poor recovery characters even on lower difficulties.
 
The following will cause an OHKO on Normal or higher difficulties:
*[[Tabuu]]’s [[Off Waves]] (guaranteed; waves and Winged Tabuu hitbox).
 
The following will cause an OHKO on every difficulty:
*[[Porky Minch]]'s Lightning if most hits connect or Porky has low health (25% or less). Touching the electrical sphere is also a guaranteed KO.
*[[Meta Ridley]]’s Falcon Flyer Smash and Falcon Flyer Stamp. These attacks will also drag the player past the bottom [[blast line]] for a guaranteed KO. In any case, the only way to survive is by jumping.
*Several of [[Tabuu]]'s moves:
**Rapid Chop if most hits connect (always needs the last slash to land for a KO).
**[[Off Waves]] (sweet spot or contact with Winged Tabuu). Even the sour spot always OHKOs on Normal difficulty and above.
 
[[Meta Ridley]]'s Falcon Flyer Pull on every difficulty is not an OHKO in conventional terms, since it simply drags the player past the bottom [[blast line]] for a guaranteed KO. The only way to survive is by jumping.
[[Ridley]]’s Blasting Roar can also carry the player past the side blast line, but only under certain conditions and can be easily avoided.
 
[[Tabuu]]'s Bullet Rain is always a KO on every difficulty if the player is hit both by the first (high-damaging bullets) and the second attack (explosive sphere). However, since the two attacks are separated by a few seconds interval when the player is free to move, this move can't be considered an OHKO on all difficulties. The same applies to Tabuu's Electrical Shield: on lower difficulties only, when the players touch Tabuu's body they will simply flinch, although they can be sucked in repeatedly by the attack.
 
Other [[boss|bosses]]' attacks are also capable of OHKOs.


====Classic Mode (bosses)====
===Other===
The following will usually cause an OHKO on Intense [[difficulty]] only:
* In [[Cruel Brawl]], the Red Alloy's forward smash can OHKO from the center of the stage even on {{SSBB|Bowser}}.{{fact}}
*[[Master Hand]]’s Crush (if most hitboxes land), Vertical Throw and Power Punch.
*[[Crazy Hand]]’s Squeeze (if most hitboxes land), Flying Slap and Fake-Out Slap.
*Master Hand's and Crazy Hand’s Flying Punch and Jetstream.
*Combined Master Hand and Crazy Hand's Sandwich Punch (guaranteed).


The following will cause an OHKO on both Very Hard and Intense difficulties:
===Video===
*Master Hand's and Crazy Hand's Finger Drill if most hits connect.
*Combined Master Hand’s and Crazy Hand’s Applause (if most hits connect), Sandwich Punch (sweet spot) and Crush Punch.
 
====Boss Battles (bosses)====
The following will usually cause an OHKO on Intense [[difficulty]] only:
*[[Rayquaza]]'s Blast (sweet spot).
*[[Porky Minch]]'s Stabbing Flurry (if most hits connect; always needs the last hit to land for a KO) and Dash (sweet spot).
*[[Ridley]]'s Background Ram (sweet spot).
*[[Duon]]'s Head Sword Chop (sweet spot), Sword Blast (sweet spot; the hit itself, not the shockwave) and Vacuum Spin (if most hits connect or via [[meteor smash]]).
*[[Meta Ridley]]’s Mega Fire Ball (sweet spot).
*[[Galleom]]'s Tank Rush & Slam (sweet spot; only used by Tank Galleom at very low health), Falling Body Slam (sweet spot) and Tornado Spin (if most hits connect).
*[[Tabuu]]’s Shuriken Boomerang (both hits, sweet spot), Shark Blade (blade and Tabuu’s body hitbox), Pinpoint Explosion and Bullet Rain (second attack).
 
The following will cause an OHKO on both Very Hard and Intense difficulties:
*[[Porky Minch]]'s Lightning if most hits connect or Porky has low health (25% or less). Touching the electrical sphere is also a guaranteed KO.
*Several of [[Tabuu]]'s moves:
**Golden Bracket. Due to perfectly horizontal knockback, this attack will also cause a guaranteed KO for poor [[recovery]] characters even on Normal difficulty.
**Dragon Laser.
**Chain of Light. If against two [[Player|players]], Tabuu will attempt to smash them together with the Chain, resulting in a potential double OHKO.
**Electrical Shield (sparkles and Tabuu’s body hitbox). Due to perfectly horizontal knockback, this attack will also cause a guaranteed KO for poor recovery characters even on lower difficulties.
 
The following will cause an OHKO on Hard or higher difficulties:
*[[Tabuu]]’s [[Off Waves]] (guaranteed; waves and Winged Tabuu hitbox).
 
The following will cause an OHKO on Normal or higher difficulties:
*Several of [[Tabuu]]'s moves:
**Rapid Chop if most hits connect (always needs the last slash to land for a KO).
**[[Off Waves]] (sweet spot or contact with Winged Tabuu). Even the sour spot always OHKOs on Hard difficulty and above.
 
The following will cause an OHKO on every difficulty:
*[[Meta Ridley]]’s Falcon Flyer Smash and Falcon Flyer Stamp. These attacks will also drag the player past the bottom [[blast line]] for a guaranteed KO. In any case, the only way to survive is by jumping.
 
[[Meta Ridley]]'s Falcon Flyer Pull on every difficulty is not an OHKO in conventional terms, since it simply drags the player past the bottom [[blast line]] for a guaranteed KO. The only way to survive is by jumping.
[[Ridley]]’s Blasting Roar can also carry the player past the side blast line, but only under certain conditions and can be easily avoided.
 
[[Tabuu]]'s Bullet Rain is always a KO on every difficulty if the player is hit both by the first (high-damaging bullets) and the second attack (explosive sphere). However, since the two attacks are separated by a few seconds interval when the player is free to move, this move can't be considered an OHKO on all difficulties. The same applies to Tabuu's Electrical Shield: on lower difficulties only, when the player touches Tabuu's body they will simply flinch, although they can be sucked in repeatedly by the attack.
 
Other [[boss|bosses]]' attacks are also capable of OHKOs.
 
====Others====
*In the [[Subspace Emissary]], these [[hazard]]s are a guaranteed OHKO on every [[difficulty]]:
**Touching the hull of [[Battleship Halberd Bridge|The Halberd]].
**Touching very powerful [[flame]]s.
*The [[Sandbag]] used in the [[Stadium]] for [[Home-Run Contest]] gains OHKO power when smashed with a very powerful attack (such as [[Ganondorf]]'s reverse [[Warlock Punch]]). However, this [[item]] can never be used outside the Stadium.
*In [[Cruel mode|Cruel Brawl]], almost all the attacks of the [[Fighting Alloy Team]] are powered so much that they can easily OHKO every character. These moves include, for example, [[forward smash]] and [[up smash]], but also punches, kicks and a very high number of moves. Each of the Alloys has also more powerful specific attacks, such as kicks for the Blue Alloy or punches for the Red Alloy, which are both a guaranteed OHKO from the center of the stage even for [[Bowser]]. A similar type of strengthening (or slightly lower) was seen in ''Melee''. Also, the [[Shadow Bug|Shadow Clones]] and [[Boss|fighters]] battled in the Subspace Emissary are powered up this way on the higher [[Difficulty|difficulties]] only.
 
====Video====
The following video demonstrates some moves and hazards that KO at 0% in ''Brawl'':
The following video demonstrates some moves and hazards that KO at 0% in ''Brawl'':


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===In ''[[Super Smash Bros. 4]]''===
==In ''[[Super Smash Bros. 4]]''==
Like ''Brawl'', ''SSB4'' continues to add OHKOs to the game, mostly playable [[character]]s’ moves. On the other hand, many [[Final Smash]]es and [[item]]s that were able to one-hit KO before have been [[nerfed]] in this game.
===Playable characters' standard moves===
 
*{{SSB4|Roy}}'s fully charged and almost fully charged [[Flare Blade]] (sweetspot).
====Playable characters' standard moves====
*{{SSB4|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power projectiles or a very strong one.
*{{SSB4|Roy}}'s almost fully charged and fully charged [[Flare Blade]] (sweet spot).
*{{SSB4|Ike}}’s [[Quick Draw|Unyielding Blade]] (sweet spot).
*{{SSB4|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power projectiles or one 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.
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**{{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).


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%.
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%.


====Playable characters' moves (with Rage applied)====
====With [[Rage]] applied====
While the following moves do not, under normal circumstances, guarantee an OHKO state, with [[Rage]] they can perform an OHKO:
*{{SSB4|Lucario}}'s fully charged [[forward smash|forward]] and [[up smash]] (due to [[aura]] and rage stacking).
*{{SSB4|Lucario}}'s forward smash, fully charged. Aura and rage stack.
*Ganondorf's reverse and/or aerial Warlock Punch.
*{{SSB4|Ganondorf}}'s reversed aerial [[Warlock Punch]].
*{{SSB4|Kirby}}'s [[Giant Hammer]].
*{{SSB4|Kirby}}'s [[Giant Hammer]].


====Final Smashes====
===Final Smashes===
*Some of [[Giga Mac]]'s attacks when fully charged and [[Sweet spot|sweet spotted]]:
*Marth and Lucina's [[Critical Hit]].
*Some of [[Giga Mac]]'s attacks when fully charged and [[sweetspot]]ted:
**[[Straight Lunge]], [[up smash]] and [[forward smash]] (when angled up or horizontally).
**[[Straight Lunge]], [[up smash]] and [[forward smash]] (when angled up or horizontally).
*{{SSB4|Marth}} and {{SSB4|Lucina}}'s [[Critical Hit]].
*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|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]).
*{{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]].
*{{SSB4|Captain Falcon}}'s [[Blue Falcon]] (barely in OHKO threshold, easily [[DI]]ed by holding towards the stage).


====Items====
===Items===
*The [[Daybreak]] (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 the [[Hothead]] is powered up significantly by a [[flame]]-based hitbox (30% total or higher), it will gain OHKO power when smash thrown or emitting sparks. Unlike ''Brawl'', Hotheads don't reach full OHKO power automatically for the last seconds or after taking non-fire damage.
*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 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 on it’s sweet spot.
**[[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.
*[[Smash attack]]s boosted by the [[Black Knight]] item from [[Smash Tour]] are occasionally turned into OHKOs (random).
*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.
 
The [[Beetle]] and [[Boss Galaga]] items and [[Oshawott]] can carry players past the [[blast line]]s, but as they inflict no conventional knockback they are not considered one-hit KOs. The first two can also be easily escaped by button mashing at 0%.


====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]].
*Touching a [[Klaptrap]] on [[Jungle Japes]]. While it causes a powerful [[meteor smash]] that has OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.  
*Touching a [[Klaptrap]] on [[Jungle Japes]].


====Other====
===Bosses===
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.
* [[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.


====Bosses====
===Other===
The following will usually cause an OHKO on 8.0 or higher [[Difficulty|difficulties]]:
While it isn't accessible in regular battles, the [[Target Blast bomb|bomb]] used in the [[Target Blast]] stage has enough power to OHKO.
*These [[Master Core]]'s attacks:
**Blast Waves if the player does not defeat it in time (about 45 seconds).
*The final explosion after unleashing the last Blast Wave (sweet spot). However, it can never truly defeat the players as they have already won by the time the hitbox lands.


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====Video====
===Video===
 
The following video demonstrates all the moves and attacks that KO at 0% in ''Smash 4'':
The following video demonstrates all the moves and attacks that KO at 0% in “Smash 4”:
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{{#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, again focusing on playable [[character]]s’ moves (while [[Final Smash]]es and [[item]]s get slightly [[nerfed]] again). Several characters also gain the ability to [[instant KO]] through Final Smashes or special moves; these do not count as OHKOs and belong in its respective page.
===Playable characters' moves===
====Playable characters' moves====
*{{SSBU|Roy}} and {{SSBU|Chrom}}'s fully charged and almost fully charged [[Flare Blade]] (sweetspot).
*{{SSBU|Roy}} and {{SSBU|Chrom}}'s almost fully charged or fully charged [[Flare Blade]] (sweetspot).
*{{SSBU|Hero}}'s fully charged [[forward smash]] with [[Command Selection|Oomph or Psyche Up]] active (sweetspotted critical hit).
*{{SSBU|Hero}}'s fully charged [[forward smash]] (if the sweet spot lands as a critical hit).
*{{SSBU|Kirby}}'s reversed aerial [[Warlock Punch]] (after [[inhaling]] {{SSBU|Ganondorf}}).
*The following [[counterattack]]s:
*The following [[counterattack]]s:
**Roy and 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.
*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]].
*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]].


====Playable characters' moves (with Rage applied)====
====With Rage applied====
*{{SSBU|Hero}}'s [[Command Selection|Hatchet Man]] with [[Command Selection|Psyche Up and Oomph]] active.
*Hero's [[Command Selection|Hatchet Man]] with Psyche Up active.
*{{SSBU|Mr. Game & Watch}}'s [[Oil Panic]] if absorbed a strong enough projectile (like {{SSBU|Hero}}'s [[Frizz|Kafrizz]]).
*Hero's [[Zap|Kazap]] with Psyche Up, Oomph, and Hocus Pocus Giant active.
*[[Mr. Game & Watch]]’s [[Judge 9]].
*{{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.


====Final Smashes====
===Final Smashes===
*{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Critical Hit]].
*Marth and Lucina's [[Critical Hit]].
*{{SSBU|Lucario}}'s [[Aura Storm]] at max [[Aura]] if all hits connect.
*Lucario's [[Aura Storm]] at max [[Aura]] if all hits connect.
*{{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]].
*{{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 executed using [[Final Smash Meter]] always lose their OHKO power, with Critical Hit KOing [[Mario]] at 20%.
Final Smashes executed using [[Final Smash Meter]] always lose their OHKO power, with Critical Hit KOing {{SSBU|Mario}} at 20%.


====Items====
===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%.
*If the [[Hothead]] is powered up significantly by a [[flame]]-based hitbox (30% total or higher), it will gain OHKO power when smash thrown or emitting sparks. Unlike ''Brawl'', Hotheads don't reach full OHKO power automatically for the last seconds or after taking non-fire damage.
**[[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.
*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]]. While it causes a powerful [[meteor smash]] that has OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
*Being hit by a [[Klaptrap]] on [[Jungle Japes]].
 
====Bosses====
The following will usually cause an OHKO on Hard [[difficulty]] only:
*[[Galeem]]'s Lens Flare with weaker or no spirits (sweet spot, if most hits chain; not guaranteed).
====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.


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===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 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.


====Video====
===Video===
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:
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:


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


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==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==
==Trivia==
*In ''Brawl'':
*In ''[[Melee]]'', {{SSBM|Roy}}'s trophy refers to [[Flare Blade]] as an "instant KO".
**This game alone features much more guaranteed OHKOs than all the other four games combined together: more than double (around 70%).
*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}}.
**The {{uv|Pokémon}} universe provides the highest number of OHKOs after the original ''Smash Bros.''
*[[Roy]]'s [[Flare Blade]] and [[Counter]] are the only moves to maintain their OHKO power in every installment.
**Nearly one half of the [[Pokémon]] physically appearing in this game are capable of OHKOs in some situations (18 out of 39).
*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]]'').
** {{uv|The Legend of Zelda}} universe provides the highest number of [[Character|playable characters]] with OHKO potential ([[Zelda]], [[Sheik]], [[Ganondorf]], [[Link]] and [[Toon Link]]).
*[[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.
**It is the only game where a [[Assist Trophy|Assist Trophies]] can OHKO ([[Lyndis]], [[Knuckle Joe]] and [[Dr. Wright]] are severely [[nerfed]] in later games).
*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.
*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 [[sweet spot]].
*[[Roy]]’s [[Flare Blade]] and [[Counter]] are the only moves to maintain their OHKO power in every installment; like most [[sword]]-based hitboxes, they always require a [[sweet spot]] to land.
*At least one playable character from the {{uv|Fire Emblem}} universe possesses a move with OHKO potential in every game (either [[Marth]], [[Ike]], [[Lucina]] or [[Roy]]). Other main characters appear as [[item]]s with OHKO power (Lyndis in ''Brawl'' and [[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 there is a blast line even on the largest stages of each game. In ''Brawl'' its strength is even higher.
*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 it will still OHKO under these circumstances. Examples (in ''Brawl'' only) include [[Suicune]]'s Aurora Beam, [[Lugia]]'s Aeroblast, [[Jigglypuff]]'s [[Puff Up]], Marth’s Critical Hit, the [[Ultimate Chimera]]'s bite and several [[enemy]] and [[boss]] attacks.
**These attacks in ''Brawl'' have such immense knockback that it is possible for the main victim(s) to OHKO other opponents by simply knocking into them.
**Starting from ''Smash 4'', a few Final Smashes have hitboxes that negate the effects of such buffs, such as Marth's Critical Hit.
**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 every other boss or enemy in all the ''Smash'' games, with 14. His OHKOs are reduced to 11 on Intense [[difficulty]] in [[Boss Battle]]s. In particular, Explosive Teleport and Ghost Projection lose their OHKO power due to being very difficult to avoid (but they are still a guaranteed KO below 20%, forcing the player to pay attention before attacking him).
*Tabuu on Intense difficulty in [[The Subspace Emissary]] has more OHKOs than any other boss or enemy in any ''Smash'' game, with 7.
**Considering Tabuu has only 16 attacks, 88% of his moves are potential one-hit KO moves.
*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.
**Tabuu has only one non-OHKO attack on Intense difficulty: Eye Lasers, that KOs well below 50%. Normal Teleport cannot harm the player in any way.
*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.
*Other bosses that have a notable amount of OHKO moves include [[Galleom]] and [[Duon]] in ''Brawl'' (with 8 each), and both [[Master Hand]] and [[Crazy Hand]] in the same game (with 6 each plus 3 combined). All the other bosses in ''Brawl'' have 6 or fewer OHKOs.
**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.
**Combined Master Hand and Crazy Hand have access to even 15 potential OHKO moves on Intense difficulty in ''Brawl'' (12 on Very Hard difficulty in ''[[Melee]]''), although some of them need multiple hits to connect to KO at 0%. This also results in their combined attacks occasionally being two OHKO moves.
 
**86% of [[Porky Minch]]’s moves are potential one-hit KO moves (6 out of 7).
==References==
**Every boss in ''Brawl'' (10 total) is capable of OHKOs under certain conditions, at least on Intense difficulty in the Subspace Emissary or [[Classic Mode]]. In Boss Battles, however, only 7 maintain this power.
{{reflist}}
*The most powerful boss-related 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''. All these attacks deal 100%-200% damage and immense knockback. Off Waves are so strong that it OHKOs even on the lower difficulties of the Subspace Emissary (Easy) and Boss Battles (Normal).
 
*''Brawl'' introduced the trend of "final bosses" having extremely powerful attacks that feature waves in some form, and are usually an OHKO (on higher difficulties only, except for Tabuu). These include Winged Tabuu’s Off Waves, [[Master Core]]'s Blast Waves and [[Galeem]]'s Lens Flare (this one only situational).
[[Category:Attacks]]
*Master Core’s final explosion is the only OHKO that never KOs the player since the battle is already won before the hitboxes land.

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.

References[edit]