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One-hit KO: Difference between revisions

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{{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 sometimes known as "OHKO", see {{Sm|Okoru}}.''
{{redirect|OHKO|the smasher sometimes known as "OHKO"|Smasher:Okoru}}
[[File:Roy Neutral B SSBU.gif|thumb|Roy’s [[Flare Blade]] is an example of a ''one-hit KO'' move.]]
[[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''' (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 will [[KO]] an opponent at 0%. Such attacks currently exist in every installment of the series.
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:
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]]'').
*It is capable of KOing [[Mario]] at 0% through sheer knockback alone from the middle of the respective game's [[Final Destination]] ({{SSB|Dream Land}} in ''[[SSB]]'').
*It is not a [[meteor smash]] unless the hitboxes are also capable of OHKOing onstage (meteor smashes like [[Beast Ganon]]'s 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 {{SSBB|Samus}}' [[Zero Laser]] in ''Brawl'', which has dragging hits before the final hit.
*It is not extremely situational (such as the first hit of {{SSBM|Roy}}'s [[Blazer]] against {{SSBM|Jigglypuff}} on specific [[stage]]s 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.
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


Moves with the potential to OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances:
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.
*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 tech.
*The move's [[sweetspot]] (if any) does not land (such as [[Roy]]'s [[Flare Blade]] in every game featuring him).
*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]].
*The player is under the effect of a [[sticker]] or a [[spirit]] that increases resistance to [[flinch]]. It is only possible in [[Adventure Mode]]s.


A [[Final Smash]] executed using [[Final Smash Meter]] always loses its OHKO potential, unless specific spirits prevent this.
==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.
==List of One-Hit KOs==
===Items===
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 very powerful [[Thunder]] in ''[[Brawl]]'' or [[Ike]]'s [[Great Aether]] on specific [[stage]]s in the same game), 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% 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.
====Items====
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*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 {{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.


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


{{#widget:YouTube|id=OslLkfYGSwU}}
{{#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'', including [[Character|playable character]]s' attacks and [[stage hazard]]s. They still remain relatively rare, however.
===Playable characters===
 
*{{SSBM|Roy}}'s fully charged [[Flare Blade]].
====Playable characters' moves====
*Roy's [[Counter]] (sweetspot) upon countering a hitbox that deals at least ~35% damage.
*{{SSBM|Roy}}'s [[Flare Blade]] fully charged.
*Roy's [[Counter]] (sword hitbox) upon countering a hitbox that deals at least ~35% damage (sweetspot).
*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three strong projectiles (such as three [[PK Flash]]es).
*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three strong projectiles (such as three [[PK Flash]]es).


Contrary to common belief, Roy's [[Blazer]] is not an OHKO, having very high [[fixed knockback]] but not quite enough to qualify under the required conditions. However, in particular situations, it could potentially KO very light characters at 0% in small [[stage]]s if only the first hit connects, specifically {{SSBM|Pichu}} and {{SSBM|Jigglypuff}}.
While close, Mr. Game & Watch's [[Judge]] #9 is not quite strong enough to KO at 0%.
Likewise, Mr. Game & Watch's [[Judge]] #9 is not an OHKO, having very high knockback but not quite enough to qualify under the required conditions.


====Items/Enemies====
===Items/Enemies===
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Touching [[Moltres]].
*Touching [[Moltres]].
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*A [[Green Shell]] gains OHKO power when reflected 3 or 4 times by two {{SSBM|Fox}}es using [[Reflector]].
*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.
*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.
*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]].


While touching a blue [[Klaptrap]] on [[Jungle Japes]] causes a powerful [[meteor smash]] of OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
===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]])
====Bosses====
* {{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 following will usually cause an OHKO on Very Hard [[difficulty]] only:
* The combined hands' Applause (if all hits connect) and Sandwich Punch (Classic Very Hard).
;{{SSBM|Master Hand}}
* In [[Cruel Melee]], the [[Fighting Wire Frames]]' [[forward smash]], [[up smash]], and other moves.{{fact}}
*Reverse Throw.
*Flying Slap.
*Finger Drill when preparing to launch.
;{{SSBM|Crazy Hand}}
*Fake-Out Slap.
*Flying Slap.
;Master Hand and Crazy Hand
*Crush (if all hitboxes land), Power Punch, Flying Punch (sweetspot) and Jetstream (sweetspot).
;Combined Master Hand and Crazy Hand  
*Applause (if all hits connect) and Sandwich Punch.
 
====Others====
In [[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.


====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 [[boss]] attacks, with relatively few being standard moves of playable [[character]]s. On the higher [[Difficulty|difficulties]] of The Subspace Emissary, several boss attacks become invariable OHKOs.
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.


Some notes:
===Playable characters' standard moves===
*In The Subspace Emissary, the player's [[gravity]] and [[falling speed]] are automatically increased up to 19% from normal Brawls, making KOs less likely.
*{{SSBB|Ike}}'s stage 8 [[Eruption]]. Requires the [[stale-move negation|freshness bonus]] and therefore does not work in Training mode.
**It is also possible to use very strong [[flinch]] or [[launch]] resistance [[sticker]]s to severely reduce knockback, although they are unlikely to protect from very powerful moves of OHKO power. This becomes more evident on the higher difficulties.
*In Boss Battles, boss attacks are normally weaker, having slightly more than one half of their original speed and power (with some notable exceptions). This is done to partially compensate the fact that the player has only one [[stock]] and no continues, items or stickers. As such, almost none of the boss attacks which OHKO in Emissary will do so in Boss Battles, except for Tabuu' Off-Waves on intense.
 
====Playable characters' standard moves====
*{{SSBB|Ike}}'s stage 8 [[Eruption]]. Must be fresh in versus mode.
*{{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 [[absorb]]ing three medium power [[projectile]]s (such as three [[PK Flash]]es) or a very strong one.
*The following [[counterattack]]s:
*The following [[counterattack]]s:
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**{{SSBB|Marth}}'s Counter (sword and body hitboxes) upon countering 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.
*Any sufficiently strong or repeatedly [[Reflector|reflected]] projectile when reflected or countered, such as {{SSBB|Zelda}}'s [[Din's Fire]], 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.


====Final Smashes====
===Final Smashes===
*Marth's [[Critical Hit]].
*Marth's [[Critical Hit]].
*{{SSBB|Lucario}}'s [[Aura Storm]] at high [[Aura]] if most hits connect.
*{{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.
**If the initial take off lands, the attack OHKOs {{SSBB|Mario}} when Lucario has only taken 95% damage (roughly a 55% Aura). Considering only the beam's power, it is an OHKO starting from 125% damage for Lucario (roughly a 73% Aura).
*{{SSBB|Pokémon Trainer}}'s [[Triple Finish]] if most hits connect, including the last one.
*{{SSBB|Pokémon Trainer}}'s [[Triple Finish]] if most hits connect (always needs the last hit to land for a KO).
*{{SSBB|Ganondorf}}'s [[Beast Ganon]] if most hitboxes land (at least one stomp and charge).
*{{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.
*Zelda's [[Light Arrow]] (first opponent only).
*Zelda's [[Light Arrow]] (first opponent only).
*{{SSBB|Samus}}' [[Zero Laser]] if all hits connect.
*{{SSBB|Samus}}' [[Zero Laser]] if all 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|Olimar}}'s [[End of Day]] if all hitboxes land (bury, ascent, and explosion).
*{{SSBB|Captain Falcon}}'s [[Blue Falcon]].
*{{SSBB|Captain Falcon}}'s [[Blue Falcon]].
*[[Wario-Man]]'s [[Wario Waft]] fully charged.
*[[Wario-Man]]'s [[Wario Waft]] fully charged.


While close, {{SSBB|Luigi}}'s [[Super Jump Punch]] during [[Negative Zone]] is not considered a true one-hit KO under the general definition. Since characters will have taken damage during the Final Smash, it doesn't qualify as a one-hit KO. Even if the damage taken is removed, it doesn't start KOing Mario until 5%; {{SSBB|Bowser}} is KOd around 7%, making it a very powerful tactic. In fact, while Negative Zone is active, characters' [[weight]] could be severely reduced, making KOs much more likely.
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]].
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*[[Suicune]]'s Aurora Beam.
*[[Suicune]]'s Aurora Beam.
*[[Deoxys]]'s Hyper 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 guaranteed OHKO power.
*[[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 {{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.
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
*When a [[Hothead]] reaches its full power for the last seconds before fading, or after taking enough [[damage]], any contact will be an OHKO (touching the sparks is even more powerful).
*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.
**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. Any contact while traversing the stage at this strength (or with the sparks it emits) 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.
*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====
===Stage hazards===
*The [[Ultimate Chimera]]'s bite on [[New Pork City]].
*The [[Ultimate Chimera]]'s bite on [[New Pork City]].
**If the the bite lands on the mouth's edge, it deals the same immense knockback of Marth's Critical Hit. If the bite traps the character inside the mouth (or the Ultimate Chimera turns around to inflict a reverse bite), both knockback and damage are even higher, rivalling [[Tabuu]]'s Off Waves on the higher difficulties.
**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.
*[[Corneria]]'s laser beams.
*Touching the hull of the [[Pirate Ship]].
*Touching the hull of the [[Pirate Ship]].
*The first and fourth spikes 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]].


While touching a [[Klaptrap]] on [[Jungle Japes]] causes a powerful [[meteor smash]] of OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
===Bosses===
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).


====[[Classic Mode (SSBB)]] bosses====
===Other===
Note: these moves will not OHKO in Boss Battles unless stated otherwise.
* In [[Cruel Brawl]], the Red Alloy's forward smash can OHKO from the center of the stage even on {{SSBB|Bowser}}.{{fact}}
;[[Master Hand (SSBB)]]
*Reverse Throw - Intense difficulty
;[[Crazy Hand (SSBB)]]
*Reverse Throw - Intense difficulty


====[[The Subspace Emissary]] and [[Boss Battles]] bosses====
===Video===
Note: these moves will not OHKO in Boss Battles unless stated otherwise.
;[[Rayquaza]]
*Iron Tail - Intense difficulty, low HP, tip. Can be teched.
;[[Galleom]]
*Collapse - sweetspot can OHKO on Very hard and Intense. Sourspot can OHKO on Intense.
*Double Lariat - all hits connect, Intense.
*Giant Jump - landing directly on opponent on Intense at low HP.
*Uppercut - sweetspot, Intense at low HP.
*Rush & Slam - Intense at low HP against grounded opponents. Heavyweights may survive at 0%.
;[[Meta Ridley]]
*Mega Fire Ball - Intense difficulty, low HP.
*Falcon Flyer Pull - giant fireball at point-blank on Intense.
;[[Tabuu]]
*Off Waves - Normal difficulty or higher; can OHKO middleweights on Easy when Tabuu has less than half [[HP]] remaining. Will also OHKO in Boss Battles, but only on Intense.
*Movement Throw - Hard difficulty or higher.
*Tabuu Shot (large energy ball) - Very Hard difficulty or higher.
*Blade Charge - Intense difficulty; can OHKO middleweights on Very Hard when Tabuu has less than half HP left.
*Shadow Laser - Intense difficulty.
*Discharge Attack (body) - Intense difficulty.
*Tabuu Fire - Intense difficulty.
 
Being the final boss, Tabuu has the greatest number of OHKO moves, is the only boss with a guaranteed OHKO move below Very Hard difficulty, and is the only boss with a guaranteed OHKO move in Boss Battles.
 
====Others====
*In [[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 {{SSBB|Bowser}}. A similar type of strengthening (or slightly lower) was seen in ''Melee''. Also, the [[Shadow Bug|Shadow Clones]], [[False character|Subspace Copies]] and [[Boss|opponents]] battled in The Subspace Emissary are powered up this way on the higher 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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{{#widget:YouTube|id=mU6F6uHrQJs}}
{{#widget:YouTube|id=mU6F6uHrQJs}}


===In ''[[Super Smash Bros. 4]]''===
==In ''[[Super Smash Bros. 4]]''==
Like ''Brawl'', ''SSB4'' continues to add OHKOs to the game, though mostly playable [[character]]s' moves. Also, {{SSB4|Bayonetta}}'s [[Infernal Climax]] becomes the first playable character's move capable of an [[Instant KO]].
===Playable characters' standard moves===
 
====Playable characters' standard moves====
*{{SSB4|Roy}}'s fully charged and almost fully charged [[Flare Blade]] (sweetspot).
*{{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 a very strong one.
*{{SSB4|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power projectiles or a very strong one.
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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%. Also, {{SSB4|Ganondorf}}'s reverse aerial [[Warlock Punch]] is the most powerful non-OHKO attack, KOing {{SSB4|Mario}} from the center of [[Final Destination]] as low as 1% on its [[sweetspot]], though it can easily KO all lighter characters at 0% when sweetspotted. With [[rage]], it eventually gains OHKO power.
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 guarantee OHKO power under normal circumstances, 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 fully charged [[forward smash|forward]] and [[up smash]], [[aura]] and rage stack.
*Ganondorf's reverse and/or aerial Warlock Punch.
*Ganondorf's reverse and / or aerial Warlock Punch.
*{{SSB4|Kirby}}'s [[Giant Hammer]].
*{{SSB4|Kirby}}'s [[Giant Hammer]].


====Final Smashes====
===Final Smashes===
*Marth and Lucina's [[Critical Hit]].
*Marth and Lucina's [[Critical Hit]].
*Some of [[Giga Mac]]'s attacks when fully charged and [[sweetspot]]ted:
*Some of [[Giga Mac]]'s attacks when fully charged and [[sweetspot]]ted:
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*[[Wario-Man]]'s fully charged [[Wario Waft]].
*[[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]].
*[[Electrode]]'s Explosion after being smash thrown.
*[[Electrode]]'s Explosion after being smash thrown.
*If a [[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.
*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.
**[[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.
*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====
===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 touching a [[Klaptrap]] on [[Jungle Japes]] causes a powerful [[meteor smash]] of OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
===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.
====Other====
* 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.
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.


====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 (only used if the player does not defeat it in time: about 45 seconds). Ironically, the chances to survive are higher if the player is closer to the [[blast line]]s.
**The final explosion after unleashing the last Blast Wave (very small hitbox). However, it can never truly defeat the players as they have already won by the time the hitboxes land.


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


====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'':
{{#widget:YouTube|id=Dj5wW5-uFwI}}
{{#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, though still focusing on playable [[character]]s' moves (while [[Final Smash]]es and [[item]]s have been slightly [[nerfed]] again from the previous game). 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 fully charged and almost fully charged [[Flare Blade]] (sweetspot).
*{{SSBU|Hero}}'s fully charged [[forward smash]] with [[Command Selection|Oomph or Psyche Up]] active (if the sweetspot lands as a critical hit).
*{{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}}).
*{{SSBU|Kirby}}'s reversed aerial [[Warlock Punch]] (after [[inhaling]] {{SSBU|Ganondorf}}).
*The following [[counterattack]]s:
*The following [[counterattack]]s:
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*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====
*Hero's [[Command Selection|Hatchet Man]] with Psyche Up active.
*Hero's [[Command Selection|Hatchet Man]] with Psyche Up active.
*Hero's [[Zap|Kazap]] with Psyche Up, Oomph, and Hocus Pocus Giant active.
*Hero's [[Zap|Kazap]] with Psyche Up, Oomph, and Hocus Pocus Giant active.
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*Mr. Game & Watch's [[Judge]] #9.
*Mr. Game & Watch's [[Judge]] #9.
*Ganondorf's reversed aerial [[Warlock Punch]].
*Ganondorf's reversed aerial [[Warlock Punch]].
*{{SSBU|Lucario}}'s fully charged [[forward smash]], [[aura]] and [[rage]] stack (after patch 9.0).
*{{SSBU|Lucario}}'s fully charged [[forward smash]] at max [[aura]] after patch 9.0.


====Final Smashes====
===Final Smashes===
*Marth and Lucina's [[Critical Hit]].
*Marth and Lucina's [[Critical Hit]].
*Lucario's [[Aura Storm]] at max [[Aura]] if all hits connect.
*Lucario's [[Aura Storm]] at max [[Aura]] if all hits connect.
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Final Smashes executed using [[Final Smash Meter]] always lose their OHKO power, with Critical Hit KOing {{SSBU|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]].
*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.
*A [[Hothead]] when brought from no charge to significant overcharge by a single [[Flame|fire]] attack that deals over 30% damage. Hothead's damage output depends on the average damage output of the moves used to bring it to full charge, and thus gains OHKO power when overcharged by an extremely powerful fire move. If the Hothead hits opponents while [[spark]]ing, it can OHKO without being overcharged as much, but not when starting from zero charge.
*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%.
**For example, a fresh fully charged Flare Blade will sufficiently overcharge a Hothead, but doing so in Training with stale moves disabled removes its ability to sufficiently charge it, as the additional 1.05× freshness bonus just barely grants Flare Blade enough damage to do so.
**[[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.
**[[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.
*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]].
*Being hit by a [[Klaptrap]] on [[Jungle Japes]].


While being hit by a [[Klaptrap]] on [[Jungle Japes]] causes a powerful [[meteor smash]] of OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
===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 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.
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:


{{#widget:YouTube|id=Y5IIRDd5ggY}}
{{#widget:YouTube|id=Y5IIRDd5ggY}}


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


{{#widget:YouTube|id=y6_g2_FvFdA}}
{{#widget:YouTube|id=Cbw-iTFlWyA}}


==Gallery==
==Gallery==
<gallery>
<gallery>
Lucario Final Smash SSBU Max Aura.gif|Lucario's Aura Strom at max aura.
Homerunbat Pikachu - Smash 64.gif|{{SSB|Pikachu}} using the Home-Run Bat against {{SSB|Mario}} in ''Smash 64''.
Marth Final Smash SSBU.gif|Marth's [[Critical Hit]].
GreenShell Fox.gif|{{SSB|Fox}} throwing a [[Green Shell]] that was reflected multiple times in ''Smash 64''.
Chrom Neutral B SSBU.gif|Chrom's [[Flare Blade]].
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>
</gallery>
==Trivia==
==Trivia==
*''[[Brawl]]'' features the most guaranteed OHKOs; however, the vast majority are from [[boss]]es.
*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}}.
*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.
*[[Roy]]'s [[Flare Blade]] and [[Counter]] are the only moves to maintain their OHKO power in every installment.
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*Tabuu on Intense difficulty in [[The Subspace Emissary]] has more OHKOs than any other boss or enemy in any ''Smash'' game, with 7.
*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.
*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 already won before the hitboxes land.
*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 hit the player after the boss is defeated (with OHKO power on the higher difficulties), but since the battle is already won, the player can never be KOed.
**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==

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]