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A '''one-hit KO''', commonly abbreviated as '''OHKO''' (also referred to as an '''Instant KO''' in Melee), is an attack in the [[Super Smash Bros. (series) |''Super Smash Bros.'']] games with such high base knockback, that it [[KO]]s at 0%. However, moves that can OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances.
{{disambig2|attacks with enough knockback to KO in one hit|KOs that occur instantly and bypass all knockback|Instant KO}}
{{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.]]
A '''one-hit KO''', commonly abbreviated as '''OHKO''', is an attack in the ''{{b|Super Smash Bros.|series}}'' games with such high base [[knockback]] that it will [[KO]] an opponent at 0%. Such attacks currently exist in every installment of the series.


*The opponent [[tech]]s, [[DI]]s, utilises [[momentum cancel]]ling, and/or [[crouch cancel]]s.
==Definition==
*The opponent hits into a wall, which absorbs enough knockback to prevent the OHKO.
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]]'').
*Knockback may be insufficient to KO at 0% on very large stages (e.g. [[Hyrule Temple]], [[New Pork City]], [[75 m]].).
*Knockback may be insufficient to KO at 0% if the attack had been landed previously (due to [[Stale-Move Negation]]).
*Knockback may be insufficient to KO [[Weight|heavy]] characters at 0%.
*Opponents are under an effect that makes them more resilient (such as being [[Super Mushroom|giant]], [[metal]], or in an event that reduces the knockback they sustain), or the player is weakened (such as being [[Poison Mushroom|tiny]] or given a lower [[handicap]]).
*The damage ratio is lower than standard, reducing knockback.


The general rule for a move to be considered a one-hit KO is being able to KO the majority of characters from the center of [[Final Destination]] at 0% in its normal trajectory without any outside factors affecting the knockback. Another common standard is to compare the move to the [[smash attack]] of the [[Home-Run Bat]], the move intended to be the quintessential OHKO by the programmers.
As a result, moves and situations like the following are not considered to be one-hit KOs:
==In ''[[Super Smash Bros. 64]]''==
* [[Meteor smash]]es that only work offstage, such as [[Luigi]]'s down [[taunt]]
Moves that KO'd at 0% were almost nonexistent in the original Smash. In fact, only two moves in the game can OHKO without the aid of any modifiers.
* Moves or hazards that inflict no [[knockback]], such as being flown off the screen by the [[Landmaster]] or eaten by the [[Summit]]'s [[Fish]] or [[Distant Planet]]'s [[Bulborb]]
* [[Sacrificial KO]]s such as [[Bowser]]'s [[Flying Slam]], due to also inflicting no knockback
* Moves that only work on certain light characters (such as the first hit of {{SSBM|Roy}}'s [[Blazer]] against {{SSBM|Jigglypuff}} on specific [[stage]]s in ''[[Melee]]'')
* Moves that only work on certain stages (such as [[Ike]]'s [[Great Aether]] on [[75m]]), with stage hazards being an exception
* [[Instant KO]]s such as [[Hero]]'s [[Whack]], due to inflicting no knockback


Conversely, a one-hit KO move may fail to KO if the standard conditions are not met, such as the stage being large or having [[wall]]s; the opponent being at the far end of a stage; the move being weakened due to [[stale-move negation]]; or the opponent using [[DI]], [[momentum cancel]]ling, [[crouch cancel]]ling, or various other techniques to reduce the knockback or alter the trajectory of the attack.
==In ''[[Super Smash Bros.]]''==
Moves that KO at 0% are almost nonexistent in the original ''Super Smash Bros''. In fact, aside from the Home-Run Bat, only one move in the game is able to OHKO, and only under uncommon conditions involving [[item]]s.
===Items===
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Getting hit by a walking [[Bob-omb]] after being reflected by Fox's [[Reflector]].
*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.
 
===Video===
The following video demonstrates the main moves that KO at 0% in ''Smash Bros.'' for the Nintendo 64:
 
{{#widget:YouTube|id=OslLkfYGSwU}}


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


*{{SSBM|Roy}}'s fully charged [[Flare Blade]].
While close, Mr. Game & Watch's [[Judge]] #9 is not quite strong enough to KO at 0%.
*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong enough projectiles (Such as three [[PK Flash]]es).
 
*Roy's [[Counter]] upon countering an extremely powerful attack; a hitbox that deals around 35% damage will result in an OHKO if countered.
===Items/Enemies===
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Getting caught in [[Lugia]]'s Aeroblast.
*Touching [[Moltres]].
*Touching [[Moltres]].
*[[Articuno]]'s Icy Wind.
*Getting caught in [[Lugia]]'s Aeroblast (if most hits connect). Touching Lugia's body can also lead to an OHKO if multiple hits chain (while a single hit KOs {{SSBM|Mario}} as low as 35%).
*A thrown [[Polar Bear]] (smash throw).
*A [[Green Shell]] gains OHKO power when reflected 3 or 4 times by two {{SSBM|Fox}}es using [[Reflector]].
===Stage hazards===
*Rapid laser shots from the Great Fox on [[Corneria]], as well as the turrets while the Great Fox is charging.
*On [[Flat Zone]], if a falling tool is launched at enough speed (after either being hit by an extremely powerful attack such as a [[Home-Run Bat]] swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.
*[[Banzai Bill]]'s explosion on [[Princess Peach's Castle]] (if all hits connect).
*[[Banzai Bill]]'s explosion on [[Princess Peach's Castle]] (if all hits connect).
*A thrown [[Polar Bear]].
*Touching a blue [[Klaptrap]] on [[Jungle Japes]].
 
===1-P Mode===
* {{SSBM|Master Hand}} and {{SSBM|Crazy Hand}}'s Crush (if all hitboxes land), Power Punch, Flying Punch (sweetspot), Jetstream (sweetspot), and Flying Slap ({{SSBM|Classic Mode}} Very Hard [[difficulty]])
* {{SSBM|Master Hand}}'s Reverse Throw, Master Hand's Finger Drill (when preparing to launch), and Crazy Hand's Fake-Out Slap (Classic Very Hard).
* The combined hands' Applause (if all hits connect) and Sandwich Punch (Classic Very Hard).
* In [[Cruel Melee]], the [[Fighting Wire Frames]]' [[forward smash]], [[up smash]], and other moves.{{fact}}
 
===Video===
The following video demonstrates nearly all the moves and hazards that KO at 0% in ''Melee'':
 
{{#widget:YouTube|id=mb5qAONMjLs}}


==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
''Brawl'' continued the trend of adding many OHKOs into the game. However, they almost all were [[Final Smash]]es, [[item]] related, stage hazards, or boss attacks.
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.
 
===Playable characters' standard moves===
*{{SSBB|Ike}}'s stage 8 [[Eruption]]. Requires the [[stale-move negation|freshness bonus]] and therefore does not work in Training mode.
*{{SSBB|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power [[projectile]]s (such as three [[PK Flash]]es) or a very strong one.
*The following [[counterattack]]s:
**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 ~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]].
{{SSBB|Sheik}}’s [[Chain]] with the [[Chain Jacket glitch]] can also copy another hitbox, including a hitbox of OHKO power.


<!-- Do not add Judgment #9 as an OHKO; it has been tested and shown that it does not KO Mario from the center of Final Destination at 0%, thus it does not qualify as an OHKO.-->
===Final Smashes===
*{{SSBB|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong enough projectiles.
*{{SSBB|Ike}}'s stage 8 [[Eruption]].
*Ike's Counter upon countering a ridiculously powerful attack; a hitbox that deals around 45% damage will result in an OHKO if countered. {{SSBB|Marth}}'s Counter can also potentially inflict an OHKO, though it must reflect an even more powerful move (a hitbox that deals around 50% damage).
*Marth's [[Critical Hit]].
*Marth's [[Critical Hit]].
*{{SSBB|Ganondorf}}'s [[Beast Ganon]] (If all hitboxes land). If a character paralyzed by Beast Ganon is not hit by the charge afterward, they will be inflicted with a [[meteor smash]] of OHKO power.
*{{SSBB|Lucario}}'s [[Aura Storm]] at high enough [[Aura]] (Lucario's damage must be at least 95%) if all hits connect, including the initial take-off.
*[[Wario-Man]]'s fully charged [[Wario Waft]].
*{{SSBB|Pokémon Trainer}}'s [[Triple Finish]] if most hits connect, including the last one.
*{{SSBB|Lucario}}'s [[Aura Storm]] at full power when all hits connect.
*{{SSBB|Ganondorf}}'s [[Beast Ganon]] if most hitboxes land (at least one stomp and charge).
*{{SSBB|Zelda}}'s [[Light Arrow]] (barely in OHKO threshold, easily DIed).
*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.
 
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===
*The [[Dragoon]].
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*The [[Dragoon]].
*If the [[Hothead]] is powered up significantly (e.g. through multiple [[reflection]]s), it can deal well over 200% damage and OHKO.
*If a [[Soccer Ball]] 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 [[Moltres]].
*Touching [[Moltres]].
*[[Suicune]]'s Aurora Beam.
*[[Suicune]]'s Aurora Beam.
*[[Deoxys]]'s Hyper Beam, both the single initial blast and the following multi-hitting blast.
*[[Deoxys]]'s Hyper Beam.
*[[Electrode]]'s explosion after being smash thrown.
*[[Electrode]]'s Explosion when smash thrown. If an Electrode fails to burst, it can still be picked up and smash thrown with OHKO power.
*[[Knuckle Joe]]'s Vulcan Jab to Rising Break attack.
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
*If 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 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===
*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]].
*Touching the hull of the [[Pirate Ship]].
*The [[Ultimate Chimera]]'s bite.
*The first and fourth spikes on [[Rumble Falls]] (can easily be [[tech]]ed).
*The first spike on [[Rumble Falls]] (can easily be teched).
*Touching a [[Klaptrap]] on [[Jungle Japes]].
*Getting [[crushed]] in the [[Subspace Emissary]].
 
*[[Tabuu]]'s [[Off Waves]] (on Normal or higher difficulties in [[Subspace Emissary]]) (Very Hard and Intense in [[Boss Battle Mode]]).
===Bosses===
*Tabuu's Golden Brackets attack on Intense difficulty in the SSE.
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.
*[[Galleom]]'s attack when he stiffens and falls on the player on Intense difficulty in the SSE.
* {{SSBB|Master Hand}} and {{SSBB|Crazy Hand}}'s Reverse Throw (Intense).
*Galleom's tornado spin on Intense difficulty in the SSE (if most hits connect).
* [[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===
* In [[Cruel Brawl]], the Red Alloy's forward smash can OHKO from the center of the stage even on {{SSBB|Bowser}}.{{fact}}


===Video===
===Video===
The following video demonstrates all the moves and hazards that KO at 0% in ''Brawl''.
The following video demonstrates some moves and hazards that KO at 0% in ''Brawl'':
 
{{#widget:YouTube|id=EpyjRINBJbk}}
 
This video shows some other OHKOs, including more [[boss]] attacks.


<youtube>EpyjRINBJbk</youtube>
{{#widget:YouTube|id=mU6F6uHrQJs}}


==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==
Like ''Brawl'', ''SSB4'' continues to add OHKOs to the game.  
===Playable characters' standard moves===
*{{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|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.
*The following [[counterattack]]s:
**Ike's [[Smash Counter]] and {{SSB4|Shulk}}'s [[Power Vision]] custom moves upon countering a hitbox that deals 30% damage or more.
**{{SSB4|Corrin}}'s [[Counter Surge]], Ike and Roy's [[Counter]], and Shulk's [[Vision]] upon countering a hitbox that deals 35% damage or more. These counters technically have varying degrees of knockback, but they nevertheless achieve a KO at 0% without DI.
**{{SSB4|Mii Swordfighter}}'s [[Blade Counter]] upon countering a hitbox that deals 37% damage or more.
**{{SSB4|Lucina}} and {{SSB4|Marth}}'s Counter, {{SSB4|Little Mac}}'s [[Slip Counter]], and {{SSB4|Palutena}}'s {{B|Counter|Palutena}} upon dealing the 50% damage cap with their counters (this requires countering a hitbox that deals at least ~38.5% damage for Little Mac and Palutena, and at least 40% damage with Lucina and Marth).
 
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%.
 
====With [[Rage]] applied====
*{{SSB4|Lucario}}'s fully charged [[forward smash|forward]] and [[up smash]] (due to [[aura]] and rage stacking).
*Ganondorf's reverse and/or aerial Warlock Punch.
*{{SSB4|Kirby}}'s [[Giant Hammer]].
 
===Final Smashes===
*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).
*Shulk's [[Chain Attack]] when boosted with the [[Monado Arts#Customization|Hyper Smash Monado Art]] (extremely frame-precise, as the final hit must land before the Art expires).
*{{SSB4|Captain Falcon}}'s [[Blue Falcon]] (barely in OHKO threshold, easily [[DI]]ed by holding towards the stage).
*[[Wario-Man]]'s fully charged [[Wario Waft]].
 
===Items===
*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===
*Touching the hull of the boat on [[Wuhu Island]].
*Touching the hull of the [[Pirate Ship]].
*Touching a [[Klaptrap]] on [[Jungle Japes]].
 
===Bosses===
* [[Master Core]]'s final wave attack (on 8.0 or higher intensity only{{fact}}). Ironically, the chances to survive are higher if the player is closer to the [[blast line]]s.
* Master Core's self-destruction after unleashing the last wave (very small hitbox). However, this knockback can never defeat the player as they have already won by the time the hitbox lands.
 
===Other===
While it isn't accessible in regular battles, the [[Target Blast bomb|bomb]] used in the [[Target Blast]] stage has enough power to OHKO.
 
{{#widget:YouTube|id=vfWVGiCxTaI}}
 
===Video===
The following video demonstrates all the moves and attacks that KO at 0% in ''Smash 4'':
{{#widget:YouTube|id=Dj5wW5-uFwI}}
 
==In ''[[Super Smash Bros. Ultimate]]''==
===Playable characters' moves===
*{{SSBU|Roy}} and {{SSBU|Chrom}}'s fully charged and almost fully charged [[Flare Blade]] (sweetspot).
*{{SSBU|Hero}}'s fully charged [[forward smash]] with [[Command Selection|Oomph or Psyche Up]] active (sweetspotted critical hit).
*{{SSBU|Kirby}}'s reversed aerial [[Warlock Punch]] (after [[inhaling]] {{SSBU|Ganondorf}}).
*The following [[counterattack]]s:
**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|Marth}} and {{SSBU|Lucina}}'s [[Counter]] countering a hitbox dealing around 43% damage or more.
**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]].
 
====With Rage applied====
*Hero's [[Command Selection|Hatchet Man]] with Psyche Up active.
*Hero's [[Zap|Kazap]] with Psyche Up, Oomph, and Hocus Pocus Giant active.
*{{SSBU|Mr. Game & Watch}}'s [[Oil Panic]] after [[absorb]]ing a very strong projectile (like Hero's [[Frizz|Kafrizz]]).
*Mr. Game & Watch's [[Judge]] #9.
*Ganondorf's reversed aerial [[Warlock Punch]].
*{{SSBU|Lucario}}'s fully charged [[forward smash]] at max [[aura]] after patch 9.0.
 
===Final Smashes===
*Marth and Lucina's [[Critical Hit]].
*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]].
 
Final Smashes executed using [[Final Smash Meter]] always lose their OHKO power, with Critical Hit KOing {{SSBU|Mario}} at 20%.
 
===Items===
*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%.
**[[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.


*A [[smash attack]] with the [[Home-Run Bat]].
===Stage hazards===
*The [[Daybreak]]'s sweet spot.  
*Touching the hull of the [[Pirate Ship]].
*The Dragoon.  
*Touching the hull of the boat on [[Wuhu Island]].
*[[Master Core]]'s final attack if the player doesn't destroy it in time.
*Being hit by a [[Klaptrap]] on [[Jungle Japes]].
*{{SSB4|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing one strong enough projectile.
 
*{{SSB4|Marth}} and {{SSB4|Lucina}}'s [[Critical Hit]].
===Other===
*[[Electrode]]'s explosion after being smash thrown.
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.
*Touching an [[Orne]].
 
*Giga Mac's fully charged Straight Lunge sweetspot.
===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:
 
{{#widget:YouTube|id=Y5IIRDd5ggY}}
 
==Conclusive video==
The following video demonstrates several one-hit KOs from every ''Smash'' game:
 
{{#widget:YouTube|id=Cbw-iTFlWyA}}
 
==Gallery==
<gallery>
Homerunbat Pikachu - Smash 64.gif|{{SSB|Pikachu}} using the Home-Run Bat against {{SSB|Mario}} in ''Smash 64''.
GreenShell Fox.gif|{{SSB|Fox}} throwing a [[Green Shell]] that was reflected multiple times in ''Smash 64''.
CounterOHKOMelee.gif|{{SSBM|Roy}}'s [[Counter]] after countering Flare Blade in ''Melee''.
Brawl OilPanicOnehitKO.gif|{{SSBB|Mr. Game & Watch}}'s fully loaded Oil Panic after absorbing three strong projectiles in ''Brawl''.
Lucario Final Smash SSBB Max Aura.gif|Lucario's Aura Storm 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 Storm at max aura in ''Ultimate''.
</gallery>


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


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

Latest revision as of 11:52, December 16, 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]