Super Smash Bros. series

One-hit KO: Difference between revisions

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(Fixing the page and removing redundancies/repeated links/inaccurate info added since this week. Tons of errors. Seems this guy just lifted incorrect info from the wikia.)
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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 '''OHKO''', see {{Sm|Okoru}}.''
:''For the smasher '''OHKO''', see {{Sm|Okoru}}.''
A '''one-hit KO''', commonly abbreviated as '''OHKO''' (also referred to as an ''Instant KO'' in ''Melee''), is an attack in the ''{{b|Super Smash Bros.|series}}'' games with such high base [[knockback]] that it [[KO]]s an opponent at 0%. Such attacks currently exist in every installment of the series. However, moves with the potential to OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances:
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.  
 
In general, a move is considered a one-hit KO if:
 
*It is capable of KOing [[Mario]] at 0% ''through sheer knockback alone'' from the middle of the respective game's [[Final Destination]].
*It is not a [[meteor smash]] unless the hitboxes are also capable of OHKOing onstage (meteor smashes like those [[Beast Ganon]] are therefore OHKOs, 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).
*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.
 
Moves with the potential to OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances:
*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 [[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.
*The opponent is flung into a wall, which absorbs enough knockback to prevent the OHKO.
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*The [[launch rate]] is lower than standard, reducing knockback.
*The [[launch rate]] is lower than standard, reducing knockback.


The general rule for a move to be considered a one-hit KO is being able to KO an average-weight character, such as [[Mario]], at 0% [[damage]] from the center of [[Final Destination]] under standard conditions as mentioned above. Another common standard is to compare the move's knockback to the [[smash attack]] of the [[Home-Run Bat]], one of the few moves intended to be the quintessential OHKO by the developers.
=List of One-Hit KOs=
This page lists the moves that can OHKO within the rules mentioned above.  


Moves or hazards that inflict no knockback are not considered to meet the definition of one-"''hit''" KO's; for example, being flown off the screen by the [[Landmaster]] or eaten by the [[Summit]]'s [[Fish]] or [[Distant Planet]]'s [[Bulborb]] are not listed below.
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 move opponents into the blast lines.
*[[Sacrificial KO]]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]]), 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.]]''==
==In ''[[Super Smash Bros.]]''==
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*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as three [[PK Flash]]es).
*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as three [[PK Flash]]es).
*Roy's [[Counter]] upon countering an extremely powerful attack; a hitbox that deals around 35% damage will result in an OHKO if countered (such as a smash thrown Bob-omb).
*Roy's [[Counter]] upon countering an extremely powerful attack; a hitbox that deals around 35% damage will result in an OHKO if countered (such as a smash thrown Bob-omb).
*[[Self-destruct]]
**If {{SSBM|Jigglypuff}}’s [[Shield]] is kept for too much time or broken by an attack, Jigglypuff shall suffer a self-OKHO, being launched with massive vertical knockback (but without any damage).


===Items/Enemies===
===Items/Enemies===
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Touching [[Moltres]] (even for [[Super Mushroom|Giant]] characters). If a character touches Moltres’ lower body, however, he is inflicted a [[meteor smash]] with OHKO power. If the character is meteor smashed where Moltres is still above him, he will suffer up to 160% damage before being KOed. Same as [[Brawl]].
*Touching [[Moltres]]. If a character touches Moltres’ lower body, they are inflicted a [[meteor smash]] with OHKO power. If the character is meteor smashed where Moltres is still above them, they will suffer up to 160% damage before being KOed.
*Getting caught in [[Lugia]]'s Aeroblast (even for [[Super Mushroom|Giant]] characters). Can whiff if the player is hit at the left or right endpoint of its attack. Touching Lugia's body also deals massive knockback, but normally insufficient to OHKO like [[Moltres]]. Same as [[Brawl]].
*Getting caught in [[Lugia]]'s Aeroblast (sweetspot). Touching Lugia's body also deals massive knockback, but it is insufficient to OHKO.
*A thrown [[Polar Bear]].
*A thrown [[Polar Bear]].


===Stage hazards===
===Stage hazards===
*[[Banzai Bill]]'s explosion on [[Princess Peach's Castle]] (if all hits connect).
*[[Banzai Bill]]'s explosion on [[Princess Peach's Castle]] (if all hits connect).
*In [[Flat Zone]], if a falling tool is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.
*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.


==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
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===Playable characters' standard moves===
===Playable characters' standard moves===
*{{SSBB|Ike}}'s stage 8 [[Eruption]] (stage 7 Eruption can't be classified this way - though it could OHKO light characters when reversed, in midair or in particular situations, it usually KOs [[Charizard]] at 8%). If Ike gets [[Inhale|inhaled]] by [[Kirby]], the latter's stage 8 Eruption normally loses its OHKO power (except when reversed or used in midair).
*{{SSBB|Ike}}'s stage 8 [[Eruption]]. If Ike gets [[Inhale|inhaled]] by [[Kirby]], the latter's stage 8 Eruption loses its OHKO power (except when reversed or used in midair).
*{{SSBB|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as [[PK Flash]]) or a very strong one.
*{{SSBB|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as [[PK Flash]]) or a very strong one.
*{{SSBB|Ganondorf}}'s reverse or midair Warlock Punch.
*{{SSBB|Ivysaur}}'s [[up smash]] is the most powerful in the game, and can OHKO every character in the lower [[Difficulty|difficulties]] of [[Classic Mode|Classic]] and [[All-Star Mode|All Star]] mode (Easy and Normal only, or Hard in a few particular situations; however, it usually KOs characters starting from 18% in normal Brawls, with some notable exceptions).
*{{SSBB|Jigglypuff}}’s [[Rollout]] and [[Rest]] may OHKO very light characters in some situations, but only when perfectly framed and activated while in contact with the opponent. Also, Rollout needs to hit the opponent throughout its path, from the beginning to the end, to gain its full power. These moves are a guaranteed OHKO for every character in the lower [[Difficulty|difficulties]] of [[Classic Mode|Classic]] and [[All-Star Mode|All Star]] mode (Easy and Normal only, or Hard in a few particular situations).
*{{SSBB|Pikachu}}’s Thunder if the enemy is near to the upper lines or in stages with an high platform, such as [[75 m]], [[Spear Pillar]] or [[Onett]].
*The following [[counterattack]]s:
*The following [[counterattack]]s:
**{{SSBB|Ike}}'s Counter upon countering an extremely powerful attack (a hitbox that deals at least ~40% or 45% damage). Simply touching {{SSBB|Ike}}'s body when the move is performed deals the same knockback and damage of the [[slash]] itself, resulting in a OHKO as well.  
**{{SSBB|Ike}}'s Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~40% damage.
**{{SSBB|Marth}}'s Counter upon countering an even more powerful attack (a hitbox that deals at least ~45% or 50% damage). Simply touching {{SSBB|Marth}}'s body when the move is performed deals the same knockback and damage of the [[slash]] itself, resulting in a OHKO as well.
**{{SSBB|Marth}}'s Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~45% damage.
**Every other [[counterattack]] contrasting an attack with extreme OHKO power, such as the [[Ultimate Chimera]]'s bite.
*The following [[Self-destruct]]s:
**If {{SSBB|Jigglypuff}}’s [[Shield]] is kept for too much time or broken by an attack, Jigglypuff shall suffer a self-OKHO, being launched with massive vertical knockback (but without any damage).


Contrary to common belief, Mr. Game & Watch's [[Judge]] #9 is not an OHKO, having very high knockback but not quite enough to qualify under the required conditions (although it might OHKO very light characters in some rare situations, it usually starts to KO [[Jigglypuff]] only at 10%).
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.


===Final Smashes===
===Final Smashes===
*Marth's [[Critical Hit]] (even on [[Super Mushroom|Giant]] characters). It is the most powerful playable attack of all Smash games in term of knockback, and one of the strongest hits in absolute (being capable to OHKO even [[Metal Box|Metal]] characters in some particular situations, such as a very light character with poor [[recovery]] and in a small stage).
*{{SSBB|Marth}}'s [[Critical Hit]]. It is also the most powerful attack of all ''Smash'' games in term of knockback, without any exterior factors or buffs.
*Touching {{SSBB|Jigglypuff}} during [[Puff Up]] (its OHKO power is extremely high in [[Brawl]]). The KO potential of this attack varies greatly depending on many factors: from leaving Jigglypuff isolated and harmless to instantly OHKOing every character, including [[Super Mushroom|Giant]] or even [[Metal Box|Metal]] ones. When Jigglypuff is swollowing at the beginning, nearby characters will be moved towards the side of the stage. Then, Jigglypuff unleashes an immensely strong [[push]] that OHKOs every character touched, simply by contact. Finally Jigglypuff begins to deflate: in this phase, it is sufficient to touch his body to be OHKOed with the same power of the previous push. Knockback's direction is not constant but mostly horizontal, leading to a guaranteed OHKO every character with low [[recovery]].
*{{SSBB|Ganondorf}}'s [[Beast Ganon]] (if most hitboxes land). 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|Ganondorf}}'s [[Beast Ganon]] (if most hitboxes land). If a character paralyzed by Beast Ganon is not hit by the charge afterward, it can be inflicted a [[meteor smash]] of OHKO power.
*{{SSBB|Lucario}}'s [[Aura Storm]] at max [[Aura]] if all hits connect.
*{{SSBB|Lucario}}'s [[Aura Storm]] at full power (it happens when at least one of this conditions is fulfilled: if most hits connect, if Lucario has got [[Aura]] or when Lucario has suffered enough damage prior the [[Final Smash]]).
*{{SSBB|Zelda}}'s [[Light Arrow]] (barely in OHKO threshold, easily [[DI]]ed).
*{{SSBB|Pokémon Trainer}}'s [[Triple Finish]] if most hits connect. The attack works exactly the same for either [[Squirtle]], [[Ivysaur]] and [[Charizard]].
*{{SSBB|Zelda}}'s and *{{SSBB|Sheik}}'s [[Light Arrow]] (barely in OHKO threshold, easily [[DI]]ed). Power decreases by 25% for every target, making it quite difficult to OHKO two or more characters in a row (unlike every other long-range [[Final Smash]], such as [[Zero Laser]], [[Triple Finish]] or [[Beast Ganon]], which always keep the original strenght). Zelda's Light Arrow deals massive horizontal knockback and has more OHKO power than Sheik's, which is more angled - especially for characters with low [[recovery]] (in this case it might OHKO two opponents, despite knockback being reduced every time).  
*[[Wario-Man]]'s fully charged [[Wario Waft]].
*[[Wario-Man]]'s fully charged [[Wario Waft]].
*{{SSBB|Olimar}}’s [[End of Day]] can OHKO one or more characters in three different situations. In the first, this attack gains OHKO power when all hitboxes land and all the moves are almost perfectly done (which also deals extreme combined damage, even over 100%). Secondly, when the [[Final Smash]] is activated, all the other characters will be [[Meteor Smash|meteor smashed]] with enough power to OHKO every midair opponent. At last, characters which are too near to the bottom lines risk to be automatically OHKOed when Olimar’s ships rises.
*{{SSBB|Olimar}}’s [[End of Day]] if all hitboxes land (which deals over 100% total). Offstage opponents hit by the rocket's thrusters will also experience an OHKO via meteor smash.
*{{SSBB|Samus}}'s [[Zero Laser]] if most hits connect or if the player gets trapped and pushed over the ending lines.
*Touching {{SSBB|Zero Suit Samus}} while she is performing [[Power Suit Samus]], or being sucked into the sparkling [[vacuum]] .
*{{SSBB|Luigi}}'s [[up smash]] when [[Negative Zone]] is active.
*{{SSBB|Mario}}'s [[Mario Finale]] if the enemy gets trapped in the flame vortex and pushed offscreen. However, in all the other situations this is one of the weakest [[Final Smash]]es of the game, KOing only at high percentuals.
*{{SSBB|Ike}}'s [[Great Aether]] when used in small stages or when there is an high platform; it is an invariable OHKO in [[75 m]], [[Spear Pillar]] and [[Onett]].


===Items===
===Items===
*The [[Dragoon]].
*The [[Dragoon]].
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Touching [[Moltres]] (even for [[Super Mushroom|Giant]] characters). If a character touches Moltres’ lower body, however, he is inflicted a [[meteor smash]] with OHKO power. If the character is meteor smashed where Moltres is still above him, he will suffer up to 160% damage before being KOed. Same as [[Melee]].
*Touching [[Moltres]].
*Getting caught in [[Lugia]]'s Aeroblast (even for [[Super Mushroom|Giant]] characters). Can whiff if the player is hit at the left or right endpoint of its attack. Touching Lugia's body also deals massive knockback, but normally insufficient to OHKO like [[Moltres]]. Same as [[Melee]].
*Getting caught in [[Lugia]]'s Aeroblast (sweetspot).
*[[Suicune]]'s Aurora Beam (even for [[Super Mushroom|Giant]] characters). This attack instantly [[Freezing|freezes]] and OHKOs every character caught within it's range (similar to [[Articuno]]'s Sheer Cold but long-ranged, swifter and even more powerful). Due to its immense knockback and perfectly horizontal knockback (which allows little [[recovery]]), it may OHKO even [[Metal Box|Metal]] characters in some situations.
*[[Suicune]]'s Aurora Beam. The beam will not [[freeze]] at 0%, but still deals more than enough knockback to OHKO.
*[[Deoxys]]'s Hyper Beam (even for [[Super Mushroom|Giant]] characters), both the single initial blast and the following multi-hitting blast. Also, touching Deoxys' body deals the same knockback and damage of the attack istelf, invariably leading to an OHKO. The only exception is hitting the lower part of its body: in this case, the character is [[Meteor Smash|meteor smashed]] with OHKO potential if midair.
*[[Deoxys]]'s Hyper Beam, both the initial hit and the following multi-hitting laser.
*[[Electrode]]'s explosion or after being smash thrown.
*[[Electrode]]'s explosion or after being smash thrown.
*A trown [[Bonsly]].
*[[Knuckle Joe]]'s Vulcan Jab to Rising Break attack.
*[[Knuckle Joe]]'s Vulcan Jab to Rising Break attack.
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
*If a [[Pitfall]] is thrown on a flying character, he will be [[meteor smash|meteor smashed]] with an OHKO potential if he is midair.
*If a [[Pitfall]] is thrown on a flying character, he will be [[meteor smash|meteor smashed]] with an OHKO potential if he is midair.
*A full charged [[Hothead]] is an OHKO for every character caught in its path (even for [[Super Mushroom|Giant]] characters). It is reached during the last 10 seconds only, when the sphere sparkles and glows, or with the following method.
*If an uncharged Hothead is hit by a [[flame]]-based hitbox that deals over 30% damage (such as Ike's stage 7-9 Eruption), it will OHKO when smash thrown. Any sparks it gives off while traversing the stage at this strength will also OHKO.
*If an uncharged [[Hothead]] is hit by a fire-based hitbox that deals over 30% damage (such as Ike's stage 7-9 Eruption), it will OHKO both when smash thrown and when traversing the stage (even for [[Super Mushroom|Giant]] characters). Any sparks it gives off while traversing the stage at this strength will also OHKO any character (like the description above but during the whole time, not only the last 10 seconds).
*If a [[Soccer Ball]] is launched at enough speed (after either being hit by an extremely powerful attack such as [[forward smash]], a Home Run bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.
*If a [[Soccer Ball]] is launched at enough speed (after either being hit by an extremely powerful attack such as [[forward smash]], a Home Run bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.


===Stage hazards===
===Stage hazards===
*Touching or being bitten by the [[Ultimate Chimera]] in [[New Pork City]] (even for [[Super Mushroom|Giant]] characters). It is the most powerful attack in all the Smash games along with [[Tabuu]]’s [[Off Waves]], both for knockback (being able to OHKO even [[Metal Box|Metal]] characters in some situations) and damage (an incredible 100% or 200%).
*The [[Ultimate Chimera]]'s bite on [[New Pork City]].
*[[Dialga]]'s Roar of Time in [[Spear Pillar]] (even for [[Super Mushroom|Giant]] characters) if most hits connect, both the vertical and the horizontal beam.
*[[Palkia]]'s Spacial Rend in [[Spear Pillar]] (even for [[Super Mushroom|Giant]] characters) if most hits connect, both the vertical and the horizontal beam.
*[[Dialga]]'s Overheat in [[Spear Pillar]] (even on [[Super Mushroom|Giant]] characters). The attack deals from 70% to 100% damage and immense knockback (in some cases it may even OHKO [[Metal Box|Metal]] characters, due to the fact that Dialga appears only on an high platform, near to the upper lines). Also, simply touching [[Dialga]]'s body inflicts massive knockback and damage, but becomes an invariable OKHO when Dialga is using Overheat - not different to being hit by the attack itself.
*When [[Cresselia]], [[Dialga]] and [[Palkia]] revert the stage in [[Spear Pillar]], characters who are midair or near the upper lines shall be OHKOed.
*Touching or being hit by a Red [[Shellcreeper]] in [[Mario Bros.]]. The same effect is obtained if the Red Shellcreeper’s shell is trown to another character.
*Touching or being hit by a Blue [[Sidestepper]] in [[Mario Bros.]]. The same effect is obtained if the overturn Blue Sidestepper is trown to another character.
*Touching or being hit by a Pink [[Sidestepper]] in [[Mario Bros.]] (even for [[Super Mushroom|Giant]] characters). The same effect is obtained if the overturn Pink Sidestepped is trown to another character. Notice that Pink Sidesteppers deal the highest knockback of their species, enough to surely OHKO not only normal characters but even [[Super Mushroom|Giant]] ones.
*Green and Purple [[Shellcreeper|Shellcreeper]] and Red [[Sidestepper|Sidesteppers]] in [[Mario Bros.]] may also OHKO most characters if overturned and launched with enough power: for example by hitting them with a [[forward smash]], a powerful [[Move|kick]] or an [[item]] which can deal decent damage.
*Touching or being chased by a [[Flame]] in [[Mario Bros.]] (even for [[Super Mushroom|Giant]] characters when at full power). Notice that Flames' damage and knockback gradually increase over time and are higher if the character has suffered little damage previously. After about 20 seconds Flames will reach sufficient power to OHKO most characters, and after 30 seconds they shall OHKO even [[Super Mushroom|Giant]] characters, some time before fading away into nothing. 
*Being swallowed or taken beyond the bottom lines by the [[Bulborb]] in [[Distant Planet]]. Sometimes this is considered an [[Instant KO]] instead of a "classic" OHKO.
*Being swallowed or hit by the [[Fish]] in [[Summit]]. Sometimes this is considered an [[Instant KO]] instead of a "classic" OHKO.
*Touching or being hit by [[Flame|Trouble Bug]]'s flame body on the highest platforms in [[75 m]].
*Touching or being hit by the falling [[Spring|springs]] on the highest platforms in [[75 m]].
*When the stage is suddenly reverted in [[Frigate Orpheon]], characters in midair or near the upper lines shall be OHKOed.
*Not entering the capsule and being hit by the immense magma wave in [[Norfair]]. Magma covers the whole screen and instantly OHKOs every characters while dealing massive damage, with no possibility to survive outside the capsule (except by [[Shield|shielding]] or [[dodging]]).
*The explosion of the [[Bridge of Eldin]]’s bomb (even for [[Super Mushroom|Giant]] characters). It is one of the strongest hits ever, dealing enormous knockback and immense damage (100%) to all the characters within its range, being even capable to OHKO [[Metal Box|Metal]] characters in some particular situations.
*The laser beam shot by the [[Halberd]] (if all hits connect).
*[[Corneria]]'s laser beams.
*[[Corneria]]'s laser beams.
*Touching the hull of the [[Pirate Ship]] (invariable OHKO, regardless of character size and power-ups).
*Touching the hull of the [[Pirate Ship]].
*The first and the fourth spike on [[Rumble Falls]] (can easily be teched).
*The first and fourth spikes on [[Rumble Falls]] (can easily be teched).


In some cases, alleged OHKOs are in reality [[Instant KO|Instant KOs]]. Examples could be: the strong river’s current in [[Jungle Japes]], the flying ships in [[Big Blue]], the rain waterfall in [[Distant Planet]] and the moving screen in [[Rainbow Cruise]], which all lead characters beyond the bottom lines, KOing them invariably and regardless of damage. Also [[drowning]] and [[crushing]] enter in this category, being able to KO characters at 0%.
===The Subspace Army (enemies)===
The following will cause a OHKO on Intense [[difficulty]]:
*[[Big Primid]]'s punch.
*The forward smash of all four [[R.O.B.]].
*[[Armank]]'s main attack.
*[[Armight]]'s double blade attack.
*[[Auroros]]'s flying attack.
*[[Floow]]'s mind attack (if most hits connect).


===Stage enemies===
The following will cause a OHKO on both Very Hard and Intense difficulties:
 
*[[Armank]]'s main attack.
===The Subspace Emissary hazards===
*[[Autolance]]'s slash.
*Touching the [[Porky Statue]] on Normal or higher [[Difficulty|difficulties]] in [[The Subspace Emissary]] (even for [[Super Mushroom|Giant]] characters). Porky Statue can also be considered an [[enemy]] since it chases the player.
*Touching a [[Bombed]].
*Being crushed.
 
===The Subspace Army (enemies)===
*[[Big Primid]]'s punch on Intense [[Difficulty|difficulty]] in [[The Subspace Emissary]].
*The forward smash of all the four [[R.O.B.]] species on Intense [[Difficulty|difficulty]]  in [[The Subspace Emissary]].
*[[Armank]]'s main attack on Very Hard and Intense [[Difficulty|difficulties]]  in [[The Subspace Emissary]].
*[[Armight]]'s double blade attack on Intense  [[Difficulty|difficulty]]  in [[The Subspace Emissary]].
*[[Auroros]]'s flying attack on Intense  [[Difficulty|difficulty]]  in [[The Subspace Emissary]].
*[[Autolance]]'s slash on Very Hard or Intense  [[Difficulty|difficulties]]  in [[The Subspace Emissary]].
*Touching a [[Bombed]] makes it explode with OHKO power on Very Hard and Intense  [[Difficulty|difficulties]]  in [[The Subspace Emissary]], even when fighting against [[Porky]].
*[[Floow]]'s mind attack (if most hits connect) on Intense  [[Difficulty|difficulty]]  in [[The Subspace Emissary]], or the combined assault of multiple Floows in every [[Difficulty|difficulty]].
*Several other attacks of the [[Subspace Army]]'s enemies on Very Hard and Intense  [[Difficulty|difficulties]]  in [[The Subspace Emissary]], also depending on stage and character.
*Touching the [[Porky Statue]] on Normal or higher [[Difficulty|difficulties]]  in [[The Subspace Emissary]] (even for [[Super Mushroom|Giant]] characters). Porky Statue can also be considered a stage hazard, although it chases the player.


Many other enemies are capable of OHKOs.


===The Subspace Army (bosses)===
===The Subspace Army (bosses)===
*[[Tabuu]]'s [[Off Waves]] on Normal or higher [[Difficulty|difficulties]] in [[The Subspace Emissary]], or on Very Hard and Intense difficulties in [[Boss Battles Mode]].
*[[Tabuu]]'s [[Off Waves]] on Normal or higher difficulties in the Subspace Emissary, or on Very Hard and Intense difficulties in [[Boss Battles Mode]].
*Tabuu's Golden Bracket, Chain of Light and Dragon Laser attacks on Intense difficulty in the SSE.
*Tabuu's Golden Bracket, Chain of Light and Dragon Laser attacks on Intense difficulty in the SSE.
*[[Galleom]]'s attack when he stiffens and falls on the player on Intense difficulty in the SSE.
*[[Galleom]]'s attack when he stiffens and falls on the player on Intense difficulty in the SSE.
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**{{SSB4|Mii Swordfighter}}'s [[Blade Counter]] upon countering a hitbox that deals 37% damage or more.
**{{SSB4|Mii Swordfighter}}'s [[Blade Counter]] upon countering a hitbox that deals 37% damage or more.
**{{SSB4|Lucina}} and {{SSB4|Marth}}'s Counter, {{SSB4|Little Mac}}'s [[Slip Counter]], and {{SSB4|Palutena}}'s {{B|Counter|Palutena}} upon dealing the 50% damage cap with their counters (this requires countering a hitbox that deals at least ~38.5% damage for Little Mac and Palutena, and at least 40% damage with Lucina and Marth).
**{{SSB4|Lucina}} and {{SSB4|Marth}}'s Counter, {{SSB4|Little Mac}}'s [[Slip Counter]], and {{SSB4|Palutena}}'s {{B|Counter|Palutena}} upon dealing the 50% damage cap with their counters (this requires countering a hitbox that deals at least ~38.5% damage for Little Mac and Palutena, and at least 40% damage with Lucina and Marth).
**{{SSB4|Peach}}'s [[Toad (move)|Toad]] will KO Ness at 0% if she counterattacks his fully charged forward smash while she is wearing a [[Franklin Badge]].
 
Contrary to its name and intention, Little Mac's [[KO Uppercut]] does not KO until above about 30% damage. At 0%, it falls short of the necessary amount of knockback, even to a character as light as {{SSB4|Jigglypuff}}, KOing it only at 12%.
Contrary to its name and intention, Little Mac's [[KO Uppercut]] does not KO until above about 30% damage. At 0%, it falls short of the necessary amount of knockback, even to a character as light as {{SSB4|Jigglypuff}}, KOing it only at 12%.
*[[Self-destruct]]
**If {{SSB4|Jigglypuff}}’s [[Shield]] is kept for too much time or broken by an attack, Jigglypuff shall suffer a self-OKHO, being launched with massive vertical knockback (but without any damage).


===Playable characters' moves [with Rage applied]===
===Playable characters' moves (with Rage applied)===
While the following moves do not, under normal circumstances, guarantee an OHKO state, with [[Rage]] they can perform an OHKO:
While the following moves do not, under normal circumstances, guarantee an OHKO state, with [[Rage]] they can perform an OHKO:
*{{SSB4|Lucario}}'s Forward Smash, fully charged. Aura and rage stack.
*{{SSB4|Lucario}}'s Forward Smash, fully charged. Aura and rage stack.
*{{SSB4|Ganondorf}}'s reversed aerial [[Warlock Punch]].
*{{SSB4|Ganondorf}}'s reversed aerial [[Warlock Punch]].
*{{SSB4|Kirby}}'s [[Giant Hammer]].
*{{SSB4|Kirby}}'s [[Giant Hammer]].
*{{SSB4|Mr. Game and Watch}}'s [[Judge]] 9


===Final Smashes===
===Final Smashes===
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===Items/Enemies===
===Items/Enemies===
*The [[Daybreak]]'s sweet spot.  
*The [[Daybreak]]'s sweet spot.  
*The Dragoon.
*The [[Dragoon]].
*A [[smash attack]] with the [[Home-Run Bat]].
*A smash attack with the [[Home-Run Bat]].
*[[Electrode]]'s explosion after being smash thrown.
*[[Electrode]]'s explosion after being smash thrown.
*If the Hothead is powered up significantly (30% total or higher), it will gain OHKO power.
*If the Hothead is powered up significantly (30% total or higher), it will gain OHKO power.
*If a [[Soccer Ball]] is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat, or being launched after receiving enough damage), it will OHKO anyone it slams into.
*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.
*[[Smash attack]]s when boosted by the [[Black Knight]] item from [[Smash Tour]].
*[[Smash attack]]s when boosted by the [[Black Knight]] item from [[Smash Tour]], which occasionally turns smash attacks into OHKOs.


The [[Beetle]] and [[Boss Galaga]] items can carry players past the upper [[blast line]], but as they inflict no knockback they are not one-"''hit''" KOs and both can be escaped by button mashing.
The [[Beetle]] and [[Boss Galaga]] items can carry players past the upper [[blast line]], but as they inflict no knockback they are not considered one-hit KOs. Both 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]].
*Odin's Zantetsuken attack on the [[Midgar]] stage (top platform only).


===Other===
===Other===
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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
Like ''SSB4'', ''Ultimate'' continues to add OHKOs to the game.
Like ''SSB4'', ''Ultimate'' continues to add OHKOs to the 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 [[Flare Blade]].
*{{SSBU|Roy}} and {{SSBU|Chrom}}'s fully charged [[Flare Blade]].
Line 213: Line 187:
*{{SSBU|R.O.B.}}'s fully-charged [[Gyro]] will OHKO opponents beyond its maximum speed. However, it requires a much stronger windboxes consecutively at the gyro making it extremely difficult to achieve its power. [https://youtu.be/-vNLNngj4n8]
*{{SSBU|R.O.B.}}'s fully-charged [[Gyro]] will OHKO opponents beyond its maximum speed. However, it requires a much stronger windboxes consecutively at the gyro making it extremely difficult to achieve its power. [https://youtu.be/-vNLNngj4n8]
*[[Self-destruct]]  
*[[Self-destruct]]  
**If {{SSBU|Jigglypuff}}’s [[Shield]] is kept for too much time or broken by an attack, Jigglypuff shall suffer a self-OKHO, being launched with massive vertical knockback (but without any damage).


<!--Please do not add Whack or Thwack. They are instant KOs, not one-hit KOs.-->
<!--Please do not add Whack or Thwack. They are instant KOs, not one-hit KOs.-->
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*{{SSBU|Donkey Kong}}'s [[Jungle Rush]] at max rage.
*{{SSBU|Donkey Kong}}'s [[Jungle Rush]] at max rage.
*{{SSBU|Little Mac}}'s [[Giga Mac Rush]] at max rage.
*{{SSBU|Little Mac}}'s [[Giga Mac Rush]] at max rage.
*{{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]].


===Items/Enemies===
===Items/Enemies===

Revision as of 19:49, February 5, 2020

An icon for denoting incomplete things.
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.
For the smasher OHKO, see Okoru.

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. games with such high base knockback that it KOs an opponent at 0%. Such attacks currently exist in every installment of the series.

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

  • It is capable of KOing Mario at 0% through sheer knockback alone from the middle of the respective game's Final Destination.
  • It is not a meteor smash unless the hitboxes are also capable of OHKOing onstage (meteor smashes like those Beast Ganon are therefore OHKOs, 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 Smashes).
  • 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.

Moves with the potential to OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances:

  • The opponent techs, DIs, utilizes momentum cancelling, and/or crouch cancels 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.
  • Knockback may be insufficient to KO at 0% on very large stages (e.g. Temple, New Pork City, and 75m), or from the far edge of a stage.
  • Knockback may be insufficient to KO at 0% if the attack had already been landed previously (due to stale-move negation).
  • Knockback may be insufficient to KO heavy characters at 0%.
  • Opponents are under an effect that makes them more resilient (such as being giant, metal, or in an event that reduces the knockback they sustain), or the player is weakened (such as being tiny or given a lower handicap).
  • The launch rate is lower than standard, reducing knockback.

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:

Some stage hazards or enemies are capable of OHKOing on their respective stages, and will be listed below.

In Super Smash Bros.

Moves that KO'd at 0% were almost nonexistent in the original Smash. In fact, aside from the Home-Run Bat, only one move in the game is able to OHKO, under uncommon conditions:

Items

  • A smash attack with the Home-Run Bat.
  • If Fox uses Reflector on a walking Bob-omb, he (as well as any character caught in the blast radius) will be OHKO'd.
  • If 2 Foxes use Reflector on a Green Shell, it will eventually gain OHKO power after 3-4 reflects.

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' moves

  • Roy's fully charged Flare Blade.
  • Mr. Game & Watch's fully loaded Oil Panic after absorbing three strong projectiles (such as three PK Flashes).
  • Roy's Counter upon countering an extremely powerful attack; a hitbox that deals around 35% damage will result in an OHKO if countered (such as a smash thrown Bob-omb).

Items/Enemies

  • A smash attack with the Home-Run Bat.
  • Touching Moltres. If a character touches Moltres’ lower body, they are inflicted a meteor smash with OHKO power. If the character is meteor smashed where Moltres is still above them, they will suffer up to 160% damage before being KOed.
  • Getting caught in Lugia's Aeroblast (sweetspot). Touching Lugia's body also deals massive knockback, but it is insufficient to OHKO.
  • A thrown Polar Bear.

Stage hazards

  • Banzai Bill's explosion on Princess Peach's Castle (if all hits connect).
  • 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.

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 Smashes, items, stage hazards, enemy and boss attacks, with relatively few being standard moves of playable characters. In higher difficulties of The Subspace Emissary (often Very Hard or Intense), several enemy attacks are invariable OHKO, as well as many boss attacks. Also, most of Tabuu's moves are guaranteed OHKO in every situation, some of them even in the higher difficulties of Boss Battle (where the player has only one life).

Playable characters' standard moves

  • Ike's stage 8 Eruption. If Ike gets inhaled by Kirby, the latter's stage 8 Eruption loses its OHKO power (except when reversed or used in midair).
  • Mr. Game & Watch's fully loaded Oil Panic after absorbing three strong projectiles (such as PK Flash) or a very strong one.
  • The following counterattacks:
    • Ike's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~40% damage.
    • Marth's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~45% damage.

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.

Final Smashes

  • Marth's Critical Hit. It is also the most powerful attack of all Smash games in term of knockback, without any exterior factors or buffs.
  • Ganondorf's Beast Ganon (if most hitboxes land). If a character paralyzed by Beast Ganon is not hit by the charge afterward, they will be inflicted a meteor smash of OHKO power.
  • Lucario's Aura Storm at max Aura if all hits connect.
  • Zelda's Light Arrow (barely in OHKO threshold, easily DIed).
  • Wario-Man's fully charged Wario Waft.
  • Olimar’s End of Day if all hitboxes land (which deals over 100% total). Offstage opponents hit by the rocket's thrusters will also experience an OHKO via meteor smash.

Items

  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • Touching Moltres.
  • Getting caught in Lugia's Aeroblast (sweetspot).
  • Suicune's Aurora Beam. The beam will not freeze at 0%, but still deals more than enough knockback to OHKO.
  • Deoxys's Hyper Beam, both the initial hit and the following multi-hitting laser.
  • Electrode's explosion or after being smash thrown.
  • Knuckle Joe's Vulcan Jab to Rising Break attack.
  • If Wario runs over a buried Pitfall while riding on his Wario Bike, he will be sent flying at OHKO power.
  • If a Pitfall is thrown on a flying character, he will be meteor smashed with an OHKO potential if he is midair.
  • If an uncharged Hothead is hit by a flame-based hitbox that deals over 30% damage (such as Ike's stage 7-9 Eruption), it will OHKO when smash thrown. Any sparks it gives off while traversing the stage at this strength 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, a Home Run bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.

Stage hazards

The Subspace Army (enemies)

The following will cause a OHKO on Intense difficulty:

The following will cause a OHKO on both Very Hard and Intense difficulties:

Many other enemies are capable of OHKOs.

The Subspace Army (bosses)

  • Tabuu's Off Waves on Normal or higher difficulties in the Subspace Emissary, or on Very Hard and Intense difficulties in Boss Battles Mode.
  • Tabuu's Golden Bracket, Chain of Light and Dragon Laser attacks on Intense difficulty in the SSE.
  • Galleom's attack when he stiffens and falls on the player on Intense difficulty in the SSE.
  • Galleom's tornado spin on Intense difficulty in the SSE (if most hits connect).

Video

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

In Super Smash Bros. 4

Like Brawl, SSB4 continues to add OHKOs to the game.

Playable characters' standard moves

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

Playable characters' moves (with Rage applied)

While the following moves do not, under normal circumstances, guarantee an OHKO state, with Rage they can perform an OHKO:

Final Smashes

Items/Enemies

  • The Daybreak's sweet spot.
  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • Electrode's explosion after being smash thrown.
  • If the Hothead is powered up significantly (30% total or higher), it will gain OHKO power.
  • If a Soccer Ball is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat, or being launched after receiving enough damage), it will OHKO anyone it slams into.
  • Smash attacks when boosted by the Black Knight item from Smash Tour, which occasionally turns smash attacks into OHKOs.

The Beetle and Boss Galaga items can carry players past the upper blast line, but as they inflict no knockback they are not considered one-hit KOs. Both can also be easily escaped by button mashing at 0%.

Stage hazards

Other

While it isn't accessible in regular battles, the bomb used in the Target Blast stage apparently has more than enough power to OHKO under normal conditions.

Bosses

  • Master Core's final attack if the player does not defeat it in time (about 45 seconds).

In Super Smash Bros. Ultimate

Like SSB4, Ultimate continues to add OHKOs to the 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 [with Rage applied]

Final Smashes

Items/Enemies

Stage hazards

Bosses

  • Galeem's Lens Flare with weaker or no spirits.

Other

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 25% damage with OHKO power. This situation is similar to Smash 4's Target Blast bomb.

Video

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

References