One-hit KO: Difference between revisions
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*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. | *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. | *[[Sacrificial KO]]s, [[self-destruct]]s and [[instant KO]]s (such as [[Bowser]]'s [[Flying Slam]] or [[Hero]]'s [[Whack]]), as they do not deal any conventional knockback. | ||
*Moves that hit an opponent who is close to a blast line (such as [[Pikachu]]'s [[Thunder]] or [[Ike]]’s [[Great Aether]] on specific [[stage]]s) | *Moves that hit an opponent who is close to a blast line (such as [[Pikachu]]'s [[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. | Some [[stage hazard]]s or [[enemies]] are capable of OHKOing on their respective stages, and will be listed below. | ||
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*{{SSBB|Zelda}}'s [[Light Arrow]] (guaranteed on the first [[target]]). Power decreases by 25% for each target, but its perfectly horizontal knockback can lead to a guaranteed KO for multiple characters with poor [[recovery]]. | *{{SSBB|Zelda}}'s [[Light Arrow]] (guaranteed on the first [[target]]). Power decreases by 25% for each target, but its perfectly horizontal knockback can lead to a guaranteed KO for multiple characters with poor [[recovery]]. | ||
**{{SSBB|Sheik}}’s Light Arrow (barely in OHKO threshold, easily [[DI]]ed). Power does not decrease hitting more targets. | **{{SSBB|Sheik}}’s Light Arrow (barely in OHKO threshold, easily [[DI]]ed). Power does not decrease hitting more targets. | ||
*{{SSBB|Link}}’s and {{SSBB|Toon Link}}’s [[Triforce Slash]] if | *{{SSBB|Link}}’s and {{SSBB|Toon Link}}’s [[Triforce Slash]] if both hitboxes land (multiple slashes and final blow). | ||
*{{SSBB|Samus}}' [[Zero Laser]] if most hits connect. | *{{SSBB|Samus}}' [[Zero Laser]] if most hits connect. | ||
*{{SSBB|Olimar}}'s [[End of Day]] if all hitboxes land (bury, ascent, and explosion). Offstage opponents hit by the rocket's thrusters will also experience an OHKO via meteor smash. | *{{SSBB|Olimar}}'s [[End of Day]] if all hitboxes land (bury, ascent, and explosion). Offstage opponents hit by the rocket's thrusters will also experience an OHKO via meteor smash. | ||
*{{SSBB|Captain Falcon}}’s [[Blue Falcon]]. | *{{SSBB|Captain Falcon}}’s [[Blue Falcon]]. | ||
*[[Wario-Man]]'s fully charged [[Wario Waft]]. | *[[Wario-Man]]'s fully charged [[Wario Waft]]. | ||
Despite lacking enough knockback to be qualified under the required conditions, {{SSBB|Ike}}'s [[Great Aether]] can KO most (if not all) characters at 0% on several specific [[stage]]s, if all hitboxes land (blade swing, multiple slashes or kicks and final blowing explosion). These stages are [[75m]], [[Rumble Falls]], [[Pirate Ship]], [[Mario Bros.]], [[Onett]], [[Spear Pillar]], [[Flat Zone 2]], [[Skyworld]], [[Delfino Plaza]]'s square, the elevated part of [[Rainbow Cruise]], the World 1-2 version of [[Mushroomy Kingdom]] and any [[custom stage]] with an high enough platform. However, despite being a guaranteed KO, it doesn't fit the general definitions: in fact, the opponent is simply brought up to the top platform, very close to the stage [[Blast line|boundary]], before being KOed. | |||
====Items==== | ====Items==== |
Revision as of 09:22, February 29, 2020
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.
Definition
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 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 Smashes). There are some exceptions, such as Jigglypuff's Puff Up in Brawl which has both sheer OHKO power and an extreme push effect, and Samus' Zero Laser in the same game, which has dragging hits before the final hit.
- It is not extremely situational (such as the first hit of Roy's Blazer against Jigglypuff in Melee, or Jigglypuff's uncommonly high shield jump).
Another common standard is to compare the move's knockback to the smash attack of the Home-Run Bat, one of the few moves intended to be the quintessential OHKO by the developers.
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, or successfully executes a wall tech.
- The move's sweet spot (if any) does not land (particularly evident for sword-based hitboxes, such as Roy’s Flare Blade in every game featuring him or Lyn' slash in Brawl).
- The move requires more hitboxes to land but some of them fail (for example, Lugia’s Aeroblast in Melee, which can whiff if the character is hit on the edge and escapes; in Brawl it deals a single, immensely powerful hit which always OHKOs, but suffers from a smaller hitbox).
- The stage is extremely large (e.g. Temple, New Pork City, and 75m), or the opponent is at the far edge of a stage.
- The move was weakened previously due to stale-move negation.
- Opponents are under an effect that makes them more resilient (such as being 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.
- The opponent's gravity is affected via equipment.
- A Final Smash is executed using Final Smash Meter.
List of One-Hit KOs
This page lists the moves that can OHKO within the rules mentioned above.
Certain moves and situations are not considered to meet the definition of one-"hit" KO's:
- Moves or hazards that inflict no knockback, for example, being flown off the screen by the Landmaster or eaten by the Summit's Fish or Distant Planet's Bulborb), as they simply drag opponents into the blast lines.
- Sacrificial KOs, self-destructs and instant KOs (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 in Brawl or Ike’s Great Aether on specific stages in the same game) as almost any typical attack ingame will be able to KO opponents at that point.
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 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 two Foxes use Reflector on a Green Shell, it will eventually gain OHKO power after 3-4 reflects.
Bosses
The following will usually cause an OHKO on Very Hard difficulty only:
- Master Hand’s sweet spotted Dual Poke (if both hits connect), Flying Punch, Power Punch and Jetstream.
In Super Smash Bros. Melee
Unlike in Smash 64, there are multiple moves that can OHKO in Melee. They still remain relatively rare, however.
Playable characters' moves
- Roy's almost fully charged or fully charged Flare Blade (sweet spot).
- Mr. Game & Watch's fully loaded Oil Panic after absorbing three strong projectiles (such as three PK Flashes).
- Roy's Counter (sword hitbox) upon countering a hitbox that deals at least ~35% damage (sweet spot).
Items/Enemies
- A smash attack with the Home-Run Bat.
- Touching Moltres.
- Getting caught in Lugia's Aeroblast (if most hits connect). Unlike Brawl, Aeroblast requires more hits to KO at 0%, but its hitbox is very large. Touching Lugia’s body can also lead to an OHKO if multiple hits chain.
- A thrown Polar Bear (sweet spot).
- A Green Shell gains OHKO power when reflected 3 or 4 times by two Foxes using Reflector.
Marill's Tackle can push players past the side blast line, but as it inflicts no conventional knockback it is not considered a one-hit KO.
Contrary to common belief, Articuno’s Icy Wind is not an OHKO, having very high knockback but not quite enough to qualify under the required conditions (it usually KOs Mario starting from 12%). However, this attack could potentially KO lighter characters at 0% on Final Destination if its sweet spot lands, specifically characters not heavier than Pikachu.
Stage hazards
- Corneria’s laser beams.
- Touching a Blue Klaptrap on Jungle Japes. While it causes a powerful meteor smash that has OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
- Touching the hull of the flying ship on Rainbow Cruise.
- The fastest cars on Big Blue.
- On Flat Zone, if a falling tool is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.
- Banzai Bill's explosion on Princess Peach's Castle (if all hits connect).
Bosses
The following will usually cause an OHKO on Very Hard difficulty only:
- Master Hand’s Finger Drill (if all hits connect), Tri-Poke (if all hits land).
- Crazy Hand’s Fake-Out Slap and Flying Slap.
- Master Hand and Crazy Hand’s Crush (if all hitboxes land), Power Punch, Flying Punch (sweet spot), and Jetstream (sweet spot).
- Combined Master Hand’s and Crazy Hand’s 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. The same strengthening, if not, even more, will be seen again in Brawl.
Video
The following video demonstrates nearly all the moves and hazards that KO at 0% in Melee:
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 (mainly Pokéballs), stage hazards, enemy and boss attacks, with relatively few being standard moves of playable characters. On higher difficulties of The Subspace Emissary (often Very Hard or Intense), several enemy attacks are invariable OHKOs, as well as many boss attacks. Also, nearly all Tabuu's moves are guaranteed OHKOs in every situation, most of them even on the higher difficulties of Boss Battles (where the player has only one life).
Playable characters' standard moves
- Ike's stage 8 Eruption.
- Mr. Game & Watch's fully loaded Oil Panic after absorbing three medium power projectiles (such as three PK Flashes) or a very strong one.
- The following counterattacks:
- Ike's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~35% damage.
- Marth's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~40% damage.
- Pit’s Mirror Shield upon countering a reverse attack that deals at least ~30% damage (such as Captain Falcon’s reverse Falcon Punch). Countering these attacks can deal very high sheer knockback but doesn’t inflict any damage.
- Any sufficiently strong or repeatedly reflected projectile when reflected or countered, such as Zelda's fully charged Phantom Slash or Din's Fire, or a Green Shell.
Contrary to common belief, Mr. Game & Watch's Judge #9 is not an OHKO, having very high knockback but not quite enough to qualify under the required conditions (it usually KOs Mario starting from 10%). The same applies to Ike's stage 7 Eruption and Ganondorf's reverse aerial Warlock Punch, which can both KO Mario as low as 8% but don't respect the general definition. However, all these attacks could potentially KO lighter characters at 0% on Final Destination if their sweet spot lands, specifically characters not heavier than Pikachu. Also, if Kirby inhales Ike or Ganondorf, its copied stage 7 Eruption / reverse aerial Warlock Punch is usually slightly more powerful, KOing Mario as low as 5%. It has now enough power to KO several lighter characters at 0% on Final Destination if its sweet spot lands, specifically characters not heavier than Zelda.
Final Smashes
- Marth's Critical Hit.
- Jigglypuff's Puff Up both by push and simple contact (the hitbox when Jigglypuff shouts and begins deflating has extremely high base knockback in Brawl).
- Lucario's Aura Storm at very high to max Aura if most hits connect.
- Pokémon Trainer's Triple Finish if most hits connect (always needs the last hit to land for a KO).
- Pikachu’s Volt Tackle if all hitboxes land (getting caught by the electrical sphere and hitten by the final discharge).
- 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 (guaranteed on the first target). Power decreases by 25% for each target, but its perfectly horizontal knockback can lead to a guaranteed KO for multiple characters with poor recovery.
- Link’s and Toon Link’s Triforce Slash if both hitboxes land (multiple slashes and final blow).
- Samus' Zero Laser if most hits connect.
- 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.
- Captain Falcon’s Blue Falcon.
- Wario-Man's fully charged Wario Waft.
Despite lacking enough knockback to be qualified under the required conditions, Ike's Great Aether can KO most (if not all) characters at 0% on several specific stages, if all hitboxes land (blade swing, multiple slashes or kicks and final blowing explosion). These stages are 75m, Rumble Falls, Pirate Ship, Mario Bros., Onett, Spear Pillar, Flat Zone 2, Skyworld, Delfino Plaza's square, the elevated part of Rainbow Cruise, the World 1-2 version of Mushroomy Kingdom and any custom stage with an high enough platform. However, despite being a guaranteed KO, it doesn't fit the general definitions: in fact, the opponent is simply brought up to the top platform, very close to the stage boundary, before being KOed.
Items
- The Dragoon.
- A smash attack with the Home-Run Bat.
- Touching Moltres.
- Lugia's Aeroblast. Unlike Melee, a single hit will always OHKO the character (without trapping them), but the attack suffers from a smaller hitbox. Touching Lugia’s body can also lead to an OHKO if multiple hits chain.
- Articuno’s Sheer Cold.
- Suicune's Aurora Beam. The beam will not freeze at 0%, but still deals more than enough knockback to OHKO regardless.
- Ho-oh’s Sacred Fire and Entei’s Fire Spin if most hits connect (always need the last hit to land for a KO). Midair opponents are also OHKOed by a very powerful meteor smash.
- Deoxys's Hyper Beam or touching Deoxys, both the initial hit and the following multi-hitting laser.
- A thrown Bonsly (sweet spot).
- Electrode's Explosion or after being smash thrown.
- Wobbuffet’s Counter (automatically used at every hit; body hitbox) when countering an OHKO attack or a hitbox that deals at least ~25% damage.
- Metagross' Earthquake if all hitboxes land (bury, stomps and upward smash). It also has a powerful meteor smash capable to OHKO nearby midair characters.
- Latios and Latias’ Steel Wing if all hits chain (needs to trap characters in the attack).
- Snorlax’s Body Slam if both hits chain (initial jump or contact with its body and being hit by the Body Slam afterwards).
- Dr. Wright’s highest skyscraper.
- Lyn’s slash (sweet spot).
- Knuckle Joe's Vulcan Jab to Rising Break attack (if most hitboxes land).
- Waluigi's Racket Smash, sweet spotted, if all hitboxes land (bury, multiple stomps and finishing kick or blow). It can also OHKO characters by meteor smash.
- Little Mac’s uppercut (sweet spot).
- At least two Blast Boxes or four Smart Bombs or Bob-ombs exploding at the same time.
- If Wario runs over a buried Pitfall while riding on his Wario Bike, he will be sent flying at OHKO power. A thrown Pitfall can also meteor smash midair opponents with OHKO power.
- When an Hothead reaches its full power for the last seconds before fading, or after taking enough damage, any contact will be an OHKO (even touching the sparks). If an uncharged Hothead is hit by a flame-based hitbox that deals over 30% damage (such as Ike’s stage 6-9 Eruption), it will OHKO when smash thrown or launched. Any contact while traversing the stage at this strength (or with the sparks it emits) will also OHKO.
- A Green Shell gains OHKO power when countered 3 or 4 times by a Reflector (for example Fox's or Pit’s). This also applies to Green Shells and Red Shells obtained by defeating a Koopa Troopa in The Subspace Emissary and to Shellcreepers in Mario Bros. stage. Red Koopa Shells and Shellcreepers are usually much more powerful when reflected.
- If a Soccer Ball is launched at enough speed (after either being hit by an extremely powerful attack such as forward smash or a Home Run bat swing, or simply being launched after receiving enough damage), it will OHKO anyone it slams into.
Isaac, Devil, Kyogre's Hydro Pump and Piplup's Surf can push players into the side blast line, but as they inflict no conventional knockback they are not considered one-hit KOs.
Stage hazards
- The Ultimate Chimera's bite on New Pork City.
- Dialga's Roar of Time and Overheat (or touching Dialga), Palkia's Spacial Rend and Cresselia's Psycho Cut (at full power before fading) on Spear Pillar.
- The fastest forms of Sidesteppers (Red) and Shellcreepers (both Blue and Pink) on Mario Bros., or every other version of them when smash thrown or launched. Touching the fastest red or green Flames is also an OHKO.
- Touching a Klaptrap on Jungle Japes. While it causes a powerful meteor smash that has OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
- The fastest cars on Big Blue.
- Corneria's laser beams.
- The energy blast shot by Halberd’s Combo Cannon if all hits connect.
- Touching the hull of the Pirate Ship.
- Touching the hull of the flying ship on Rainbow Cruise.
- On Flat Zone 2, if a falling tool is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.
- Other hazards are also capable of OHKOs on this stage, such as Lion Tamers.
- Being hitten by the falling spears on PictoChat.
- Norfair's giant magma wave if all hits connect.
- The bomb on Bridge of Eldin.
- The first and fourth spikes on Rumble Falls (can easily be teched).
The Subspace Army (enemies and clones)
The following will usually cause an OHKO on Intense difficulty only:
- Armight's double blade attack.
- Auroros's flying attack.
- Big Goomba' charge.
- Boom Primid's boomerang.
- Buckot's fire shards (if all hits connect).
- Touching a Bullet Bill.
- Bytan's full power charge (at low health).
- Cymul's rotating blades (if all hits connect; always needs the last slash to land for a KO).
- Feyesh's sparkling slash.
- Gamyga's laser beam (both complete and incomplete form).
- Touching Glice, Glire and Glunder.
- Hammer Bro’s headbutt.
- The fiery punch of five Primids (all except Boom Primid and Scope Primid).
- Puppit's slash.
- The forward smash of all four R.O.B.s.
- Roturret's projectiles.
- Shellpod' charge (both armored and non-armor form).
- Spaak's thunderbolt (the dark form).
- Ticken's charge.
- Towtow's charge.
- Several attacks of Shadow Clones and fighters, such as forward smash and up smash, but also punches, kicks, and many others. A similar type of strengthening is seen in Cruel Brawl.
The following will cause an OHKO on both Very Hard and Intense difficulties:
- Armank's main attack and electrical sphere.
- Autolance's slash.
- Big Primid's forward smash, body slam, fiery punch and kick.
- Touching a Bombed.
- Giant Bytan's full power charge (at low health).
- Floow's mind attack (if most hits connect or at full health).
- Greap's ax.
- Every Nagagog's martial attack (at low health or the last form).
- Roader's charge.
- Every Shaydas' double slash.
- Touching Jyk (all the three forms).
The following will cause an OHKO on Normal or higher difficulties:
- Touching the Porky Statue.
The following will cause an OHKO on every difficulty:
- Multiple Floows' combined mind attack (together, if most hits connect or at full health).
- Scope Primid's most powerful projectile.
Touching a Trowlon on every difficulty is not an OHKO in conventional terms since it simply carries the player beyond the top blast line for a guaranteed KO. The only way to survive is by jumping off.
Many other enemies and several Shadow Clones or fighters are also capable of OHKOs.
The Subspace Army (bosses)
The following will usually cause an OHKO on Intense difficulty only:
- Petey Piranha's Left or Right Cage Smash immediately after Roar (only used twice per battle when each cage reaches 1/3 HP; always noticed due to the red aura).
- Several of Rayquaza's moves at low health (25% or less):
- Dig (sweet spot).
- Air Dash & Extremespeed (third attack of the sequence, sweet spot).
- Electric Ball (both diagonal and horizontal version).
- Lightning Strike if most hits connect.
- Porky Minch's Jump (sweet spot) and Energy Laser (if most hits connect).
- Ridley's Flying Stomp (sweet spot), Loop-de-Loop (if most hits connect), Tail Swoop (if most hits connect at very low health; always needs the last hit to land for a KO) and Slamming Rush.
- Duon's Charge, Jump Crash, Triple Slash (if most hits connect, always needs the last hit to land for a KO) and Blue Bolts or Pink Shots (contact with the bright blue / pearl sphere only, not the beams).
- Galleom's Side Crush (sweet spot), Uppercut (sweet spot), Shockwave (first hit only), Tank Rush (only used by Tank Galleom at medium to high health) and Stomping Jump.
- Meta Ridley's Tail Swoop if most hits connect (always needs the last hit to land for a KO).
- Tabuu's Diving Slash (sweet spot), Explosive Teleport and Ghost Projection (clones and Tabuu's body hitbox).
The following will cause an OHKO on both Very Hard and Intense difficulties:
- Rayquaza's Blast.
- Porky Minch's Stabbing Flurry (if most hits connect; always needs the last hit to land for a KO) and Dash.
- Touching the Porky Bots sent out by Porky Minch.
- Ridley's Background Ram.
- Duon's Head Sword Chop, Sword Blast (the hit itself, not the shockwave), and Vacuum Spin (if most hits connect or via meteor smash).
- Meta Ridley’s Mega Fire Ball.
- Galleom's Tank Rush & Slam (only used by Tank Galleom at very low health), Falling Body Slam and Tornado Spin (if most hits connect).
- Tabuu's Shuriken Boomerang (both hits), Shark Blade (blade and Tabuu’s body hitbox), Pinpoint Explosion and Bullet Rain (second attack).
The following will cause an OHKO on Hard or higher difficulties:
- Several of Tabuu's moves:
- Golden Bracket. Due to perfectly horizontal knockback, this attack will also cause a guaranteed KO for poor recovery characters even on Easy difficulty.
- Dragon Laser.
- Chain of Light. If against two players, Tabuu will attempt to smash them together with the Chain, resulting in a potential double OHKO.
- Electrical Shield (sparkles and Tabuu’s body hitbox). Due to perfectly horizontal knockback, this attack will also cause a guaranteed KO for poor recovery characters even on lower difficulties.
The following will cause an OHKO on Normal or higher difficulties:
The following will cause an OHKO on every difficulty:
- Porky Minch's Lightning if most hits connect or Porky has low health (25% or less). Touching the electrical sphere is also a guaranteed KO.
- Meta Ridley’s Falcon Flyer Smash and Falcon Flyer Stamp. These attacks will also drag the player past the bottom blast line for a guaranteed KO. In any case, the only way to survive is by jumping.
- Several of Tabuu's moves:
Meta Ridley's Falcon Flyer Pull on every difficulty is not an OHKO in conventional terms, since it simply drags the player past the bottom blast line for a guaranteed KO. The only way to survive is by jumping. Ridley’s Blasting Roar can also carry the player past the side blast line, but only under certain conditions and can be easily avoided.
Tabuu's Bullet Rain is always a KO on every difficulty if the player is hit both by the first (high-damaging bullets) and the second attack (explosive sphere). However, since the two attacks are separated by a few seconds interval when the player is free to move, this move can't be considered an OHKO on all difficulties. The same applies to Tabuu's Electrical Shield: on lower difficulties only, when the players touch Tabuu's body they will simply flinch, although they can be sucked in repeatedly by the attack.
Other bosses' attacks are also capable of OHKOs.
Classic Mode (bosses)
The following will usually cause an OHKO on Intense difficulty only:
- Master Hand’s Tri-Poke (if all hits connect), Crush (if most hitboxes land) and Vertical Throw.
- Crazy Hand’s Squeeze (if most hitboxes land), Flying Slap and Fake-Out Slap.
- Master Hand's and Crazy Hand’s Power Punch, Flying Punch and Jetstream.
- Combined Master Hand and Crazy Hand's Sandwich Punch (guaranteed).
The following will cause an OHKO on both Very Hard and Intense difficulties:
- Master Hand's and Crazy Hand's Finger Drill if most hits connect.
- Combined Master Hand’s and Crazy Hand’s Applause (if most hits connect), Sandwich Punch (sweet spot) and Crush Punch.
Boss Battles (bosses)
The following will usually cause an OHKO on Intense difficulty only:
- Rayquaza's Blast (sweet spot).
- Porky Minch's Stabbing Flurry (if most hits connect; always needs the last hit to land for a KO) and Dash (sweet spot).
- Ridley's Background Ram (sweet spot).
- Duon's Head Sword Chop (sweet spot), Sword Blast (sweet spot; the hit itself, not the shockwave) and Vacuum Spin (if most hits connect or via meteor smash).
- Meta Ridley’s Mega Fire Ball (sweet spot).
- Galleom's Tank Rush & Slam (sweet spot; only used by Tank Galleom at very low health), Falling Body Slam (sweet spot) and Tornado Spin (if most hits connect).
- Tabuu’s Shuriken Boomerang (both hits, sweet spot), Shark Blade (blade and Tabuu’s body hitbox), Pinpoint Explosion and Bullet Rain (second attack).
The following will cause an OHKO on both Very Hard and Intense difficulties:
- Porky Minch's Lightning if most hits connect or Porky has low health (25% or less). Touching the electrical sphere is also a guaranteed KO.
- Several of Tabuu's moves:
- Golden Bracket. Due to perfectly horizontal knockback, this attack will also cause a guaranteed KO for poor recovery characters even on Normal difficulty.
- Dragon Laser.
- Chain of Light. If against two players, Tabuu will attempt to smash them together with the Chain, resulting in a potential double OHKO.
- Electrical Shield (sparkles and Tabuu’s body hitbox). Due to perfectly horizontal knockback, this attack will also cause a guaranteed KO for poor recovery characters even on lower difficulties.
The following will cause an OHKO on Hard or higher difficulties:
The following will cause an OHKO on Normal or higher difficulties:
- Several of Tabuu's moves:
The following will cause an OHKO on every difficulty:
- Meta Ridley’s Falcon Flyer Smash and Falcon Flyer Stamp. These attacks will also drag the player past the bottom blast line for a guaranteed KO. In any case, the only way to survive is by jumping.
Meta Ridley's Falcon Flyer Pull on every difficulty is not an OHKO in conventional terms, since it simply drags the player past the bottom blast line for a guaranteed KO. The only way to survive is by jumping. Ridley’s Blasting Roar can also carry the player past the side blast line, but only under certain conditions and can be easily avoided.
Tabuu's Bullet Rain is always a KO on every difficulty if the player is hit both by the first (high-damaging bullets) and the second attack (explosive sphere). However, since the two attacks are separated by a few seconds interval when the player is free to move, this move can't be considered an OHKO on all difficulties. The same applies to Tabuu's Electrical Shield: on lower difficulties only, when the player touches Tabuu's body they will simply flinch, although they can be sucked in repeatedly by the attack.
Other bosses' attacks are also capable of OHKOs.
Others
- In the Subspace Emissary, these hazards are a guaranteed OHKO on every difficulty:
- Touching the hull of The Halberd.
- Touching very powerful flames.
- The Sandbag used in the Stadium for Home-Run Contest gains OHKO power when smashed with a very powerful attack (such as Ganondorf's aerial reverse Warlock Punch). However, this item can never be used outside the Stadium, except in Training.
- 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 Bowser. A similar type of strengthening (or slightly lower) was seen in Melee. Also, the Shadow Clones and fighters 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:
This video shows some other OHKOs, including more boss attacks.
In Super Smash Bros. 4
Like Brawl, SSB4 continues to add OHKOs to the game, though mostly playable characters’ moves. On the other hand, many Final Smashes and items that were able to one-hit KO before have been severely nerfed in this game.
Playable characters' standard moves
- Roy's almost fully charged and fully charged Flare Blade (sweet spot).
- Ike’s Unyielding Blade (sweet spot).
- Mr. Game & Watch's fully loaded Oil Panic after absorbing three medium power projectiles or a very strong one.
- 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 Zelda's fully charged Phantom Slash.
- Many other reflectors also share this behaviour, especially Ness's bat.
- The following counterattacks:
- Ike's Smash Counter and Shulk's Power Vision custom moves upon countering a hitbox that deals 30% damage or more.
- 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.
- Mii Swordfighter's Blade Counter upon countering a hitbox that deals 37% damage or more.
- Lucina and Marth's Counter, Little Mac's Slip Counter, and Palutena's Counter 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 Jigglypuff at 12%. Also, Ganondorf's reverse aerial Warlock Punch is the most powerful non-OHKO attack, KOing Mario from the center of Final Destination as low as 1% on its sweet spot. It means this move can easily KO all the characters lighter than Mario itself at 0% when sweet spotted. With Rage, it eventually gains OHKO power.
Playable characters' moves (with Rage applied)
While the following moves do not guarantee OHKO power under normal circumstances, with Rage they can perform an OHKO:
- Lucario's fully charged forward smash, Aura and Rage stack.
- Ganondorf's reverse and / or aerial Warlock Punch.
- Kirby's Giant Hammer.
Final Smashes
- Marth and Lucina's Critical Hit.
- Some of Giga Mac's attacks when fully charged and sweet spotted:
- Straight Lunge, up smash and forward smash (when angled up or horizontally).
- Shulk's Chain Attack when boosted with the Hyper Smash Monado Art (Extremely frame-precise, as the final hit must land before the Art expires, as shown in this demonstration video).
- Captain Falcon's Blue Falcon (barely in OHKO threshold, easily DIed by holding towards the stage).
- Wario-Man's fully charged Wario Waft.
Items
- The Dragoon.
- A smash attack with the Home-Run Bat.
- The Daybreak if all hits connect.
- Electrode's Explosion after being smash thrown.
- If the Hothead is powered up significantly by a flame-based hitbox (30% total or higher), it will gain OHKO power when smash thrown or emitting sparks. Unlike Brawl, Hotheads don't reach full OHKO power automatically for the last seconds or after taking non-fire damage.
- If a Soccer Ball is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat, or being launched after receiving enough damage), it will OHKO anyone it slams into on it’s sweet spot.
- Smash attacks boosted by the Black Knight item from Smash Tour are occasionally turned into OHKOs (random).
Beetle, Boss Galaga, Kyogre's Hydro Pump and Oshawott's Surf can push the players past the blast lines, but as they inflict no conventional knockback they are not considered one-hit KOs. The first two can also be easily escaped by button mashing at 0%.
Stage hazards
- Touching the hull of the boat on Wuhu Island.
- Touching the hull of the Pirate Ship.
- Touching a Klaptrap on Jungle Japes. While it causes a powerful meteor smash that has OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
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
The following will usually cause an OHKO on 8.0 or higher difficulties:
- These Master Core's attacks:
- Blast Waves if the player does not defeat it in time (about 45 seconds).
- The final explosion after unleashing the last Blast Wave (sweet spot). However, it can never truly defeat the players as they have already won by the time the hitbox lands.
Video
The following video demonstrates all the moves and attacks that KO at 0% in “Smash 4”:
In Super Smash Bros. Ultimate
Like SSB4, Ultimate continues to add OHKOs to the game, though still focusing on playable characters’ moves (while Final Smashes and items 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
- Roy and Chrom's almost fully charged or fully charged Flare Blade (sweetspot).
- Hero's fully charged forward smash (if the sweet spot lands as a critical hit).
- The following counterattacks:
- Roy and Chrom's Counter, Joker's Tetrakarn with Arsene, Shulk's Vision with Smash Art, and Mii Brawler's Counter Throw countering a hitbox that deals around 35% damage or more.
- Corrin's Counter Surge and Ike's Counter countering a hitbox dealing around 40% damage or more.
- Marth and Lucina's Counter countering a hitbox dealing around 43% damage or more.
- Any sufficiently strong or repeatedly reflected projectile when reflected.
- Any throwable item under extreme conditions which cause them to move at a very high speed. An example is R.O.B.'s fully-charged Gyro.
Playable characters' moves (with Rage applied)
- Hero's Hatchet Man with Psyche Up and Oomph active.
- Mr. Game & Watch's Oil Panic after absorbing a very strong projectile (like Hero's Kafrizz).
- Mr. Game & Watch’s Judge #9.
Final Smashes
- Marth and Lucina's Critical Hit.
- Lucario's Aura Storm at max Aura if all hits connect.
- 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 Mode Stage.
Final Smashes executed using Final Smash Meter always lose their OHKO power, with Critical Hit KOing Mario at 20%.
Items
- The Dragoon.
- A smash attack with the Home-Run Bat.
- The Daybreak if all hits connect.
- Electrode's Explosion when smash thrown.
- If the Hothead is powered up significantly by a flame-based hitbox (30% total or higher), it will gain OHKO power when smash thrown or emitting sparks. Unlike Brawl, Hotheads don't reach full OHKO power automatically for the last seconds or after taking non-fire damage.
Stage hazards
- Touching the hull of the Pirate Ship.
- Touching the hull of the boat on Wuhu Island.
- Getting hit by a Klaptrap on Jungle Japes. While it causes a powerful meteor smash that has OHKO power, it is otherwise unable to cause a conventional OHKO by the standards mentioned above.
Bosses
The following will usually cause an OHKO on Hard difficulty only:
- Galeem's Lens Flare with weaker or no spirits (sweet spot, if most hits chain; not guaranteed).
Other
While inaccessible in a regular fashion without hacking, the gun found on the 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 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
The following video demonstrates several one-hit KOs from every Smash game:
Trivia
- In Brawl:
- This game alone features much more guaranteed OHKOs than all the other four games combined together: more than double (around 70%).
- The Pokémon universe provides the highest number of OHKOs after the original Smash Bros.
- Nearly one half of the Pokémon physically appearing in this game are capable of OHKOs in some situations (20 out of 41).
- The Legend of Zelda universe provides the highest number of different playable characters with OHKO potential (Zelda or Sheik, Ganondorf, Link and Toon Link). The Pokémon universe provides six characters with this ability, but only if Ivysaur, Squirtle and Charizard are counted as separate characters instead of a single fighter (the Pokémon Trainer).
- It is the only game where Assist Trophies can OHKO (Lyndis, Knuckle Joe and Dr. Wright are severely nerfed in later games).
- The Home-Run Bat is the only item (and by extension, the only attack) able to perform a guaranteed OHKO in every Smash game, at least on its sweet spot.
- Roy’s Flare Blade and Counter are the only moves to maintain their OHKO power in every installment; like most sword-based hitboxes, they always require a sweet spot to land.
- At least one playable character from the Fire Emblem universe possesses a move with OHKO potential in every game (either Marth, Ike, Lucina or Roy). Other main characters appear as items with OHKO power (Lyndis in Brawl and Black Knight in Smash 4).
- Marth's Critical Hit is the only Final Smash to maintain its OHKO power in every installment. Throughout all games, it is also the most powerful attack of any character's standard moveset (in terms of knockback) without any exterior factors or buffs, being impossible to survive if in direct sight of a blast line, even on the largest stages of each game. In Brawl its strength is even higher.
- While the majority of OHKOs will fail to work on characters under the effects of a Super Mushroom or Metal Box, a few attacks have such high knockback that it will still OHKO under these circumstances. Examples (in Brawl only) include Suicune's Aurora Beam, Lugia's Aeroblast, Jigglypuff's Puff Up, Marth’s Critical Hit, the Ultimate Chimera's bite and several enemy and boss attacks.
- These attacks in Brawl have such immense knockback that it is possible for the main victim(s) to OHKO other opponents by simply knocking into them.
- Starting from Smash 4, a few Final Smashes have hitboxes that negate the effects of such buffs, such as Marth's Critical Hit.
- Tabuu on Intense difficulty in the Subspace Emissary has more OHKOs than every other boss or enemy in all the Smash games, with 14. His OHKOs are reduced to 11 on Intense difficulty in Boss Battles. In particular, Explosive Teleport and Ghost Projection lose their OHKO power due to being very difficult to avoid (but they are still a guaranteed KO below 20%, forcing the player to pay attention before attacking him).
- Considering Tabuu has only 16 attacks, 88% of his moves are potential one-hit KO moves.
- Tabuu has only one non-OHKO attack on Intense difficulty: Eye Lasers, that KOs well below 50%. Normal Teleport cannot harm the player in any way.
- Apart from Tabuu, other bosses that have a notable amount of OHKO moves include Galleom and Duon in Brawl (with 8 each), and both Master Hand and Crazy Hand in the same game (with 7 each plus 3 combined). All the other bosses in Brawl have 6 or fewer OHKOs.
- Combined Master Hand and Crazy Hand have access to 17 potential OHKO moves on Intense difficulty in Brawl (14 on Very Hard difficulty in Melee), although some of them need multiple hits to connect to KO at 0%. This also results in their combined attacks occasionally being two OHKO moves.
- 86% of Porky Minch’s moves are potential one-hit KO moves (6 out of 7).
- Every boss in Brawl (10 total) is capable of OHKOs under certain conditions, at least on Intense difficulty in the Subspace Emissary or Classic Mode. In Boss Battles, however, only 7 maintain this power.
- The most powerful boss-related moves in the Smash series are Tabuu's Off Waves (waves and contact with his body) on Intense difficulty in the Subspace Emissary and Boss Battles, and the Ultimate Chimera's bite in Brawl. All these attacks deal 100%-200% damage and immense knockback. Off Waves are so strong that it OHKOs even on the lower difficulties of the Subspace Emissary (Easy) and Boss Battles (Normal).
- Brawl introduced the trend of "final bosses" having extremely powerful attacks that feature waves in some form, and are usually an OHKO (on higher difficulties only, except for Tabuu). These include Winged Tabuu’s Off Waves, Master Core's Blast Waves and Galeem's Lens Flare (this one only situational).
- Master Core’s final explosion is the only OHKO that never KOs the player, since the battle is already won before the hitboxes land.