Super Smash Bros. series

One-hit KO

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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. However, 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.

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.

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.

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).
  • Self-destruct
    • If 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

  • A smash attack with the Home-Run Bat.
  • Touching Moltres (even for 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.
  • Getting caught in Lugia's Aeroblast (even for 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.
  • A thrown Polar Bear.

Stage hazards

  • 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.

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 (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 inhaled by Kirby, the latter's stage 8 Eruption normally 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.
  • Ganondorf's reverse or midair Warlock Punch.
  • Ivysaur's up smash is the most powerful in the game, and can OHKO every character in the lower difficulties of Classic and 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).
  • 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 difficulties of Classic and All Star mode (Easy and Normal only, or Hard in a few particular situations).
  • 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 counterattacks:
    • Ike's Counter upon countering an extremely powerful attack (a hitbox that deals at least ~40% or 45% damage). Simply touching Ike's body when the move is performed deals the same knockback and damage of the slash itself, resulting in a OHKO as well.
    • Marth's Counter upon countering an even more powerful attack (a hitbox that deals at least ~45% or 50% damage). Simply touching Marth's body when the move is performed deals the same knockback and damage of the slash itself, resulting in a OHKO as well.
    • Every other counterattack contrasting an attack with extreme OHKO power, such as the Ultimate Chimera's bite.
  • The following Self-destructs:
    • If 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%).

Final Smashes

  • Marth's Critical Hit (even on 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 characters in some particular situations, such as a very light character with poor recovery and in a small stage).
  • Touching 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 Giant or even 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.
  • 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.
  • 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).
  • Pokémon Trainer's Triple Finish if most hits connect. The attack works exactly the same for either Squirtle, Ivysaur and Charizard.
  • Zelda's and *Sheik's Light Arrow (barely in OHKO threshold, easily DIed). 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.
  • 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 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.
  • Samus's Zero Laser if most hits connect or if the player gets trapped and pushed over the ending lines.
  • Touching Zero Suit Samus while she is performing Power Suit Samus, or being sucked into the sparkling vacuum .
  • Luigi's up smash when Negative Zone is active.
  • 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 Smashes of the game, KOing only at high percentuals.
  • 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

  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • Touching Moltres (even for 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.
  • Getting caught in Lugia's Aeroblast (even for 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.
  • Suicune's Aurora Beam (even for Giant characters). This attack instantly 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 characters in some situations.
  • Deoxys's Hyper Beam (even for 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 smashed with OHKO potential if midair.
  • Electrode's explosion or after being smash thrown.
  • A trown Bonsly.
  • 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.
  • A full charged Hothead is an OHKO for every character caught in its path (even for 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 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 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.

Stage hazards

  • Touching or being bitten by the Ultimate Chimera in New Pork City (even for 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 characters in some situations) and damage (an incredible 100% or 200%).
  • Dialga's Roar of Time in Spear Pillar (even for Giant characters) if most hits connect, both the vertical and the horizontal beam.
  • Palkia's Spacial Rend in Spear Pillar (even for Giant characters) if most hits connect, both the vertical and the horizontal beam.
  • Dialga's Overheat in Spear Pillar (even on Giant characters). The attack deals from 70% to 100% damage and immense knockback (in some cases it may even OHKO 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 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 Giant ones.
  • Green and Purple Shellcreeper and Red 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 kick or an item which can deal decent damage.
  • Touching or being chased by a Flame in Mario Bros. (even for 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 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 Trouble Bug's flame body on the highest platforms in 75 m.
  • Touching or being hit by the falling 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 shielding or dodging).
  • The explosion of the Bridge of Eldin’s bomb (even for 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 characters in some particular situations.
  • The laser beam shot by the Halberd (if all hits connect).
  • Corneria's laser beams.
  • Touching the hull of the Pirate Ship (invariable OHKO, regardless of character size and power-ups).
  • The first and the fourth spike on Rumble Falls (can easily be teched).

In some cases, alleged OHKOs are in reality 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%.

Stage enemies

The Subspace Emissary hazards

The Subspace Army (enemies)


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%.

  • Self-destruct
    • If 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]

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.

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.

Stage hazards

  • Touching the hull of the boat on Wuhu Island.
  • Touching the hull of the Pirate Ship.
  • Odin's Zantetsuken attack on the Midgar stage (top platform only).

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.

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