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One-hit KO: Difference between revisions

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*[[Galleom]]'s Tank Rush and Slam (sweetspot; only used by [[Galleom|Tank Galleom]] at very low health), Falling Body Slam (sweetspot) and Tornado Spin (if most hits connect).
*[[Galleom]]'s Tank Rush and Slam (sweetspot; only used by [[Galleom|Tank Galleom]] at very low health), Falling Body Slam (sweetspot) and Tornado Spin (if most hits connect).
*[[Tabuu]]'s Chain of Light. When two [[Player|players]] fight, Tabuu will attempt to smash them together with the Chain, resulting in a potential double OHKO.
*[[Tabuu]]'s Chain of Light. When two [[Player|players]] fight, Tabuu will attempt to smash them together with the Chain, resulting in a potential double OHKO.
*Touching Tabuu through Electrical Shield (sweetspot).
*Tabuu's Shark Blade (sweetspot), Pinpoint Explosion, Bullet Rain (second attack) and Electrical Shield (contact, sweetspot).
*Tabuu's Shark Blade (sweetspot), Pinpoint Explosion and Bullet Rain (second attack).


The following will cause a OHKO on both Very Hard and Intense [[Difficulty|difficulties]]:
The following will cause a OHKO on both Very Hard and Intense [[Difficulty|difficulties]]:

Revision as of 15:17, February 9, 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. 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 sweetspot does not land (particularly evident for Roy’s Flare Blade in every game featuring him).
  • 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.

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 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 (sweetspot).
  • 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 (sweetspot); a hitbox that deals around 35% damage will result in an OHKO if countered (such as a smash thrown Bob-omb).

Items/Enemies

Marill can push players past the side blast line, but as it inflicts no conventional knockback it is not considered a one-hit KO.

Stage hazards

  • Corneria’s laser beams.
  • 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.

Bosses

The following will usually cause a OHKO on Very Hard difficulty only:

  • Master Hand’s Finger Drill (if all hits connect) and Flying Slap.
  • Crazy Hand’s Fake-Out Slap and Power Punch.
  • Master Hand and Crazy Hand’s Crush (if all hits connect), Flying Punch (sweetspot), and Jetstream (sweetspot).
  • Combined Master Hand’s and Crazy Hand’s Applause (if all hits connect) and Sandwich Punch.

Others

In Cruel Melee, several 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 and kicks. 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 (Pokéballs overall), 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 OHKOs, as well as many boss attacks. Also, most of Tabuu's moves are guaranteed OHKOs 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 a 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] (SSBB)|Ike]]]'s stage 7 Eruption, which can KO Charizard as low as 8% but doesn't respect the general definition.

Final Smashes

Items

  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • Touching Moltres.
  • Lugia's Aeroblast. Touching Lugia’s body can also lead to a OHKO if multiple hits chain.
  • Articuno’s Sheer Cold (sweetspot).
  • Suicune's Aurora Beam. The beam will not freeze at 0%, but still deals more than enough knockback to invariably OHKO.
  • Deoxys's Hyper Beam or touching Deoxys, both the initial hit and the following multi-hitting laser.
  • A thrown Bonsly (sweetspot).
  • Electrode's Explosion or after being smash thrown.
  • Wobbuffet’s Counter when countering a OHKO attack or an hitbox that deals at least ~35% damage.
  • Metagross' Earthquake if all hitboxes land (bury, stomp and upward smash). It also has a powerful meteor smash capable to OHKO nearby midair characters.
  • Dr. Wright’s highest skyscraper.
  • Knuckle Joe's Vulcan Jab to Rising Break attack.
  • Lyn’s slash (sweetspot).
  • Waluigi's Racket Smash, sweetspotted, if all hitboxes land (bury, multiple stomps and finishing kick or blow).
  • Five Smart Bombs, Bob-ombs or Blast Boxes 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.
  • If a Pitfall is thrown on a flying character, he will be meteor smashed with a OHKO potential if he is midair.
  • When an Hothead reaches its full power for the last seconds (emitting sparks), any contact will be a OHKO. 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.

Kyogre and Piplup can push players past the side blast line, but as they inflict no conventional knockback they are not considered one-hit KOs.

Stage hazards

The Subspace Army (enemies and clones)

The following will usually cause a OHKO on Intense difficulty only:

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

  • Armank's main attack.
  • Autolance's slash.
  • Touching a Bombed.
  • Floow's mind attack (if most hits connect or at full health).
  • Giant Bytan's full power charge (at low health).
  • Greap's axe.
  • 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 a OHKO on Normal or higher difficulties:

The following will cause a 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 a OHKO in conventional terms, since it simply carries the player beyond the top blast line, KOing regardless of damage.

Many other enemies and several Shadow Clones are also capable of OHKOs.

The Subspace Army (bosses)

The following will usually cause a OHKO on Intense difficulty only:

  • Rayquaza's Blast at low health (25%) and Lightning Strike if most hits connect or at low health (25%).
  • Porky Minch's Lightning (if most hits connect).
  • Ridley's Background Ram (sweetspot) and Slamming Rush.
  • Duon's Jump Crash.
  • Duon's Vacuum Spin (if most hits connect).
  • Galleom's Shockwave (first hit only) and Uppercut.
  • Tabuu's Explosive Teleport (randomly), Rapid Chop if most hits connect (final slash only), Electrical Shield (contact) and Shark Blade.

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

The following will cause a OHKO on Hard or higher difficulties:

  • Tabuu's Golden Bracket. Due to perfectly horizontal knockback, this attack is a guaranteed OHKO for poor recovery characters even on Easy difficulty.
  • Tabuu's Dragon Laser.
  • Tabuu's Chain of Light. When two players fight, Tabuu will attempt to smash them together with the Chain, resulting in a potential double OHKO.

The following will cause a OHKO on Normal or higher difficulties:

The following will cause a OHKO on every difficulty:

Meta Ridley's Falcon Flyer Pull on every difficulty is not a OHKO in conventional terms, since it simply pulls the player beyond the bottom blast line, KOing regardless of damage. The only way to survive it is jumping.

Other bosses' attacks are also capable of OHKOs.

Classic Mode (bosses)

The following will usually cause a OHKO on Intense difficulty only:

  • Master Hand’s Finger Drill (if most hits connect) and Flying Slap.
  • Crazy Hand’s Fake-Out Slap and Power Punch.
  • Master Hand and Crazy Hand’s Crush (if most hits connect), Flying Punch (sweetspot), Jetstream (sweetspot) and Sandwich Punch (invariable).

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

  • Combined Master Hand’s and Crazy Hand’s Applause (if most hits connect) and Sandwich Punch (sweetspot).

Boss Battle (bosses)

The following will usually cause a OHKO on Intense difficulty only:

  • Duon's Sword Blast (sweetspot; the hit itself, not the shockwave).
  • Meta Ridley’s Mega Fire Ball (sweetspot).
  • Galleom's Tank Rush and Slam (sweetspot; only used by Tank Galleom at very low health), Falling Body Slam (sweetspot) and Tornado Spin (if most hits connect).
  • Tabuu's Chain of Light. When two players fight, Tabuu will attempt to smash them together with the Chain, resulting in a potential double OHKO.
  • Tabuu's Shark Blade (sweetspot), Pinpoint Explosion, Bullet Rain (second attack) and Electrical Shield (contact, sweetspot).

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

  • Porky Minch's Energy Laser if most hits connect or Porky has low health (25%).
  • Tabuu's Golden Bracket. Due to perfectly horizontal knockback, this attack is a guaranteed OHKO for poor recovery characters even on Normal difficulty.
  • Tabuu's Dragon Laser.

The following will cause a OHKO on Hard or higher difficulties:

The following will cause a OHKO on Normal or higher difficulties:

The following will cause a OHKO on every difficulty:

  • Meta Ridley’s Falcon Flyer Smash and Falcon Flyer Stamp.

Meta Ridley's Falcon Flyer Pull on every difficulty is not a OHKO in conventional terms, since it simply pulls the player beyond the bottom blast line, KOing regardless of damage. The only way to survive it is jumping.

Other bosses' attacks are also capable of OHKOs.

Others

In Cruel Brawl, several 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 and kicks. Each of the Alloys has 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. The same strengthening, or maybe a bit less, was already seen in Melee.

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.

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 (sweetspot).
  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • 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. Unlike Brawl, Hotheads don't reach full OHKO power automatically for the last seconds.
  • 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 and Oshawott can carry players past the blast lines, but as they inflict no conventional knockback they are not considered one-hit KOs. All 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 Waves if the player does not defeat it in time (about 45 seconds).
  • Master Core’s final explosion after unleashing the Waves (sweetspot). 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. 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)

Hero's Whack with Thwack are actually instant KOs despite them commonly (and incorrectly) being considered one-hit KOs, as they KO opponents regardless of position. This also applies to any Final Smash that ends with opponents bursting on the spot in a colorful explosion.

Final Smashes

Items/Enemies

  • A smash attack with the Home-Run Bat.
  • Electrode's Explosion when smash thrown.
  • The Dragoon.
  • The Daybreak (sweetspot).
  • If the Hothead is powered up significantly by a flame-based hitbox (30% total or higher), it will gain OHKO power. Unlike Brawl, Hotheads don't reach full OHKO power automatically for the last seconds.

Stage hazards

Bosses

  • Galeem's Lens Flare with weaker or no spirits (sweetspot; 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 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:

Trivia

  • The Home-Run Bat is the only item (and by extension, the only attack) that is able to perform a guaranteed OHKO in every Smash game.
  • Marth's Critical Hit is the only Final Smash to maintain its OHKO power in every installment. It is also the most powerful attack of any character's standard moveset without any exterior factors or buffs.
  • Tabuu on Intense difficulty in the Subspace Emissary has more OHKOs than every other boss or enemy in all the Smash games, with 10. Tabuu's OHKOs are reduced to 8 on Intense difficulty in Boss Battles, with 2 of them needing sweetspots to OHKO. Several of Tabuu's attacks are still an invariable KO as low as 20% on higher difficulties.
    • Other bosses that have a notable amount of OHKO moves include Galleom in Brawl (with 5), and both Master Hand's and Crazy Hand's in both Melee and Brawl (with 5 and 2).
  • The most powerful boss-related moves in the Smash series are Tabuu's Off Waves or touching Winged Tabuu on Intense difficulty in the Subspace Emissary and Boss Battles, and the Ultimate Chimera's bite in 'Brawl All these attacks deal 100%-200% and immense knockback.
  • While 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 include Suicune's Aurora Beam, Lugia's Aeroblast, Marth's Critical Hit, Ultimate Chimera's bite and several enemy or boss attacks.
    • Starting from Smash 4, a few Final Smashes have hitboxes that negate the effects of such buffs, such as Marth's Critical Hit.
  • Brawl introduced the trend of "final bosses" having extremely powerful attacks that are usually a OHKO (usually on higher difficulties) and features waves in some form. These include Tabuu's Off Waves, Master Core's Blast Waves and Galeem's Lens Flare.