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{{ArticleIcons|series=y}}
{{incomplete|Needs some more info from Ultimate}}
{{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}}.''
{{redirect|OHKO|the smasher sometimes known as "OHKO"|Smasher: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.  
[[File:Roy Neutral B SSBU.gif|thumb|Roy’s [[Flare Blade]] is an example of a one-hit KO move.]]
A '''one-hit KO''', commonly abbreviated as '''OHKO''', is an attack in the ''{{b|Super Smash Bros.|series}}'' games with such high base [[knockback]] that it will [[KO]] an opponent at 0%. Such attacks currently exist in every installment of the series.


==Definition==
==Definition==
In general, a move is considered a one-hit KO if it inflicts enough knockback to KO [[Mario]] at 0% from the middle of [[Final Destination]] ([[Dream Land]] in ''[[Smash 64]]'').


In general, a move is considered a one-hit KO if:
As a result, moves and situations like the following are not considered to be one-hit KOs:
* [[Meteor smash]]es that only work offstage, such as [[Luigi]]'s down [[taunt]]
* Moves or hazards that inflict no [[knockback]], such as being flown off the screen by the [[Landmaster]] or eaten by the [[Summit]]'s [[Fish]] or [[Distant Planet]]'s [[Bulborb]]
* [[Sacrificial KO]]s such as [[Bowser]]'s [[Flying Slam]], due to also inflicting no knockback
* Moves that only work on certain light characters (such as the first hit of {{SSBM|Roy}}'s [[Blazer]] against {{SSBM|Jigglypuff}} on specific [[stage]]s in ''[[Melee]]'')
* Moves that only work on certain stages (such as [[Ike]]'s [[Great Aether]] on [[75m]]), with stage hazards being an exception
* [[Instant KO]]s such as [[Hero]]'s [[Whack]], due to inflicting no knockback


*It is capable of KOing [[Mario]] at 0% ''through sheer knockback alone'' from the middle of the respective game's [[Final Destination]].
Conversely, a one-hit KO move may fail to KO if the standard conditions are not met, such as the stage being large or having [[wall]]s; the opponent being at the far end of a stage; the move being weakened due to [[stale-move negation]]; or the opponent using [[DI]], [[momentum cancel]]ling, [[crouch cancel]]ling, or various other techniques to reduce the knockback or alter the trajectory of the attack.
*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. 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.
==In ''[[Super Smash Bros.]]''==
 
Moves that KO at 0% are almost nonexistent in the original ''Super Smash Bros''. In fact, aside from the Home-Run Bat, only one move in the game is able to OHKO, and only under uncommon conditions involving [[item]]s.
Moves with the potential to OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances:
===Items===
*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.
*A [[smash attack]] with the [[Home-Run Bat]].
*The opponent is flung into a [[wall]], which absorbs enough knockback to prevent the OHKO, or successfully executes a [[wall|wall tech]].
*If {{SSB|Fox}} uses {{b|Reflector|Fox}} on a walking [[Bob-omb]], he (as well as any character caught in the blast radius) will be OHKO'd.
*The move's [[sweetspot]] does not land (particularly evident for [[Roy]]’s [[Flare Blade]] in every game featuring him).
*If two Foxes use Reflector on a [[Green Shell]], it will eventually gain OHKO power after 3-4 reflects.
*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 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 [[Super Mushroom|giant]], [[metal]], or in an event that reduces the knockback they sustain), or the player is weakened (such as being [[Poison Mushroom|tiny]] or given a lower [[handicap]]).
*The [[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==
===Video===
This page lists the moves that can OHKO within the rules mentioned above.
The following video demonstrates the main moves that KO at 0% in ''Smash Bros.'' for the Nintendo 64:


Certain moves and situations are '''not''' considered to meet the definition of one-"''hit''" KO's:
{{#widget:YouTube|id=OslLkfYGSwU}}


*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.
==In ''[[Super Smash Bros. Melee]]''==
*[[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.  
===Playable characters===
*Moves that hit an opponent who is close to a blast line (such as [[Pikachu]]'s [[Thunder]] or [[Ike]]’s [[Great Aether]] on specific stages), as almost any typical attack ingame will be able to KO opponents at that point.
*{{SSBM|Roy}}'s fully charged [[Flare Blade]].
*Roy's [[Counter]] (sweetspot) upon countering a hitbox that deals at least ~35% damage.
*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three strong projectiles (such as three [[PK Flash]]es).


Some [[stage hazard]]s or [[enemies]] are capable of OHKOing on their respective stages, and will be listed below.
While close, Mr. Game & Watch's [[Judge]] #9 is not quite strong enough to KO at 0%.


===In ''[[Super Smash Bros.]]''===
===Items/Enemies===
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 (Fox)|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.
 
===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====
*{{SSBM|Roy}}'s almost fully charged or fully charged [[Flare Blade]] (sweetspot).
*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as three [[PK Flash]]es).
*Roy's [[Counter]] (sword hitbox) 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====
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Touching [[Moltres]].
*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 a OHKO if multiple hits chain.
*[[Articuno]]'s Icy Wind.
*[[Articuno]]’s Sheer Cold (sweetspot).
*Getting caught in [[Lugia]]'s Aeroblast (if most hits connect). Touching Lugia's body can also lead to an OHKO if multiple hits chain (while a single hit KOs {{SSBM|Mario}} as low as 35%).
*A thrown [[Polar Bear]] (sweetspot).
*A thrown [[Polar Bear]] (smash throw).
*A [[Green Shell]] gains OHKO power when reflected 3 or 4 times by two [[Fox]]es using [[Reflector]].
*A [[Green Shell]] gains OHKO power when reflected 3 or 4 times by two {{SSBM|Fox}}es using [[Reflector]].


[[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===
 
*Rapid laser shots from the Great Fox on [[Corneria]], as well as the turrets while the Great Fox is charging.
====Stage hazards====
*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.
*[[Corneria]]’s laser beams.
*[[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).
*Touching the hull of the flying ship on [[Rainbow Cruise]].
*Touching a blue [[Klaptrap]] on [[Jungle Japes]].
*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 mode|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''.
===1-P Mode===
* {{SSBM|Master Hand}} and {{SSBM|Crazy Hand}}'s Crush (if all hitboxes land), Power Punch, Flying Punch (sweetspot), Jetstream (sweetspot), and Flying Slap ({{SSBM|Classic Mode}} Very Hard [[difficulty]])
* {{SSBM|Master Hand}}'s Reverse Throw, Master Hand's Finger Drill (when preparing to launch), and Crazy Hand's Fake-Out Slap (Classic Very Hard).
* The combined hands' Applause (if all hits connect) and Sandwich Punch (Classic Very Hard).
* In [[Cruel Melee]], the [[Fighting Wire Frames]]' [[forward smash]], [[up smash]], and other moves.{{fact}}


====Video====
===Video===
The following video demonstrates nearly all the moves and hazards that KO at 0% in ''Melee'':
The following video demonstrates nearly all the moves and hazards that KO at 0% in ''Melee'':


{{#widget:YouTube|id=mb5qAONMjLs}}
{{#widget:YouTube|id=mb5qAONMjLs}}


===In ''[[Super Smash Bros. Brawl]]''===
==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 Smash]]es, [[item]]s (mainly [[Pokéball]]s), [[stage hazard]]s, [[enemy]] and [[boss]] attacks, with relatively few being standard moves of playable [[character]]s.
Despite [[The Subspace Emissary]] automatically increasing the player's [[gravity]] and [[falling speed]] by up to 19% from normal brawls (making OHKOs less likely), ''Brawl'' features the largest amount of OHKOs, with the vast majority being from [[boss]]es.
In higher [[Difficulty|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, some of them even in the higher difficulties of [[Boss Battle]]s (where the player has only one life).


====Playable characters' standard moves====
===Playable characters' standard moves===
*{{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 [[B-reversing|reversed]] or used in midair).
*{{SSBB|Ike}}'s stage 8 [[Eruption]]. Requires the [[stale-move negation|freshness bonus]] and therefore does not work in Training mode.
*{{SSBB|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as three [[PK Flash]]es) or a very strong one.
*{{SSBB|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power [[projectile]]s (such as three [[PK Flash]]es) or a very strong one.
*The following [[counterattack]]s:
*The following [[counterattack]]s:
**Ike's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~40% damage.
**Ike's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~45% damage.
**{{SSBB|Marth}}'s Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~45% damage.
**{{SSBB|Marth}}'s Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~50% damage.
*Any counter or [[reflector]] upon countering a sufficiently strong attack or [[projectile]], such as [[Zelda]]'s [[Phantom Slash]] or a [[Green Shell]].
*Any sufficiently strong or repeatedly [[Reflector|reflected]] projectile when reflected or countered, such as {{SSBB|Zelda}}'s [[Din's Fire]], or a [[Green Shell]].
{{SSBB|Sheik}}’s [[Chain]] with the [[Chain Jacket glitch]] can also copy another hitbox, including a hitbox of OHKO power.


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's stage 7 Eruption, which can KO [[Charizard]] as low as 8% but doesn't respect the general definition.
===Final Smashes===
*Marth's [[Critical Hit]].
*{{SSBB|Lucario}}'s [[Aura Storm]] at high enough [[Aura]] (Lucario's damage must be at least 95%) if all hits connect, including the initial take-off.
*{{SSBB|Pokémon Trainer}}'s [[Triple Finish]] if most hits connect, including the last one.
*{{SSBB|Ganondorf}}'s [[Beast Ganon]] if most hitboxes land (at least one stomp and charge).
*Zelda's [[Light Arrow]] (first opponent only).
*{{SSBB|Samus}}' [[Zero Laser]] if all hits connect.
*{{SSBB|Olimar}}'s [[End of Day]] if all hitboxes land (bury, ascent, and explosion).
*{{SSBB|Captain Falcon}}'s [[Blue Falcon]].
*[[Wario-Man]]'s [[Wario Waft]] fully charged.


====Final Smashes====
While close, {{SSBB|Luigi}}'s [[Super Jump Punch]] during [[Negative Zone]] is not quite strong enough, only KOing Mario at 5% and Bowser around 7%. Negative Zone inflicts incremental damage and can easily break these thresholds, but this damage does not consist of "hits" due to inflicting no knockback.
*{{SSBB|Marth}}'s [[Critical Hit]].
*{{SSBB|Jigglypuff}}'s [[Puff Up]] both by [[push]] and simple contact (the hitbox when Jigglypuff begins deflating has extremely high base knockback in ''[[Brawl]]'').
*{{SSBB|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.
*{{SSBB|Lucario}}'s [[Aura Storm]] at max [[Aura]] if most hits connect.
*{{SSBB|Zelda}}'s [[Light Arrow]] (guaranteed on the first [[target]]). Power decreases by 25% for each target, but its perfectly horizontal knockback can be 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|Captain Falcon}}’s [[Blue Falcon]] (barely in OHKO threshold, easily DIed).
*[[Pokémon Trainer]]'s [[Triple Finish]] (barely in OHKO threshold).
*{{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 a OHKO via meteor smash.
*[[Wario-Man]]'s fully charged [[Wario Waft]].


====Items====
===Items===
*The [[Dragoon]].
*The [[Dragoon]].
*A [[smash attack]] with the [[Home-Run Bat]].
*A [[smash attack]] with the [[Home-Run Bat]].
*Touching [[Moltres]].
*Touching [[Moltres]].
*[[Lugia]]'s Aeroblast. Unlike ''Melee'', a single hit will OHKO the character (without trapping them), but the attack suffers a smaller hitbox. Touching Lugia’s body can also lead to a OHKO if multiple hits chain.
*[[Suicune]]'s Aurora Beam.
*[[Articuno]]’s Sheer Cold.
*[[Deoxys]]'s Hyper Beam.
*[[Suicune]]'s Aurora Beam. The beam will not [[freeze]] at 0%, but still deals more than enough knockback to OHKO regardless.
*[[Electrode]]'s Explosion when smash thrown. If an Electrode fails to burst, it can still be picked up and smash thrown with OHKO power.
*[[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]].
*If {{SSBB|Wario}} runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
*[[Deoxys]]'s Hyper Beam or touching Deoxys, both the initial hit and the following multi-hitting laser.
*If an uncharged Hothead is hit by an [[electric]] or [[flame]]-based hitbox that deals at least 30% damage (such as {{SSBB|Ike}}'s stage 6-9 [[Eruption]]), it will OHKO when smash thrown or launched. Coming into contact while it is sparking will also OHKO.
*A thrown [[Bonsly]] (sweetspot).
*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.
*[[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). It can also OHKO characters by meteor smash.
*At least two [[Blast Box]]es or four [[Smart Bomb]]s or [[Bob-omb]]s exploding at the same time.
*If {{SSBB|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, or after taking enough damage, any contact will be a OHKO (even touching the [[spark]]s). 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. 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). This also applies to Green Shells and [[Red Shell]]s obtained by defeating a [[Koopa Troopa]] in [[The Subspace Emissary]] and to [[Shellcreeper]]s in [[Mario Bros.]] stage. Red Koopa Shells are usually 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]], 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====
===Stage hazards===
*The [[Ultimate Chimera]]'s bite on [[New Pork City]].
*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]].
**If the bite lands on the mouth's edge, it deals immense knockback, comparable to Marth's Critical Hit. If the bite traps the character inside the mouth (or the Ultimate Chimera turns around to inflict a reverse bite), the attack hits twice, dealing even more knockback.
*The fastest forms of [[Sidestepper]]s (Red) and [[Shellcreeper]]s (both Blue and Pink) on [[Mario Bros.]], or every other version of them when smash thrown. Touching the green [[Flame]]s at high speed is also a OHKO.
*The fastest cars on [[Big Blue]].
*[[Corneria]]'s laser beams.
*[[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 [[Pirate Ship]].
*Touching the hull of the flying ship on [[Rainbow Cruise]].
*The first and fourth spikes on [[Rumble Falls]] (can easily be [[tech]]ed).
*[[Norfair]]'s giant magma wave if all hits connect.
*Touching a [[Klaptrap]] on [[Jungle Japes]].
*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 a 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 [[Primid]]s (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 Bug|Shadow Clones]] and [[Boss|fighters]], such as forward smash and [[up smash]], but also punches, kicks and many others. A similar type of strengthening is seen in [[Cruel mode|Cruel Brawl]].


The following will cause a OHKO on both Very Hard and Intense difficulties:
===Bosses===
*[[Armank]]'s main attack and electrical sphere.
Due to [[Boss Battles]] mode weakening bosses (to compensate for the player's single [[stock]] and lack of continues, items, or [[sticker]]s), all of the following apply only to {{SSBB|Classic Mode}} or [[The Subspace Emissary]], and cannot OHKO in Boss Battles mode on any difficulty with a single exception. [[Tabuu]]'s Off Waves will still OHKO in Boss Battles on Intense difficulty.
*[[Autolance]]'s slash.
* {{SSBB|Master Hand}} and {{SSBB|Crazy Hand}}'s Reverse Throw (Intense).
*[[Big Primid]]'s [[forward smash]], fiery punch and kick.
* [[Rayquaza]]'s Iron Tail (low HP, sweetspot/tip, Intense). Can be teched.
*Touching a [[Bombed]].
* [[Galleom]]'s Collapse (sweetspot, Very Hard).
*[[Bytan|Giant Bytan]]'s full power charge (at low health).
* Galleom's Collapse (sourspot), Double Lariat (all hits connect), Giant Jump (landing directly on opponent, low HP), Uppercut (sweetspot, low HP), and Rush & Slam (against grounded opponents, low HP) (all Intense).
*[[Floow]]'s mind attack (if most hits connect or at full health).
* [[Meta Ridley]]'s Mega Fire Ball (low HP) and Falcon Flyer Pull (giant fireball at point-blank) (all Intense).
*[[Greap]]'s axe.
* [[Tabuu]]'s Off Waves (any difficulty at less than half HP, Normal at any HP).
*Every [[Nagagog]]'s martial attack (at low health or the last form).
* Tabuu's Movement Throw (Hard), Tabuu Shot (Very Hard), Blade Charge (less than half HP, Very Hard), Shadow Laser (Intense), Discharge Attack (body, Intense), Tabuu Fire (Intense).
*[[Roader]]'s charge.
*Every [[Shaydas]]' double slash.
*Touching [[Jyk]] (all the three forms).


The following will cause a OHKO on Normal or higher difficulties:
===Other===
*Touching the [[Porky Statue]].
* In [[Cruel Brawl]], the Red Alloy's forward smash can OHKO from the center of the stage even on {{SSBB|Bowser}}.{{fact}}


The following will cause a OHKO on every difficulty:
===Video===
*Multiple [[Floow|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]] for a guaranteed KO.
 
Many other enemies and several [[Shadow Bug|Shadow Clones]] or [[Boss|fighters]] are also capable of OHKOs.
 
====The Subspace Army (bosses)====
The following will usually cause a 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):
**Blast.
**Extremespeed if all hits connect (sweetspot).
**Lightning Strike if most hits connect.
**Air Dash (third attack of the sequence).
*[[Porky Minch]]'s Lightning (if most hits connect).
*[[Ridley]]'s Background Ram (sweetspot), Slamming Rush, Loop-de-Loop (if most hits connect) and Tail Swoop (if most hits connect at very low health; always needs the last hit to land for a KO).
*[[Duon]]'s Charge, Triple Slash (if most hits connect), Jump Crash and Blue Bolts (the bright blue sphere only, not the beams).
*[[Galleom]]'s Uppercut (sweetspot), 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 Explosive Teleport and Ghost Projection (clones and Tabuu's body hitbox).
 
The following will cause a OHKO on both Very Hard and Intense difficulties:
*[[Porky Minch]]'s Dash.
*Touching the Porky Bots sent out by Porky Minch.
*[[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 a 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 [[Player|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 a OHKO on Normal or higher difficulties:
*[[Tabuu]]’s [[Off Waves]] (guaranteed; waves and Winged Tabuu hitbox).
 
The following will cause a OHKO on every difficulty:
*[[Porky Minch]]'s Energy Laser if most hits connect or Porky has low health (25% or less).
*[[Meta Ridley]]’s Falcon Flyer Smash and Falcon Flyer Stamp. These attacks can also drag the player beyond the bottom [[blast line]] for a guaranteed KO. In any case, the only way to survive is jumping.
*Several of [[Tabuu]]'s moves:
**Rapid Chop if most hits connect (always needs the last slash to land for a KO).
**[[Off Waves]] (sweetspot or contact with Winged Tabuu). Even the sourspot always OHKOs on Normal difficulty and above.
 
[[Meta Ridley]]'s Falcon Flyer Pull on every difficulty is not a OHKO in conventional terms, since it simply drags the player beyond the bottom [[blast line]] for a guaranteed KO. The only way to survive is jumping.
 
[[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 a 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 [[boss|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 combined Sandwich Punch (guaranteed).
 
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 Battles (bosses)====
The following will usually cause a OHKO on Intense [[difficulty]] only:
*[[Porky Minch]]'s Dash (sweetspot).
*[[Duon]]'s Head Sword Chop (sweetspot), Sword Blast (sweetspot; the hit itself, not the shockwave) and Vacuum Spin (if most hits connect or via [[meteor smash]]).
*[[Meta Ridley]]’s Mega Fire Ball (sweetspot).
*[[Galleom]]'s Tank Rush & Slam (sweetspot; only used by Tank Galleom at very low health), Falling Body Slam (sweetspot) 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 a OHKO on both Very Hard and Intense difficulties:
*[[Porky Minch]]'s Energy Laser if most hits connect or Porky has low health (25% or less).
*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 [[Player|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 a OHKO on Hard or higher difficulties:
*[[Tabuu]]’s [[Off Waves]] (guaranteed; waves and Winged Tabuu hitbox).
 
The following will cause a OHKO on Normal or higher difficulties:
*Several of [[Tabuu]]'s moves:
**Rapid Chop if most hits connect (always needs the last slash to land for a KO).
**[[Off Waves]] (sweetspot or contact with Winged Tabuu). Even the sourspot always OHKOs on Hard difficulty and above.
 
The following will cause a OHKO on every difficulty:
*[[Meta Ridley]]’s Falcon Flyer Smash and Falcon Flyer Stamp. These attacks can also drag the player beyond the bottom [[blast line]] for a guaranteed KO. In any case, the only way to survive is jumping.
 
Meta Ridley's Falcon Flyer Pull on every difficulty is not a OHKO in conventional terms, since it simply drags the player beyond the bottom [[blast line]] for a guaranteed KO. The only way to survive is jumping.
 
[[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 a 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 [[boss|bosses]]' attacks are also capable of OHKOs.
 
====Others====
*In the [[Subspace Emissary]], these [[hazard]]s are a guaranteed OHKO on every [[difficulty]]:
**Touching the hull of [[Battleship Halberd Bridge|The Halberd]].
**Touching very powerful [[flame]]s.
*The [[Sandbag]] used in the [[Stadium]] for [[Home-Run Contest]] gains OHKO power when smashed with a very powerful attack (such as [[Ganondorf]]'s reverse [[Warlock Punch]]). However, this [[item]] can never be used outside the Stadium.
*In [[Cruel mode|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 Bug|Shadow Clones]] and [[Boss|fighters]] battled in the Subspace Emissary are powered up this way on the higher [[Difficulty|difficulties]] only.
 
====Video====
The following video demonstrates some moves and hazards that KO at 0% in ''Brawl'':
The following video demonstrates some moves and hazards that KO at 0% in ''Brawl'':


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===In ''[[Super Smash Bros. 4]]''===
==In ''[[Super Smash Bros. 4]]''==
Like ''Brawl'', ''SSB4'' continues to add OHKOs to the game.
===Playable characters' standard moves===
 
*{{SSB4|Roy}}'s fully charged and almost fully charged [[Flare Blade]] (sweetspot).
====Playable characters' standard moves====
*{{SSB4|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power projectiles or a very strong one.
*{{SSB4|Roy}}'s almost fully charged and fully charged [[Flare Blade]] (sweetspot).
*{{SSB4|Ike}}’s [[Quick Draw|Unyelding Blade]] (sweetspot).
*{{SSB4|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after [[absorb]]ing three medium power projectiles or one very strong one.
*{{SSB4|Villager}}'s [[Pocket]] after it has absorbed a particularly strong projectile, most notably [[Timber]]. Powerful projectiles released by Pocket that can still be reflected will also OHKO, such as {{SSB4|Zelda}}'s fully charged [[Phantom Slash]].
*{{SSB4|Villager}}'s [[Pocket]] after it has absorbed a particularly strong projectile, most notably [[Timber]]. Powerful projectiles released by Pocket that can still be reflected will also OHKO, such as {{SSB4|Zelda}}'s fully charged [[Phantom Slash]].
**Many other [[reflector]]s also share this behaviour, especially {{SSB4|Ness}}'s bat.
**Many other [[reflector]]s also share this behaviour, especially {{SSB4|Ness}}'s bat.
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**{{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).


Contrary to its name and intention, Little Mac's [[KO Uppercut]] does not KO until above about 30% damage. At 0% it falls short of the necessary amount of knockback, KOing a character as light as {{SSB4|Jigglypuff}} at 12%.
Contrary to its name and intention, Little Mac's [[KO Uppercut]] does not KO until above about 30% damage. At 0%, it falls short of the necessary amount of knockback, KOing a character as light as {{SSB4|Jigglypuff}} at 12%.


====Playable characters' moves (with Rage applied)====
====With [[Rage]] applied====
While the following moves do not, under normal circumstances, guarantee an OHKO state, with [[Rage]] they can perform an OHKO:
*{{SSB4|Lucario}}'s fully charged [[forward smash|forward]] and [[up smash]] (due to [[aura]] and rage stacking).
*{{SSB4|Lucario}}'s forward smash, fully charged. Aura and rage stack.
*Ganondorf's reverse and/or aerial Warlock Punch.
*{{SSB4|Ganondorf}}'s reversed aerial [[Warlock Punch]].
*{{SSB4|Kirby}}'s [[Giant Hammer]].
*{{SSB4|Kirby}}'s [[Giant Hammer]].


====Final Smashes====
===Final Smashes===
*Some of [[Giga Mac]]'s attacks when fully charged and [[Sweetspot|sweetspotted]]:
*Marth and Lucina's [[Critical Hit]].
*Some of [[Giga Mac]]'s attacks when fully charged and [[sweetspot]]ted:
**[[Straight Lunge]], [[up smash]] and [[forward smash]] (when angled up or horizontally).
**[[Straight Lunge]], [[up smash]] and [[forward smash]] (when angled up or horizontally).
*{{SSB4|Marth}} and {{SSB4|Lucina}}'s [[Critical Hit]].
*Shulk's [[Chain Attack]] when boosted with the [[Monado Arts#Customization|Hyper Smash Monado Art]] (extremely frame-precise, as the final hit must land before the Art expires).
*{{SSB4|Shulk}}'s [[Chain Attack]] when boosted with the [[Monado Arts#Customization|Hyper Smash Monado Art]] (Extremely frame-precise, as the final hit must land before the Art expires, as shown in [https://youtu.be/F89Sm_jA38g?t=111 this demonstration video]).
*{{SSB4|Captain Falcon}}'s [[Blue Falcon]] (barely in OHKO threshold, easily [[DI]]ed by holding towards the stage).
*[[Wario-Man]]'s fully charged [[Wario Waft]].
*[[Wario-Man]]'s fully charged [[Wario Waft]].
*{{SSB4|Captain Falcon}}'s [[Blue Falcon]] (barely in OHKO threshold, easily [[DI]]ed by holding towards the stage).


====Items/Enemies====
===Items===
*The [[Daybreak]] (sweetspot).
*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 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 [[Hothead]] is powered up significantly by a [[flame]]- or [[electric]]-based hitbox (30% total or higher), it will gain OHKO power when smash thrown or emitting sparks.
*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.
**[[Equipment]] can increase the player's damage, increasing the amount of damage a Hothead can be charged by and thus making it easier to reach OHKO power.
*[[Smash attack]]s when boosted by the [[Black Knight]] item from [[Smash Tour]], which occasionally turns smash attacks into OHKOs.
*The [[Black Knight]] item from [[Smash Tour]] will cause smash attacks to have a 30% chance to have 5 times knockback, occasionally turning them into OHKOs.
 
The [[Beetle]] and [[Boss Galaga]] items and [[Oshawott]] can carry players past the [[blast line]]s, 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====
===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]].
*Touching a [[Klaptrap]] on [[Jungle Japes]].


====Other====
===Bosses===
While it isn't accessible in regular battles, the [[Target Blast bomb|bomb]] used in the [[Target Blast]] stage apparently has more than enough power to OHKO under normal conditions.
* [[Master Core]]'s final wave attack (on 8.0 or higher intensity only{{fact}}). Ironically, the chances to survive are higher if the player is closer to the [[blast line]]s.
* Master Core's self-destruction after unleashing the last wave (very small hitbox). However, this knockback can never defeat the player as they have already won by the time the hitbox lands.


====Bosses====
===Other===
The following will usually cause a OHKO on 8.0 or higher [[Difficulty|difficulties]]:
While it isn't accessible in regular battles, the [[Target Blast bomb|bomb]] used in the [[Target Blast]] stage has enough power to OHKO.
*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 (sweetspot). However, it can never truly defeat the players as they have already won by the time the hitbox lands.


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====Video====
===Video===
 
The following video demonstrates all the moves and attacks that KO at 0% in ''Smash 4'':
The following video demonstrates all the moves and attacks that KO at 0% in “Smash 4”:
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===In ''[[Super Smash Bros. Ultimate]]''===
==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====
*{{SSBU|Roy}} and {{SSBU|Chrom}}'s fully charged and almost fully charged [[Flare Blade]] (sweetspot).
*{{SSBU|Roy}} and {{SSBU|Chrom}}'s almost fully charged or fully charged [[Flare Blade]] (sweetspot).
*{{SSBU|Hero}}'s fully charged [[forward smash]] with [[Command Selection|Oomph or Psyche Up]] active (sweetspotted critical hit).
*{{SSBU|Hero}}'s fully charged [[forward smash]] if it lands a critical hit.
*{{SSBU|Kirby}}'s reversed aerial [[Warlock Punch]] (after [[inhaling]] {{SSBU|Ganondorf}}).
*The following [[counterattack]]s:
*The following [[counterattack]]s:
**Roy and Chrom's [[Counter]], {{SSBU|Joker}}'s [[Rebel's Guard|Tetrakarn]] with [[Arsene]], {{SSBU|Shulk}}'s [[Vision]] with [[Monado Arts|Smash Art]], and {{SSBU|Mii Brawler}}'s [[Counter Throw]] countering a hitbox that deals around 35% damage or more.
**Roy and Chrom's [[Counter]], {{SSBU|Joker}}'s [[Rebel's Guard|Tetrakarn]] with [[Arsène]], {{SSBU|Shulk}}'s [[Vision]] with [[Monado Arts|Smash Art]], and {{SSBU|Mii Brawler}}'s [[Counter Throw]] countering a hitbox that deals around 35% damage or more.
**{{SSBU|Corrin}}'s [[Counter Surge]] and {{SSBU|Ike}}'s [[Counter]] countering a hitbox dealing around 40% damage or more.
**{{SSBU|Corrin}}'s [[Counter Surge]] and {{SSBU|Ike}}'s [[Counter]] countering a hitbox dealing around 40% damage or more.
**{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Counter]] countering a hitbox dealing around 43% damage or more.
**{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Counter]] countering a hitbox dealing around 43% damage or more.
**Any sufficiently strong or repeatedly reflected projectile when reflected.
**Any sufficiently strong or repeatedly [[Reflector|reflected]] projectile when reflected.
*Any throwable item under extreme conditions which cause them to move at a very high speed. An example is {{SSBU|R.O.B.}}'s fully-charged [[Gyro]].
*Any throwable item under extreme conditions which cause them to move at a very high speed. An example is {{SSBU|R.O.B.}}'s fully charged [[Gyro]].


====Playable characters' moves (with Rage applied)====
====With Rage applied====
*{{SSBU|Hero}}'s [[Command Selection|Hatchet Man]] with [[Command Selection|Psyche Up and Oomph]] active.
*Hero's [[Command Selection|Hatchet Man]] with Psyche Up active.
*{{SSBU|Mr. Game & Watch}}'s [[Oil Panic]] if absorbed a strong enough projectile like {{SSBU|Hero}}'s [[Frizz|Kafrizz]].
*Hero's [[Zap|Kazap]] with Psyche Up, Oomph, and Hocus Pocus Giant active.
*Mr. Game & Watch's Judge 9.
*{{SSBU|Mr. Game & Watch}}'s [[Oil Panic]] after [[absorb]]ing a very strong projectile (like Hero's [[Frizz|Kafrizz]]).
*Mr. Game & Watch's [[Judge]] #9.
*Ganondorf's reversed aerial [[Warlock Punch]].
*{{SSBU|Lucario}}'s fully charged [[forward smash]] at max [[aura]] after patch 9.0.


====Final Smashes====
===Final Smashes===
*{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Critical Hit]].
*Marth and Lucina's [[Critical Hit]].
*{{SSBU|Lucario}}'s [[Aura Storm]] at max [[Aura]] if all hits connect.
*Lucario's [[Aura Storm]] at max [[Aura]] if all hits connect.
*{{SSBU|Olimar}}'s [[End of Day]] if it hits a fighter that cannot be [[buried]]. End of Day's bury hitbox deals 633.15 units of knockback, more than enough to KO any character on ''Ultimate'''s [[Training (stage)|Training Mode Stage]].
*{{SSBU|Olimar}}'s [[End of Day]] if it hits a fighter that cannot be [[buried]]. End of Day's bury hitbox deals 633.15 units of knockback, more than enough to KO any character on ''Ultimate''{{'}}s [[Training (stage)|Training Mode Stage]].


Final Smashes executed using [[Final Smash Meter]] always lose their OHKO power, with Critical Hit KOing [[Mario]] at 20%.
Final Smashes executed using [[Final Smash Meter]] always lose their OHKO power, with Critical Hit KOing {{SSBU|Mario}} at 20%.


====Items/Enemies====
===Items===
*The [[Dragoon]].
*A smash attack with the [[Home-Run Bat]].
*A smash attack with the [[Home-Run Bat]].
*[[Electrode]]'s Explosion when smash thrown.
*[[Electrode]]'s Explosion when smash thrown.
*The [[Dragoon]].
*A [[Hothead]] when brought from no charge to significant overcharge by a single [[flame]] or [[electric]] attack that deals over 50% damage. If the Hothead hits while sparking, it can OHKO from attacks closer to 30%.
*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.
**[[Spirit]]s can increase the player's damage, increasing the amount of damage a Hothead can be charged by and thus making it easier to reach OHKO power.
*The [[Deku Nut]]'s explosion on a grounded target that cannot be stunned, such as [[Sandbag]], or Kirby in his [[Stone]] transformation.


====Stage hazards====
===Stage hazards===
*Touching the hull of the [[Pirate Ship]].
*Touching the hull of the [[Pirate Ship]].
*Touching the hull of the boat on [[Wuhu Island]].
*Touching the hull of the boat on [[Wuhu Island]].
*Getting hit by a [[Klaptrap]] on [[Jungle Japes]].
*Being hit by a [[Klaptrap]] on [[Jungle Japes]].
 
===Other===
While inaccessible in a regular fashion without hacking, the gun found on the [[Stage#In_Ultimate_3|Free the Spirit screen's stage]] is programmed in as its own usable item, inflicting 30% damage with OHKO power (mainly because the Free the Spirit stage is very small with close blast zones).<ref>[https://www.youtube.com/watch?v=W5d-BGAls_s The Results Screen is a FULLY PLAYABLE Stage? | Super Smash Bros. Ultimate]</ref> This situation is similar to ''Smash 4''{{'}}s Target Blast bomb.


====Bosses====
===Video===
The following will usually cause a OHKO on Hard [[difficulty]] only:
The following video demonstrates all the moves and hazards in ''Ultimate'' that inflict enough knockback to KO at 0%, alongside some powerful moves that don't. However, it also includes a few moves and hazards that do not inflict any knockback, such as [[Instant KO]]s:
*[[Galeem]]'s Lens Flare with weaker or no spirits (sweetspot, if most hits chain; not guaranteed).
 
====Other====
{{#widget:YouTube|id=Y5IIRDd5ggY}}
While inaccessible in a regular fashion without hacking, the gun found on the [[Stage#In_Ultimate_3|Free the Spirit screen's stage]] is programmed in as its own usable item, inflicting 25% damage with OHKO power. This situation is similar to ''Smash 4''{{'}}s Target Blast bomb.


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==Conclusive video==
The following video demonstrates several one-hit KOs from every ''Smash'' game:


====Video====
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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:


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==Gallery==
<gallery>
Homerunbat Pikachu - Smash 64.gif|{{SSB|Pikachu}} using the Home-Run Bat against {{SSB|Mario}} in ''Smash 64''.
GreenShell Fox.gif|{{SSB|Fox}} throwing a [[Green Shell]] that was reflected multiple times in ''Smash 64''.
CounterOHKOMelee.gif|{{SSBM|Roy}}'s [[Counter]] after countering Flare Blade in ''Melee''.
Brawl OilPanicOnehitKO.gif|{{SSBB|Mr. Game & Watch}}'s fully loaded Oil Panic after absorbing three strong projectiles in ''Brawl''.
Lucario Final Smash SSBB Max Aura.gif|Lucario's Aura Strom at max aura in ''Brawl''.
Marth Final Smash SSBU.gif|Marth's [[Critical Hit]] in ''Ultimate''.
Chrom Neutral B SSBU.gif|Chrom's [[Flare Blade]] in ''Ultimate''.
Lucario Final Smash SSBU Max Aura.gif|Lucario's Aura Strom at max aura in ''Ultimate''.
</gallery>


==Trivia==
==Trivia==
*''Brawl'' alone features much more guaranteed OHKOs than all the other four games combined together: more than double.
*In ''[[Melee]]'', {{SSBM|Roy}}'s trophy refers to [[Flare Blade]] as an "instant KO".
*The [[Home-Run Bat]] is the only [[item]] (and by extension, the only attack) able to perform a guaranteed OHKO in every ''Smash'' game, at least on its [[sweetspot]].
*The [[Home-Run Bat]] is the only [[item]] (and by extension, the only attack) able to perform a guaranteed OHKO in every ''Smash'' game, at least on its {{b|sweetspot|hitbox}}.
*[[Roy]]’s [[Flare Blade]] and [[Counter]] are the only moves to maintain their OHKO power in every installment.
*[[Roy]]'s [[Flare Blade]] and [[Counter]] are the only moves to maintain their OHKO power in every installment.
*[[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 sight of a blast line even on the largest stages of each game. In ''Brawl'' its strength is even higher.
*At least one playable character from the {{uv|Fire Emblem}} universe possesses a move with OHKO potential in every game. Other main characters appear as items with OHKO power ([[Black Knight]] in ''[[Smash 4]]'').
*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 (in ''Brawl'' only) include [[Suicune]]'s Aurora Beam, [[Lugia]]'s Aeroblast, Marth’s Critical Hit, the Ultimate Chimera's bite and several [[enemy]] and boss attacks.
*[[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.
**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.
*While the majority of OHKOs will fail to work on characters under the effects of a [[Super Mushroom]] or [[Metal Box]], a few attacks have such high knockback that they will still OHKO under these circumstances. In ''Brawl'', this includes [[Suicune]]'s Aurora Beam, Marth's Critical Hit, the [[Ultimate Chimera]]'s bite, and several [[boss]] attacks.
**Starting from ''Smash 4'', a few Final Smashes have hitboxes that negate the effects of such buffs, such as Marth's Critical Hit.
**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 13. His OHKOs are reduced to 11 on Intense [[difficulty]] in [[Boss Battle]]s. 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%).
*Tabuu on Intense difficulty in [[The Subspace Emissary]] has more OHKOs than any other boss or enemy in any ''Smash'' game, with 7.
**Considering Tabuu has only 16 attacks, 82% of his moveset are potential one-hit KO moves.
*The most powerful moves in the ''Smash'' series are Tabuu's Off Waves (waves and contact with his body) on Intense difficulty in The Subspace Emissary and Boss Battles, and the Ultimate Chimera's bite in ''Brawl''. Both these attacks are the most damaging moves, dealing 100%-200% damage and having immense knockback.
**Tabuu's non-OHKO attacks are still very powerful, with Diving Slash being an invariable KO as low as 20% on higher difficulties and Eye Lasers well below 50%.
*Master Core's final explosion on 8.0 difficulty or above is the only OHKO that will never KO the player, since the battle is always already won by the time the hitboxes land.
*Other bosses that have a notable amount of OHKO moves include [[Galleom]] in ''Brawl'' (with 7), [[Duon]] in the same game (with 6) and both [[Master Hand]] and [[Crazy Hand]] in both ''Melee'' and ''Brawl'' (with 5 each plus 2 combined). Other bosses in ''Brawl'' have 5 or less OHKOs.
**Galleom's Tank Rush and Tank Rush & Slam can also hit the player after the boss is defeated, with OHKO power on the higher difficulties.
**Combined Master Hand and Crazy Hand have access to 12 potential OHKO moves on the highest difficulty of ''Melee'' and ''Brawl'', although most of them need sweetspots or multiple hits to connect to KO at 0%. This also results in their combined attacks occasionally being two OHKO moves.
 
**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 5 mantain this power.
==References==
*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% 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).
{{reflist}}
*''Brawl'' introduced the trend of "final bosses" having extremely powerful attacks that feature waves in some form, and are usually a 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.
[[Category:Attacks]]

Revision as of 15:23, May 13, 2024

This article is about attacks with enough knockback to KO in one hit. For KOs that occur instantly and bypass all knockback, see Instant KO.
"OHKO" redirects here. For the smasher sometimes known as "OHKO", see Smasher:Okoru.
Roy’s Flare Blade is an example of a one-hit KO move.

A one-hit KO, commonly abbreviated as OHKO, is an attack in the Super Smash Bros. games with such high base knockback that it will KO an opponent at 0%. Such attacks currently exist in every installment of the series.

Definition

In general, a move is considered a one-hit KO if it inflicts enough knockback to KO Mario at 0% from the middle of Final Destination (Dream Land in Smash 64).

As a result, moves and situations like the following are not considered to be one-hit KOs:

Conversely, a one-hit KO move may fail to KO if the standard conditions are not met, such as the stage being large or having walls; the opponent being at the far end of a stage; the move being weakened due to stale-move negation; or the opponent using DI, momentum cancelling, crouch cancelling, or various other techniques to reduce the knockback or alter the trajectory of the attack.

In Super Smash Bros.

Moves that KO at 0% are almost nonexistent in the original Super Smash Bros. In fact, aside from the Home-Run Bat, only one move in the game is able to OHKO, and only under uncommon conditions involving items.

Items

Video

The following video demonstrates the main moves that KO at 0% in Smash Bros. for the Nintendo 64:

In Super Smash Bros. Melee

Playable characters

While close, Mr. Game & Watch's Judge #9 is not quite strong enough to KO at 0%.

Items/Enemies

Stage hazards

  • Rapid laser shots from the Great Fox on Corneria, as well as the turrets while the Great Fox is charging.
  • On Flat Zone, if a falling tool is launched at enough speed (after either being hit by an extremely powerful attack such as a Home-Run Bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.
  • Banzai Bill's explosion on Princess Peach's Castle (if all hits connect).
  • Touching a blue Klaptrap on Jungle Japes.

1-P Mode

Video

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

In Super Smash Bros. Brawl

Despite The Subspace Emissary automatically increasing the player's gravity and falling speed by up to 19% from normal brawls (making OHKOs less likely), Brawl features the largest amount of OHKOs, with the vast majority being from bosses.

Playable characters' standard moves

Sheik’s Chain with the Chain Jacket glitch can also copy another hitbox, including a hitbox of OHKO power.

Final Smashes

While close, Luigi's Super Jump Punch during Negative Zone is not quite strong enough, only KOing Mario at 5% and Bowser around 7%. Negative Zone inflicts incremental damage and can easily break these thresholds, but this damage does not consist of "hits" due to inflicting no knockback.

Items

  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • Touching Moltres.
  • Suicune's Aurora Beam.
  • Deoxys's Hyper Beam.
  • Electrode's Explosion when smash thrown. If an Electrode fails to burst, it can still be picked up and smash thrown with OHKO power.
  • If Wario runs over a buried Pitfall while riding on his Wario Bike, he will be sent flying at OHKO power.
  • If an uncharged Hothead is hit by an electric or flame-based hitbox that deals at least 30% damage (such as Ike's stage 6-9 Eruption), it will OHKO when smash thrown or launched. Coming into contact while it is sparking will also OHKO.
  • If a Soccer Ball is launched at enough speed (after either being hit by an extremely powerful attack such as forward smash or a Home Run bat swing, or simply being launched after receiving enough damage), it will OHKO anyone it slams into.

Stage hazards

  • The Ultimate Chimera's bite on New Pork City.
    • If the bite lands on the mouth's edge, it deals immense knockback, comparable to Marth's Critical Hit. If the bite traps the character inside the mouth (or the Ultimate Chimera turns around to inflict a reverse bite), the attack hits twice, dealing even more knockback.
  • Corneria's laser beams.
  • Touching the hull of the Pirate Ship.
  • The first and fourth spikes on Rumble Falls (can easily be teched).
  • Touching a Klaptrap on Jungle Japes.

Bosses

Due to Boss Battles mode weakening bosses (to compensate for the player's single stock and lack of continues, items, or stickers), all of the following apply only to Classic Mode or The Subspace Emissary, and cannot OHKO in Boss Battles mode on any difficulty with a single exception. Tabuu's Off Waves will still OHKO in Boss Battles on Intense difficulty.

  • Master Hand and Crazy Hand's Reverse Throw (Intense).
  • Rayquaza's Iron Tail (low HP, sweetspot/tip, Intense). Can be teched.
  • Galleom's Collapse (sweetspot, Very Hard).
  • Galleom's Collapse (sourspot), Double Lariat (all hits connect), Giant Jump (landing directly on opponent, low HP), Uppercut (sweetspot, low HP), and Rush & Slam (against grounded opponents, low HP) (all Intense).
  • Meta Ridley's Mega Fire Ball (low HP) and Falcon Flyer Pull (giant fireball at point-blank) (all Intense).
  • Tabuu's Off Waves (any difficulty at less than half HP, Normal at any HP).
  • Tabuu's Movement Throw (Hard), Tabuu Shot (Very Hard), Blade Charge (less than half HP, Very Hard), Shadow Laser (Intense), Discharge Attack (body, Intense), Tabuu Fire (Intense).

Other

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

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, KOing a character as light as Jigglypuff at 12%.

With Rage applied

Final Smashes

Items

  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • Electrode's Explosion after being smash thrown.
  • If a Hothead is powered up significantly by a flame- or electric-based hitbox (30% total or higher), it will gain OHKO power when smash thrown or emitting sparks.
    • Equipment can increase the player's damage, increasing the amount of damage a Hothead can be charged by and thus making it easier to reach OHKO power.
  • The Black Knight item from Smash Tour will cause smash attacks to have a 30% chance to have 5 times knockback, occasionally turning them into OHKOs.

Stage hazards

Bosses

  • Master Core's final wave attack (on 8.0 or higher intensity only[citation needed]). Ironically, the chances to survive are higher if the player is closer to the blast lines.
  • Master Core's self-destruction after unleashing the last wave (very small hitbox). However, this knockback can never defeat the player as they have already won by the time the hitbox lands.

Other

While it isn't accessible in regular battles, the bomb used in the Target Blast stage has enough power to OHKO.

Video

The following video demonstrates all the moves and attacks that KO at 0% in Smash 4:

In Super Smash Bros. Ultimate

Playable characters' moves

With Rage applied

Final Smashes

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.
  • Electrode's Explosion when smash thrown.
  • A Hothead when brought from no charge to significant overcharge by a single flame or electric attack that deals over 50% damage. If the Hothead hits while sparking, it can OHKO from attacks closer to 30%.
    • Spirits can increase the player's damage, increasing the amount of damage a Hothead can be charged by and thus making it easier to reach OHKO power.
  • The Deku Nut's explosion on a grounded target that cannot be stunned, such as Sandbag, or Kirby in his Stone transformation.

Stage hazards

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 30% damage with OHKO power (mainly because the Free the Spirit stage is very small with close blast zones).[1] This situation is similar to Smash 4's Target Blast bomb.

Video

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:

Gallery

Trivia

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

References