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One-hit KO

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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 at 0%. Such attacks currently exist in every installment of the series. However, moves that have the potential OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances:

  • The opponent techs, DIs, utilises momentum cancelling, and/or crouch cancels to reduce the knockback or alter the trajectory.
  • 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, or 75 m).
  • 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 damage ratio 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, the move intended to be the quintessential OHKO by the programmers.

Moves 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 All Appearances

Items

In Super Smash Bros. 64

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 without the aid of any modifiers:

Items

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

Items/Enemies

Stage hazards

In Super Smash Bros. Brawl

Brawl continued the trend of adding several OHKOs into the game. However, the majority are Final Smashes, items, stage hazards, or boss attacks, with very few being standard moves of playable characters.

Playable characters' standard moves

  • Ike's stage 8 Eruption.
  • Mr. Game & Watch's fully loaded Oil Panic after absorbing three strong projectiles (such as PK Flash).
  • Ike's Counter upon countering a ridiculously powerful attack; a hitbox that deals around 45% damage will result in an OHKO if countered. Marth's Counter can also potentially inflict an OHKO, though it must reflect an even more powerful move (a hitbox that deals around 50% damage).

Contrary to common belief, Mr. Game & Watch's Judgment #9 is not an OHKO, having very high knockback but not quite enough to qualify under the required conditions.

Final Smashes

Items

  • The Dragoon.
  • Touching Moltres.
  • Suicune's Aurora Beam.
  • Deoxys's Hyper Beam, both the single initial blast and the following multi-hitting blast.
  • Electrode's explosion after being smash thrown.
  • Knuckle Joe's Vulcan Jab to Rising Break attack.
  • If Wario runs over a buried Pitfall while riding on his Wario Bike, he will be sent flying at OHKO power.
  • If 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 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 a Home Run bat swing, or being launched after receiving enough damage), it will OHKO anyone it slams into.

Stage hazards

In addition, getting crushed will instantly KO the player without them ever crossing the blast line, however it technically does not meet the definition of a one-"hit" KO as it inflicts no knockback.

Bosses

  • Tabuu's Off Waves on Normal or higher difficulties in The Subspace Emissary, or Very Hard and Intense difficulties in Boss Battle Mode.
  • Tabuu's Golden Brackets attack 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:

<youtube>EpyjRINBJbk</youtube>

In Super Smash Bros. 4

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

Playable characters' standard moves

  • Mr. Game & Watch's fully loaded Oil Panic after absorbing one strong enough projectile.
  • Villager's Pocket after it has absorbed a particularly strong projectile.
  • Palutena's Counter upon countering a powerful attack (a hitbox that deals at least 40% damage).
  • Little Mac's Slip Counter upon countering a powerful attack (a hitbox that deals at least 40% damage).
  • Ike, Marth, and Lucina's Counter upon countering a powerful attack (a hitbox deals at least 45% damage).
  • Shulk's Vision (except Buster) upon countering a powerful attack (a hitbox deals at least 40% damage).
  • Mii Swordfighter's Blade Counter upon countering a powerful attack (a hitbox that deals around 50% damage).

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.

Final Smashes

Items/Enemies

  • The Daybreak's sweet spot.
  • The Dragoon.
  • 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.

Stage hazards

While not strictly meeting the one-hit KO definition due to being an instant KO without knockback, the following hazards in the 3DS version's Smash Run may be noteworthy:

  • Touching an Orne.
  • Touching a Danger Zone in the Climb! and Run! Final Battles.

Bosses

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