One-hit KO: Difference between revisions

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(→‎List of One-Hit KOs: Details from their pages)
Tag: Mobile edit
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Some notes:
Some notes:
*In the Subspace Emissary, the player's [[gravity]] and [[falling speed]] are automatically increased up to 19% from normal ''Brawls'', making KOs slightly less likely.  
*In the Subspace Emissary, the player's [[gravity]] and [[falling speed]] are automatically increased up to 19% from normal ''Brawls'', making KOs less likely.  
**It is also possible to use [[flinch]] resistance [[sticker]]s to severely reduce knockback, although they can't protect from very powerful OHKOs, at least on the higher difficulties (like Winged Tabuu's [[Off Waves]] or Golden Bracket).
**It is also possible to use very strong [[flinch]] or [[launch]] resistance [[sticker]]s to severely reduce knockback, although they are unlikely to protect from very powerful moves of OHKO power. This becomes more evident on the higher difficulties (but some attacks, like Winged Tabuu's [[Off Waves]] or Golden Bracket, will still OHKO on the lower difficulties regardless of stickers).
*In Boss Battles, boss attacks are normally weaker, having slightly more than one half of their original speed and power (with some notable exceptions). The difference is more evident on the lower difficulties (Easy overall) than on the higher ones (Intense in particular). This is done to partially compensate the fact that the player has only one [[stock]] and no continues, items or stickers.
*In Boss Battles, boss attacks are normally weaker, having slightly more than one half of their original speed and power (with some notable exceptions). The difference is more evident on the lower difficulties (Easy overall) than on the higher ones (Intense in particular). This is done to partially compensate the fact that the player has only one [[stock]] and no continues, items or stickers.
**However, since the player’s gravity and falling speed have been restored to normality, boss attacks usually have the same [[knockback]] of the previous difficulty in the Subspace Emissary. This results in most of them maintaining OHKO power one difficulty above.
**However, since the player’s gravity and falling speed have been restored to normality, boss attacks usually have the same [[knockback]] of the previous difficulty in the Subspace Emissary. This results in most of them maintaining OHKO power one difficulty above.
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Also, if {{SSBB|Kirby}} [[Inhale|inhales]] Ike or Ganondorf, its copied stage 7 Eruption / reverse aerial Warlock Punch is usually slightly more powerful, KOing Mario as low as 5%. It has now enough power to KO several lighter characters at 0% on Final Destination if its sweetspot lands, specifically characters not heavier than Zelda.  
Also, if {{SSBB|Kirby}} [[Inhale|inhales]] Ike or Ganondorf, its copied stage 7 Eruption / reverse aerial Warlock Punch is usually slightly more powerful, KOing Mario as low as 5%. It has now enough power to KO several lighter characters at 0% on Final Destination if its sweetspot lands, specifically characters not heavier than Zelda.  


Although it can't be qualified under the required conditions, [[Pikachu]]'s [[Thunder]] can KO most (if not all) characters at 0% on several specific [[stage]]s with a high enough top platform, due to having very high knockback in ''Brawl''. These stages are [[75m]], [[Rumble Falls]],  [[Hanenbow]], [[Pirate Ship]], [[Flat Zone 2]], [[Mario Bros.]], [[Delfino Plaza]]’s square, the elevated part of [[Rainbow Cruise]], the World 1-2 version of [[Mushroomy Kingdom]] and any [[custom stage]] with an high enough platform. However, since it simply hits opponents close to the blast line, [[Thunderspiking]] can never be truly considered a one-hit KO under the general definition. In fact, used on [[Final Destination]] this move can KO the lighter characters only starting from 45%.  
Although it can't be qualified under the required conditions, [[Pikachu]]'s [[Thunder]] can KO most (if not all) characters at 0% on several specific [[stage]]s with a high enough top platform, due to having very high knockback in ''Brawl''. These stages are [[75m]], [[Rumble Falls]],  [[Hanenbow]], [[Pirate Ship]], [[Flat Zone 2]], [[Mario Bros.]], [[Delfino Plaza]]’s square, the elevated part of [[Rainbow Cruise]], the World 1-2 version of [[Mushroomy Kingdom]] and any [[custom stage]] with an high enough platform. However, since it simply hits opponents close to the blast line, [[Thunderspiking]] can never be truly considered a one-hit KO under the general definition. In fact, used on [[Final Destination]] this move will KO middleweights around 45%.  


====Final Smashes====
====Final Smashes====
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{{SSBB|Luigi}}’s [[Super Jump Punch]] during [[Negative Zone]] can KO almost all characters at 0% in several situations, but it is not considered a true one-hit KO under the general definition. In fact, while Negative Zone is active, characters’ [[weight]] could be severely reduced, making KOs much more likely. This Final Smash will also inflict damage to the characters: it implies that, when Luigi’s Super Jump Punch lands, characters have already taken more than 0% damage.
{{SSBB|Luigi}}’s [[Super Jump Punch]] during [[Negative Zone]] can KO almost all characters at 0% in several situations, but it is not considered a true one-hit KO under the general definition. In fact, while Negative Zone is active, characters’ [[weight]] could be severely reduced, making KOs much more likely. This Final Smash will also inflict damage to the characters: it implies that, when Luigi’s Super Jump Punch lands, characters have already taken more than 0% damage.


Despite lacking enough knockback to be qualified under the required conditions, {{SSBB|Ike}}'s [[Great Aether]] can KO most (if not all) characters at 0% on several specific [[stage]]s, if all hitboxes land (blade swing, multiple slashes or kicks and final blowing explosion). These stages are [[75m]], [[Rumble Falls]], [[Hanenbow]], [[Flat Zone 2]], [[Pirate Ship]], [[Mario Bros.]], [[Onett]], [[Summit]], [[Spear Pillar]], [[Luigi Mansion]], [[Skyworld]], [[The Ruins]], [[Delfino Plaza]]'s square, the elevated part of [[Rainbow Cruise]], the World 1-2 version of [[Mushroomy Kingdom]] and any [[custom stage]] with an high enough platform. However, despite being a guaranteed KO under these conditions, it doesn't fit the general definition: in fact, the opponent is simply brought up to the top platform, very close to the stage [[Blast line|boundary]], before being KOed. Used on [[Final Destination]], this move can KO the lighter characters only starting from 20%.  
Despite lacking enough knockback to be qualified under the required conditions, {{SSBB|Ike}}'s [[Great Aether]] can KO most (if not all) characters at 0% on several specific [[stage]]s, if all hitboxes land (blade swing, multiple slashes or kicks and final blowing explosion). These stages are [[75m]], [[Rumble Falls]], [[Hanenbow]], [[Flat Zone 2]], [[Pirate Ship]], [[Mario Bros.]], [[Onett]], [[Summit]], [[Spear Pillar]], [[Luigi Mansion]], [[Skyworld]], [[The Ruins]], [[Delfino Plaza]]'s square, the elevated part of [[Rainbow Cruise]], the World 1-2 version of [[Mushroomy Kingdom]] and any [[custom stage]] with an high enough platform. However, despite being a guaranteed KO under these conditions, it doesn't fit the general definition: in fact, the opponent is simply brought up to the top platform, very close to the stage [[Blast line|boundary]], before being KOed. Used on [[Final Destination]], this move will KO middleweights around 20%.  


====Items====
====Items====