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(OHKOs Brawl)
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However, for whatever reason, this format was heavily altered for [[Super Smash Bros. Brawl]]. In SSBB, a character's KO property is never reset during a stock. If a character is hit at any time during a stock, it becomes impossible to self-destruct; a KO will be given to whoever made the last hit. So if a character is hit by an attack and jumps off the edge, it will count as a KO, not an SD. It gives other characters free KOs when the target character dies on his/her own. In Super Smash Bros. Ultimate, Sometimes all fighters get a Star KO or Screen KO.
 
However, for whatever reason, this format was heavily altered for [[Super Smash Bros. Brawl]]. In SSBB, a character's KO property is never reset during a stock. If a character is hit at any time during a stock, it becomes impossible to self-destruct; a KO will be given to whoever made the last hit. So if a character is hit by an attack and jumps off the edge, it will count as a KO, not an SD. It gives other characters free KOs when the target character dies on his/her own. In Super Smash Bros. Ultimate, Sometimes all fighters get a Star KO or Screen KO.
   
==One-hit KO==
 
A one-Hit KO (or abbv. OHKO) is an attack with such high base knockback that it KOs at 0%. However, almost all of the so-called OHKOs are highly conditional; they all share the following restrictions:
 
   
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==Definition==
*The opponent does not [[tech]], [[DI]], [[Momentum Canceling|momentum cancel]], and/or [[crouch cancel]].
 
*There is no wall (or ceiling) to absorb the knockback.
 
*Knockback may be insufficient to KO at 0% on very large stages (e.g. [[Hyrule Temple]], [[New Pork City]], [[75m]].).
 
*Knockback may be insufficient to KO at 0% if the attack had been landed previously (due to [[Stale-Move Negation]]).
 
*Knockback may be insufficient to KO [[Weight|heavy]] characters at 0%.
 
*The opponent is not [[Super Mushroom|giant]] and/or [[Metal box|metal]].
 
*The damage ratio is on 1.0 and no handicaps.
 
   
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In general, a move is considered a one-hit KO if:
The typical rule of One-Hit KO's is being able to KO the majority of characters from the center of [[Final Destination]] at 0%.
 
   
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*It is capable of KOing [[Mario]] at 0% ''through sheer knockback alone'' from the middle of the respective game's [[Final Destination]].
===Examples===
 
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*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).
*[[Mr. Game and Watch]]'s [[Judge|Judgement Hammer with a number 9.]]
 
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*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).
*Roy, Ike, or Marth (''SSBB'' only) [[counter]]ing a damaging enough hitbox (much more likely to be an OHKO with Roy).
 
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*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]]).
*Roy's fully charged [[Flare Blade]].(Depends on Stage and Character.)
 
*[[Ike]]'s stage 8 [[Eruption]]
 
*[[End of Day]], depending on stage size (more likely to be OHKO on smaller stage if [[Olimar (SSBB)|Olimar]] perfectly performed it on opponent).
 
*[[Puff Up]], depending on stage size (more likely to be OHKO on smaller stage if the opponent is close to its body). Its OHKO power is very high in Brawl.
 
*[[Aura Storm]], if [[Lucario]] has taken more than 200% [[damage]].
 
*[[Marth (SSBB)]]'s [[Critical Hit]], unless a move with [[Super Armor]] is used (i.e. Ike's [[Aether]])
 
*[[Mr. Game and Watch]]'s [[Oil Panic]] if it is filled with strong projectiles and/or [[Zero Suit Samus]]' [[Down Smash]].
 
*[[Luigi (SSBB)|Luigi]]'s [[Negative Zone]], if combined with [[Fire Jump Punch]] (or Down Taunt on lighter characters).
 
*Getting hit by a walking [[Bob-omb]] after being reflected by Fox's reflector in ''SSB''.
 
*A [[Side Smash]] with the [[Home-Run Bat]].
 
*Touching [[Moltres]] in both ''Melee'' and ''Brawl'' unless using Momentum Cancelling.
 
*[[Suicune]]'s Aurora Beam.
 
*[[Deoxys]]'s Hyper Beam (after the blast gets slightly narrower).
 
*[[Bonsly]]'s Body Slam on light characters.
 
*The [[Dragoon]].
 
*Wario Man's fully-charged [[Wario Waft]].
 
*[[Little Mac]]'s KO Uppercut.
 
*Getting bit by [[Ultimate Chimera]] on [[New Pork City]] is an OHKO, even for Giant characters, and deals 100% to 200% damage.
 
*If a [[Hothead]] is hit by a fire-based attack that does over 30%, such as Ike's stage 7, 8, and fully charged [[Eruption]] while it is uncharged, 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, such being hit by an extremely powerful attack, like the Home-Run Bat, Marth's Critical Hit, or being launched after sustaining enough damage, it will OHKO anyone it slams into.
 
*[[Lylat System: Corneria|Corneria]]'s cannon laser shots.
 
*Touching the hull of the [[Pirate Ship]].
 
*The first spike on [[Rumble Falls]] (can easily be teched).
 
*Getting [[crushed]] in the [[Subspace Emissary]].
 
*Several enemies' attacks in the [[Subspace Emissary]].
 
*Galleom's Spin and Falling Attack on Intense difficulty in SSE.
 
*[[Tabuu]]'s Off Waves (on Normal or higher difficulties in [[Subspace Emissary|SSE]]) (Hard to Intense in [[Boss Battle Mode]]). This attack is an immensely powerful OHKO for all the characters and deals from 100% to 200% damage. In the Easy difficulty of [[Subspace Emissary|SSE]], it deals massive damage (74% to 78%) and has sufficient knockback to OHKO most light or normal characters, but not heavy ones like Bowser (assuming they are at the center of the stage).
 
*Tabuu's Golden Bracket attack on Very Hard to Intense difficulty in the SSE or Intense difficulty in [[Boss Battle Mode]]. Anyway, since this attack deals massive orizontal knockback, it is able to OHKO characters with poor recovery (like Ike or Ganondorf) even in the Easy difficulty, which is the lowest possible.
 
*Tabuu's Dragon Laser attack on Very Hard to Intense difficulty in SSE (or even lower difficulties, if most hits connect).
 
*Tabuu's Chain of Light, Shark Blade, Pinpoint Explosion and Bullet Rain attacks on Intense difficulty in SSE.
 
*Tabuu's Explosive Teleport (random only) on Intense difficulty in the SSE.
 
   
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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. 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, [[stage hazard]]s, [[enemy]] and [[boss]] attacks, with relatively few being standard moves of playable [[character]]s.
 
In higher [[Difficulty|difficulties]] of [[The Subspace Emissary]] (often Very Hard or Intense), several [[enemy]] attacks are invariable OHKO, as well as many [[boss]] attacks. Also, most of [[Tabuu]]'s moves are guaranteed OHKO in every situation, some of them even in the higher [[Difficulty|difficulties]] of [[Boss Battle]] (where the player has only one life).
 
   
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Moves with the potential to OHKO are not necessarily guaranteed to do so, and may fail to OHKO under the following circumstances:
===Playable characters' standard moves===
 
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*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.
*[[Ike]]'s stage 8 [[Eruption]] (stage 7 Eruption can't be classified this way - though it could OHKO light characters when reversed, in midair or in particular situations, it usually KOs [[Charizard]] at 8%). If Ike gets [[Inhale|inhaled]] by [[Kirby]], the latter's stage 8 Eruption normally loses its OHKO power (except when reversed or used in midair).
 
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*The opponent is flung into a [[wall]], which absorbs enough knockback to prevent the OHKO, or successfully executes a [[wall|wall tech]].
*[[Mr. Game & Watch]]'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as [[PK Flash]]) or a very strong one.
 
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*The move's [[sweetspot]] does not land (particularly evident for [[Roy]]’s [[Flare Blade]] in every game featuring him).
*[[Ganondorf]]'s reverse or midair Warlock Punch.
 
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*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 from a smaller hitbox).
*[[Ivysaur]]'s [[up smash]] is the most powerful in the game, and will OHKO every character in the lower [[Difficulty|difficulties]] of [[Classic Mode|Classic]] and [[All-Star Mode|All Star]] mode (Easy and Normal only, or Hard in a few particular situations). However, it usually starts KOing at 18% in normal Brawls, being able to OHKO very light chracters only in particular situations.
 
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*The stage is extremely large (e.g. [[Temple]], [[New Pork City]], and [[75m]]), or the opponent is at the far edge of a stage.
*[[Jigglypuff]]’s [[Rollout]] and [[Rest]] (this one very powerful in [[Brawl]]) may OHKO very light characters in some situations, but only when perfectly framed and activated while in contact with the opponent. Also, Rollout needs to hit the opponent throughout its path, from the beginning to the end, to gain its full power. These moves are a guaranteed OHKO for every character in the lower [[Difficulty|difficulties]] of [[Classic Mode|Classic]] and [[All-Star Mode|All Star]] mode (Easy and Normal only, or Hard in a few particular situations).
 
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*The move was weakened previously due to [[stale-move negation]].
*[[Pikachu]]’s Thunder if the enemy is near to the upper lines or in stages with an high platform, such as [[75 m]], [[Spear Pillar]] or [[Onett]].
 
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*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]]).
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*The [[launch rate]] is lower than standard, reducing knockback.
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*The opponent's [[gravity]] is affected via [[equipment]].
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==List of One-Hit KOs==
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This page lists the moves that can OHKO within the rules mentioned above.
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Certain moves and situations are '''not''' considered to meet the definition of one-"''hit''" KO's:
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*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.
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*[[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.
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*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.
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Some [[stage hazard]]s or [[enemies]] are capable of OHKOing on their respective stages, and will be listed below.
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===In ''[[Super Smash Bros.]]''===
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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:
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====Items====
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*A [[smash attack]] with the [[Home-Run Bat]].
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*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.
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*If two Foxes use Reflector on a [[Green Shell]], it will eventually gain OHKO power after 3-4 reflects.
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===In ''[[Super Smash Bros. Melee]]''===
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Unlike in ''Smash 64'', there are multiple moves that can OHKO in ''Melee''. They still remain rare, however.
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====Playable characters' moves====
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*{{SSBM|Roy}}'s almost fully charged or fully charged [[Flare Blade]] (sweetspot).
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*{{SSBM|Mr. Game & Watch}}'s fully loaded [[Oil Panic]] after absorbing three strong projectiles (such as three [[PK Flash]]es).
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*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]]).
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====Items/Enemies====
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*A [[smash attack]] with the [[Home-Run Bat]].
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*Touching [[Moltres]].
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*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.
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*[[Articuno]]’s Sheer Cold (sweetspot).
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*A thrown [[Polar Bear]] (sweetspot).
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*A [[Green Shell]] gains OHKO power when reflected 3 or 4 times by two [[Fox]]es using [[Reflector]].
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[[Marill]] can [[push]] players past the side [[blast line]], but as it inflicts no conventional knockback it is not considered a one-hit KO.
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====Stage hazards====
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*[[Corneria]]’s laser beams.
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*[[Banzai Bill]]'s explosion on [[Princess Peach's Castle]] (if all hits connect).
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*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.
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====Bosses====
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The following will usually cause a OHKO on Very Hard [[difficulty]] only:
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*[[Master Hand]]’s Finger Drill (if all hits connect) and Flying Slap.
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*[[Crazy Hand]]’s Fake-Out Slap and Power Punch.
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*Master Hand and Crazy Hand’s Crush (if all hits connect), Flying Punch (sweetspot), and Jetstream (sweetspot).
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*Combined Master Hand’s and Crazy Hand’s Applause (if all hits connect) and Sandwich Punch.
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====Others====
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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''.
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====Video====
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The following video demonstrates nearly all the moves and hazards that KO at 0% in ''Melee'':
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{{#widget:YouTube|id=mb5qAONMjLs}}
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===In ''[[Super Smash Bros. Brawl]]''===
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''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.
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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).
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====Playable characters' standard moves====
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*{{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).
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*{{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.
 
*The following [[counterattack]]s:
 
*The following [[counterattack]]s:
**[[Ike]]'s Counter upon countering an extremely powerful attack (a hitbox that deals at least ~40% or 45% damage). Simply touching [[Ike]]'s body when the move is performed deals the same knockback and damage of the [[slash]] itself, resulting in a OHKO as well.
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**Ike's Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~40% damage.
**[[Marth]]'s Counter upon countering an even more powerful attack (a hitbox that deals at least ~45% or 50% damage). Simply touching [[Marth]]'s body when the move is performed deals the same knockback and damage of the [[slash]] itself, resulting in a OHKO as well.
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**{{SSBB|Marth}}'s Counter (sword and body hitboxes) upon countering a hitbox that deals at least ~45% damage.
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*Any counter or [[reflector]] upon countering a sufficiently strong attack or [[projectile]], such as [[Zelda]]'s [[Phantom Slash]] or a [[Green Shell]].
**Every other [[counterattack]] contrasting an attack with extreme OHKO power, such as the [[Ultimate Chimera]]'s bite.
 
*The following [[Self-destruct]]s:
 
**If [[Jigglypuff]]’s [[Shield]] is kept for too much time or broken by an attack, Jigglypuff shall suffer a self-OKHO, being launched with massive vertical knockback (but without any damage).
 
*The following [[Flying Slam|Sacrificial KO]]:
 
**[[Bowser]]’s [[Flying Slam]] should be an invariable OHKO if used in midair for both user and foe. Anyway, this attack is often considered an [[Instant KO]] due to the fact that it doesn't inflict knockback when used offstage.
 
   
Contrary to common belief, Mr. Game & Watch's [[Judge]] #9 is not an OHKO, having very high knockback but not quite enough to qualify under the required conditions (although it might OHKO very light characters in some rare situations, it usually starts to KO [[Jigglypuff]] only at 10%).
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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===
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====Final Smashes====
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*{{SSBB|Marth}}'s [[Critical Hit]].
*[[Marth]]'s [[Critical Hit]] (even on [[Super Mushroom|Giant]] characters). It is the most powerful playable attack of all Smash games in term of knockback, and one of the strongest hits in absolute (being capable to OHKO even [[Metal Box|Metal]] characters in some particular situations, such as a very light character with poor [[recovery]] and in a small stage). Also, simply touching with [[Ike]]'s body when the move is performed deals the same knockback and damage of the [[slash]] itself, resulting in a OHKO as well.
 
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*{{SSBB|Jigglypuff}}'s [[Puff Up]] both by [[push]] and simple contact (the hitbox when Jigglypuff begins deflating has extremely high base knockback in ''[[Brawl]]'').
*Touching [[Jigglypuff]] during [[Puff Up]] (its OHKO power is extremely high in [[Brawl]]). The KO potential of this attack varies greatly depending on many factors: from leaving Jigglypuff isolated and harmless to instantly OHKOing every character, including [[Super Mushroom|Giant]] or even [[Metal Box|Metal]] ones. When Jigglypuff is swollowing at the beginning, nearby characters will be moved towards the side of the stage. Then, Jigglypuff unleashes an immensely strong [[push]] that OHKOs every character touched, simply by contact. Finally Jigglypuff begins to deflate: in this phase, it is sufficient to touch his body to be OHKOed with the same enormous power of the previous push. Knockback's direction is not constant but mostly horizontal, leading to a guaranteed OHKO every character with low [[recovery]], even with strong powerups (often including the great [[Metal Box]]).
 
*[[Ganondorf]]'s [[Beast Ganon]] (if most hitboxes land). If a character paralyzed by Beast Ganon is not hit by the charge afterward, it can be inflicted a [[meteor smash]] of OHKO power.
+
*{{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.
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*{{SSBB|Lucario}}'s [[Aura Storm]] at max [[Aura]] if most hits connect.
*[[Lucario]]'s [[Aura Storm]] at full power (it happens when at least one of this conditions is fulfilled: if most hits connect, if Lucario has got [[Aura]] or when Lucario has suffered enough damage prior the [[Final Smash]]).
 
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*{{SSBB|Zelda}}'s [[Light Arrow]] (barely in OHKO threshold, easily [[DI]]ed).
*[[Pokémon Trainer]]'s [[Triple Finish]] if most hits connect. The attack works exactly the same for either [[Squirtle]], [[Ivysaur]] and [[Charizard]].
 
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*[[Pokémon Trainer]]'s [[Triple Finish]] (barely in OHKO threshold).
*[[Zelda]]'s and *[[Sheik]]'s [[Light Arrow]] (barely in OHKO threshold, easily [[DI]]ed). Power decreases by 25% for every target, making it quite difficult to OHKO two or more characters in a row (unlike every other long-range [[Final Smash]], such as [[Zero Laser]], [[Triple Finish]] or [[Beast Ganon]], which always keep the original strenght). Zelda's Light Arrow deals massive horizontal knockback and has more OHKO power than Sheik's, which is more angled - especially for characters with low [[recovery]] (in this case it might OHKO two opponents, despite knockback being reduced every time).
 
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*{{SSBB|Samus}}' [[Zero Laser]] if most hits connect.
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*{{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]].
 
*[[Wario-Man]]'s fully charged [[Wario Waft]].
*[[Olimar]]’s [[End of Day]] can OHKO one or more characters in three different situations. In the first, this attack gains OHKO power when all hitboxes land and all the moves are almost perfectly done (which also deals extreme combined damage, even over 100%). Secondly, when the [[Final Smash]] is activated, all the other characters will be [[Meteor Smash|meteor smashed]] with enough power to OHKO every midair opponent. At last, characters which are too near to the bottom lines risk to be automatically OHKOed when Olimar’s ships rises.
 
*[[Link]]'s and [[Toon Link]]'s [[Trifoce Slash]] (if all hitboxes land).
 
*[[Samus]]'s [[Zero Laser]] if most hits connect or if the player gets trapped and pushed over the ending lines.
 
*Touching [[Zero Suit Samus]] while she is performing [[Power Suit Samus]], or being sucked into the sparkling [[vacuum]].
 
*[[Meta Knight]]'s [[Galassia Darkness]] if perfectly framed.
 
*[[Luigi]]'s [[up smash]] when [[Negative Zone]] is active.
 
*[[Mario]]'s [[Mario Finale]] if the enemy gets trapped in the flame vortex and pushed offscreen. However, in all the other situations this is one of the weakest [[Final Smash]]es of the game, KOing only at high percentuals.
 
*[[Ike]]'s [[Great Aether]] when used in small stages or when there is an high platform; it is an invariable OHKO in [[75 m]], [[Spear Pillar]] and [[Onett]].
 
*The following [[Flying Slam|Sacrificial KO]]s:
 
**[[Bowser]]’s [[Flying Slam]] should be an invariable OHKO if used in midair for both user and foe. Anyway, this attack is often considered an [[Instant KO]] due to the fact that it doesn't inflict knockback when used offstage.
 
   
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====Items====
 
===Items===
 
 
*The [[Dragoon]].
 
*The [[Dragoon]].
 
*A [[smash attack]] with the [[Home-Run Bat]].
 
*A [[smash attack]] with the [[Home-Run Bat]].
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*Touching [[Moltres]].
*Touching [[Moltres]] (even for [[Super Mushroom|Giant]] characters). If a character touches Moltres’ lower body, however, he is inflicted a [[meteor smash]] with OHKO power. If the character is meteor smashed when Moltres is still above him, he will suffer up to 160% damage before being KOed. Same as [[Melee]].
 
*Getting caught in [[Lugia]]'s Aeroblast (even for [[Super Mushroom|Giant]] characters). Can whiff if the player is hit at the left or right endpoint of its attack. Touching Lugia's body also deals massive knockback and damage (sometimes over 100%), but normally insufficient to OHKO like [[Moltres]]. Same as [[Melee]].
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*[[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.
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*[[Articuno]]’s Sheer Cold.
*[[Suicune]]'s Aurora Beam (even for [[Super Mushroom|Giant]] characters). This attack instantly [[Freezing|freezes]] and OHKOs every character caught within it's range (similar to [[Articuno]]'s Sheer Cold but long-ranged, swifter and even more powerful). Due to its immense knockback and perfectly horizontal direction (which allows little [[recovery]]), it may OHKO even [[Metal Box|Metal]] characters in some situations. Eventually, touching Suicune's body freezes the character for a long time, making it impossible to move and, if it's on the edge of the stage, it can fall down and be OHKOed.
 
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*[[Suicune]]'s Aurora Beam. The beam will not [[freeze]] at 0%, but still deals more than enough knockback to OHKO regardless.
*[[Deoxys]]'s Hyper Beam (even for [[Super Mushroom|Giant]] characters), both the single initial blast and the following multi-hitting blast. Also, touching Deoxys' body deals the same knockback and damage of the attack istelf, invariably leading to an OHKO. The only exception is hitting the lower part of its body when it is rising in midair: in this case, the character is [[Meteor Smash|meteor smashed]] with high OHKO potential.
 
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*[[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]].
*[[Electrode]]'s explosion or after being smash thrown.
 
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*[[Deoxys]]'s Hyper Beam or touching Deoxys, both the initial hit and the following multi-hitting laser.
*A trown [[Bonsly]].
 
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*A thrown [[Bonsly]] (sweetspot).
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*[[Electrode]]'s Explosion or after being smash thrown.
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*[[Wobbuffet]]’s [[Counter]] when countering a OHKO attack or an hitbox that deals at least ~35% damage.
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*[[Metagross]]' Earthquake if all hitboxes land (bury, stomp and upward smash). It also has a powerful meteor smash capable to OHKO nearby midair characters.
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*[[Dr. Wright]]’s highest skyscraper.
 
*[[Knuckle Joe]]'s Vulcan Jab to Rising Break attack.
 
*[[Knuckle Joe]]'s Vulcan Jab to Rising Break attack.
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*[[Lyn]]’s slash (sweetspot).
*If *[[Wario]]'s [[up smash]] runs over a buried [[Pitfall]] while riding on his [[Wario Bike]], he will be sent flying at OHKO power.
 
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*[[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.
*If a [[Pitfall]] is thrown on a flying character, he will be [[meteor smash|meteor smashed]] with an OHKO potential if he is midair.
 
  +
*Five [[Smart Bomb]]s, [[Bob-omb]]s or [[Blast Box]]es exploding at the same time.
*A full charged [[Hothead]] is an OHKO for every character caught in its path (even for [[Super Mushroom|Giant]] characters). It is reached during the last 10 seconds only, when the sphere sparkles and glows, or with the following method.
 
  +
*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.
*If an uncharged [[Hothead]] is hit by a fire-based hitbox that deals over 30% damage (such as Ike's stage 7-9 Eruption), it will OHKO both when smash thrown and when traversing the stage (even for [[Super Mushroom|Giant]] characters). Any sparks it gives off while traversing the stage at this strength will also OHKO any character (like the description above but during the whole time, not only the last 10 seconds).
 
  +
*When an [[Hothead]] reaches its full power for the last seconds, 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 7-9 [[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.
*Four to five [[Smart Bomb|Smart Bombs]] exploding in the same area (depending on stage and character). Also deal extreme damage (150% to 160% if all hits connect).
 
  +
*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.
*Three [[Bob-omb|Bob-ombs]] exploding in the same area.
 
 
*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.
 
*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===
 
  +
*Touching or being bitten by the [[Ultimate Chimera]] in [[New Pork City]] (even for [[Super Mushroom|Giant]] characters). It is the most powerful attack in all the Smash games along with [[Tabuu]]’s [[Off Waves]], both for knockback (being able to OHKO even [[Metal Box|Metal]] characters in some situations) and damage (an incredible 100% or 200%).
 
  +
====Stage hazards====
*[[Dialga]]'s Roar of Time in [[Spear Pillar]] (even for [[Super Mushroom|Giant]] characters) if most hits connect, both the vertical and the horizontal beam.
 
  +
*The [[Ultimate Chimera]]'s bite on [[New Pork City]].
*[[Palkia]]'s Spacial Rend in [[Spear Pillar]] (even for [[Super Mushroom|Giant]] characters) if most hits connect, both the vertical and the horizontal beam.
 
  +
*[[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]].
*[[Dialga]]'s Overheat in [[Spear Pillar]] (even on [[Super Mushroom|Giant]] characters). The attack deals from 70% to 100% damage and immense knockback (in some cases it may even OHKO [[Metal Box|Metal]] characters, due to the fact that Dialga appears only on an high platform, near to the upper lines). Also, simply touching [[Dialga]]'s body inflicts massive knockback and damage, but becomes an invariable OKHO when Dialga is using Overheat - not different to being hit by the attack itself.
 
  +
*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.
*When [[Cresselia]], [[Dialga]] and [[Palkia]] revert the stage in [[Spear Pillar]], characters who are midair or near the upper lines shall be OHKOed.
 
*Touching or being hit by a Red [[Shellcreeper]] in [[Mario Bros.]]. The same effect is obtained if the Red Shellcreeper’s shell is trown to another character.
 
*Touching or being hit by a Blue [[Sidestepper]] in [[Mario Bros.]]. The same effect is obtained if the overturn Blue Sidestepper is trown to another character.
 
*Touching or being hit by a Pink [[Sidestepper]] in [[Mario Bros.]] (even for [[Super Mushroom|Giant]] characters). The same effect is obtained if the overturn Pink Sidestepped is trown to another character. Notice that Pink Sidesteppers deal the highest knockback of their species, enough to surely OHKO not only normal characters but even [[Super Mushroom|Giant]] ones.
 
*Green and Purple [[Shellcreeper|Shellcreeper]] and Red [[Sidestepper|Sidesteppers]] in [[Mario Bros.]] may also OHKO most characters if overturned and launched with enough power: for example by hitting them with a [[forward smash]], a powerful [[Move|kick]] or an [[item]] which can deal decent damage.
 
*Touching or being chased by a [[Flame]] in [[Mario Bros.]] (even for [[Super Mushroom|Giant]] characters when at full power). Notice that Flames' damage and knockback gradually increase over time and are higher if the character has suffered little damage previously. After about 20 seconds Flames will reach sufficient power to OHKO most characters, and after 30 seconds they shall OHKO even [[Super Mushroom|Giant]] characters, some time before fading away into nothing.
 
*Being swallowed or taken beyond the bottom lines by the [[Bulborb]] in [[Distant Planet]]. Sometimes this is considered an [[Instant KO]] instead of a "classic" OHKO.
 
*Being swallowed or hit by the [[Fish]] in [[Summit]]. Sometimes this is considered an [[Instant KO]] instead of a "classic" OHKO.
 
*Touching or being hit by [[Flame|Trouble Bug]]'s flame body on the highest platforms in [[75 m]].
 
*Touching or being hit by the falling [[Spring|springs]] on the highest platforms in [[75 m]].
 
*When the stage is suddenly reverted in [[Frigate Orpheon]], characters in midair or near the upper lines shall be OHKOed.
 
*Not entering the capsule and being hit by the immense magma wave in [[Norfair]]. Magma covers the whole screen and instantly OHKOs every characters while dealing massive damage, with no possibility to survive outside the capsule (except by [[Shield|shielding]] or [[dodging]]).
 
*The explosion of the [[Bridge of Eldin]]’s bomb (even for [[Super Mushroom|Giant]] characters). It is one of the strongest hits ever, dealing enormous knockback and immense damage (100%) to all the characters within its range, being even capable to OHKO [[Metal Box|Metal]] characters in some particular situations.
 
*The laser beam shot by the [[Halberd]] (if all hits connect).
 
 
*[[Corneria]]'s laser beams.
 
*[[Corneria]]'s laser beams.
*Touching the hull of the [[Pirate Ship]] (invariable OHKO, regardless of character size and power-ups).
+
*Touching the hull of the [[Pirate Ship]].
  +
*[[Norfair]]'s giant magma wave if all hits connect.
*The first and the fourth spike on [[Rumble Falls]] (can easily be teched).
 
  +
*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:
  +
*[[Armank]]'s main attack and electrical sphere.
  +
*[[Autolance]]'s slash.
  +
*[[Big Primid]]'s [[forward smash]], fiery punch and kick.
  +
*Touching a [[Bombed]].
  +
*[[Bytan|Giant Bytan]]'s full power charge (at low health).
  +
*[[Floow]]'s mind attack (if most hits connect or at full 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:
  +
*Touching the [[Porky Statue]].
  +
  +
The following will cause a OHKO on every difficulty:
  +
*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.
  +
*[[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 Triple Slash (if most hits connect), Jump Crash and Head Sword Chop.
  +
*[[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 Charge, Sword Blast (the hit itself, not the shockwave), and Vacuum Spin (if most hits connect).
  +
*[[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 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 Charge (sweetspot), Sword Blast (sweetspot; the hit itself, not the shockwave) and Vacuum Spin (if most hits connect).
  +
*[[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'':
  +
  +
{{#widget:YouTube|id=EpyjRINBJbk}}
  +
  +
This video shows some other OHKOs, including more [[boss]] attacks.
  +
  +
{{#widget:YouTube|id=mU6F6uHrQJs}}
  +
  +
===In ''[[Super Smash Bros. 4]]''===
  +
Like ''Brawl'', ''SSB4'' continues to add OHKOs to the game.
  +
  +
====Playable characters' standard moves====
  +
*{{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]].
  +
**Many other [[reflector]]s also share this behaviour, especially {{SSB4|Ness}}'s bat.
  +
*The following [[counterattack]]s:
  +
**Ike's [[Smash Counter]] and {{SSB4|Shulk}}'s [[Power Vision]] custom moves upon countering a hitbox that deals 30% damage or more.
  +
**{{SSB4|Corrin}}'s [[Counter Surge]], Ike and Roy's [[Counter]], and Shulk's [[Vision]] upon countering a hitbox that deals 35% damage or more. These counters technically have varying degrees of knockback, but they nevertheless achieve a KO at 0% without DI.
  +
**{{SSB4|Mii Swordfighter}}'s [[Blade Counter]] upon countering a hitbox that deals 37% damage or more.
  +
**{{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%.
  +
  +
====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:
  +
*{{SSB4|Lucario}}'s forward smash, fully charged. Aura and rage stack.
  +
*{{SSB4|Ganondorf}}'s reversed aerial [[Warlock Punch]].
  +
*{{SSB4|Kirby}}'s [[Giant Hammer]].
  +
  +
====Final Smashes====
  +
*Some of [[Giga Mac]]'s attacks when fully charged and [[Sweetspot|sweetspotted]]:
  +
**[[Straight Lunge]], [[up smash]] and [[forward smash]] (when angled up or horizontally).
  +
*{{SSB4|Marth}} and {{SSB4|Lucina}}'s [[Critical Hit]].
  +
*{{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]).
  +
*[[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====
  +
*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 when smash thrown or emitting sparks. 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 attack]]s 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 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====
  +
*Touching the hull of the boat on [[Wuhu Island]].
  +
*Touching the hull of the [[Pirate Ship]].
  +
  +
====Other====
  +
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.
  +
  +
====Bosses====
  +
The following will usually cause a OHKO on 8.0 or higher [[Difficulty|difficulties]]:
  +
*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.
  +
  +
{{#widget:YouTube|id=vfWVGiCxTaI}}
  +
  +
====Video====
  +
  +
The following video demonstrates all the moves and attacks that KO at 0% in “Smash 4”:
  +
{{#widget:YouTube|id=Dj5wW5-uFwI}}
  +
  +
===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====
  +
*{{SSBU|Roy}} and {{SSBU|Chrom}}'s almost fully charged or fully charged [[Flare Blade]] (sweetspot).
  +
*{{SSBU|Hero}}'s fully charged [[forward smash]] if it lands a critical hit.
  +
*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.
  +
**{{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.
  +
**Any sufficiently strong or repeatedly 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]].
  +
  +
====Playable characters' moves (with Rage applied)====
  +
*{{SSBU|Hero}}'s [[Command Selection|Hatchet Man]] with [[Command Selection|Psyche Up and Oomph]] active.
  +
*{{SSBU|Mr. Game & Watch}}'s [[Oil Panic]] if absorbed a strong enough projectile like {{SSBU|Hero}}'s [[Frizz|Kafrizz]].
  +
*Mr. Game & Watch's Judge 9.
  +
  +
====Final Smashes====
  +
*{{SSBU|Marth}} and {{SSBU|Lucina}}'s [[Critical Hit]].
  +
*{{SSBU|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]].
  +
  +
====Items/Enemies====
  +
*A smash attack with the [[Home-Run Bat]].
  +
*[[Electrode]]'s Explosion when smash thrown.
  +
*The [[Dragoon]].
  +
*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.
  +
  +
====Stage hazards====
  +
*Touching the hull of the [[Pirate Ship]].
  +
*Touching the hull of the boat on [[Wuhu Island]].
  +
*Getting hit by a [[Klaptrap]] on [[Jungle Japes]].
   
  +
====Bosses====
In some cases, alleged OHKOs are in reality [[Instant KO|Instant KOs]]. Examples could be: the strong river’s current in [[Jungle Japes]], the flying ships in [[Big Blue]], the rain waterfall in [[Distant Planet]] and the moving screen in [[Rainbow Cruise]], which all lead characters beyond the bottom lines, KOing them invariably and regardless of damage. Also [[drowning]] and [[crushing]] enter in this category, being able to KO characters at 0%.
 
  +
The following will usually cause a OHKO on Hard [[difficulty]] only:
  +
*[[Galeem]]'s Lens Flare with weaker or no spirits (sweetspot, if most hits chain; not guaranteed).
  +
====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 25% damage with OHKO power. This situation is similar to ''Smash 4''{{'}}s Target Blast bomb.
   
  +
{{#widget:YouTube|id=W5d-BGAls_s}}
===Stage enemies===
 
   
  +
====Video====
===The Subspace Emissary hazards===
 
  +
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:
*Touching the [[Porky Statue]] on Normal or higher [[Difficulty|difficulties]] in [[The Subspace Emissary]] (even for [[Super Mushroom|Giant]] characters). Porky Statue can also be considered an [[enemy]] since it chases the player.
 
*Being crushed.
 
   
  +
{{#widget:YouTube|id=Y5IIRDd5ggY}}
===The Subspace Army (enemies)===
 
*[[Big Primid]]'s punch on Intense [[Difficulty|difficulty]] in [[The Subspace Emissary]].
 
*The forward smash of all the four [[R.O.B.]] species on Intense [[Difficulty|difficulty]] in [[The Subspace Emissary]].
 
*[[Armank]]'s main attack on Very Hard and Intense [[Difficulty|difficulties]] in [[The Subspace Emissary]].
 
*[[Armight]]'s double blade attack on Intense [[Difficulty|difficulty]] in [[The Subspace Emissary]].
 
*[[Auroros]]'s flying attack on Intense [[Difficulty|difficulty]] in [[The Subspace Emissary]].
 
*[[Autolance]]'s slash on Very Hard or Intense [[Difficulty|difficulties]] in [[The Subspace Emissary]].
 
*Touching a [[Bombed]] makes it explode with OHKO power on Very Hard and Intense [[Difficulty|difficulties]] in [[The Subspace Emissary]], even when fighting against [[Porky]].
 
*[[Floow]]'s mind attack (if most hits connect) on Intense [[Difficulty|difficulty]] in [[The Subspace Emissary]], or the combined assault of multiple Floows in every [[Difficulty|difficulty]].
 
*Several other attacks of the [[Subspace Army]]'s enemies on Very Hard and Intense [[Difficulty|difficulties]] in [[The Subspace Emissary]], also depending on stage and character.
 
*Touching the [[Porky Statue]] on Normal or higher [[Difficulty|difficulties]] in [[The Subspace Emissary]] (even for [[Super Mushroom|Giant]] characters). Porky Statue can also be considered a stage hazard, although it chases the player.
 
   
  +
==Trivia==
  +
*''Brawl'' alone features much more guaranteed OHKOs than all the other four games combined together: more than double.
  +
*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.
  +
*[[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.
  +
*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.
  +
**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.
  +
**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%).
  +
**Considering Tabuu has only 16 attacks, 82% of his moveset are potential one-hit KO moves.
  +
**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%.
  +
*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.
  +
**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.
  +
*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).
  +
*''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.
   
===The Subspace Army (bosses)===
 
*[[Tabuu]]'s [[Off Waves]] on Normal or higher [[Difficulty|difficulties]] in [[The Subspace Emissary]], or on Very Hard and Intense difficulties in [[Boss Battles Mode]].
 
*Tabuu's Golden Bracket, Chain of Light and Dragon Laser attacks on Intense difficulty in the SSE.
 
*[[Galleom]]'s attack when he stiffens and falls on the player on Intense difficulty in the SSE.
 
*Galleom's tornado spin on Intense difficulty in the SSE (if most hits connect).
 
   
 
==Other KOs==
 
==Other KOs==

Revision as of 17:41, 15 February 2020

A KO, short for Knock-Out or Knock-Off, is the term used to describe the situation where a player is knocked back beyond the stage's blast lines by the opponent's actions.

250px-KO

Standard KO

The KO'd player is sent to a revival platform to re-enter the match. The following may then happen depending on the type of match:

  • In a Time match, the KO'd player will lose a point, while the player who made the KO gains a point.
  • In a Stock match, the KO'd player loses a stock. If a player loses all of their stocks they will receive the following:
    • Single-player: A continuation or a Game Over (if the player doesn't have enough coins in Melee and Brawl, or chooses to quit).
    • Multiplayer: Removal from the rest of the match.
  • In a Coin match, the KO'd player loses half their coins, rounded down. SSBB prevents a player from losing more than 100 coins at once. The lost coinage will fly into play if the KO was made off the side.
  • In the Subspace Emissary, the next character in the lineup is loaded and teleported into play without a revival platform. One stock is also lost.
    • Characters can also be KO'd in the Subspace Emissary if they are crushed by moving walls, ceilings, or floors.

If a player has no stocks remaining, then they do not reappear. They are then either removed from play (multiplayer matches) or receive a Game Over (single player modes).

KO Property

In Super Smash Bros. and Super Smash Bros. Melee, each character has a "KO property" which starts out empty. When a character is hit by an attack (be it a physical attack, a projectile, an item, etc.), their KO property is set to match whoever made the hit. The KO property is reset once a character lands on the ground and is no longer moving as a result of the attack's knockback. When the character is KO'd, the KO goes to whoever matches the KO property. If the property is null, the KO counts as a self-destruct. In simple terms, it goes to whoever made the last hit. Stage elements in SSB will reset the KO property to null with the exception of the acid on Planet Zebes, so for example, if a character is sent flying by an opponent's attack but is then hit by an Arwing's laser and KO'd, nobody receives the kill.

However, for whatever reason, this format was heavily altered for Super Smash Bros. Brawl. In SSBB, a character's KO property is never reset during a stock. If a character is hit at any time during a stock, it becomes impossible to self-destruct; a KO will be given to whoever made the last hit. So if a character is hit by an attack and jumps off the edge, it will count as a KO, not an SD. It gives other characters free KOs when the target character dies on his/her own. In Super Smash Bros. Ultimate, Sometimes all fighters get a Star KO or Screen KO.


Definition

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 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 from 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 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

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 almost fully charged or 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 (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.
  • 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 Sheer Cold (sweetspot).
  • A thrown Polar Bear (sweetspot).
  • A Green Shell gains OHKO power when reflected 3 or 4 times by two Foxes 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

  • 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, 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.

Video

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

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

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 (mainly Pokéballs), 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, nearly all Tabuu's moves are guaranteed OHKOs in every situation, some of them even in the higher difficulties of Boss Battles (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 three PK Flashes) 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.
  • Any counter or reflector upon countering a sufficiently strong attack or projectile, such as Zelda's Phantom Slash or a Green Shell.

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

Items

  • The Dragoon.
  • A smash attack with the Home-Run Bat.
  • 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.
  • Articuno’s Sheer Cold.
  • Suicune's Aurora Beam. The beam will not freeze at 0%, but still deals more than enough knockback to OHKO regardless.
  • 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.
  • 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). It can also OHKO characters by meteor smash.
  • 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. A thrown Pitfall can also meteor smash midair opponents with OHKO Power.
  • When an Hothead reaches its full power for the last seconds, any contact will be a OHKO (even touching the sparks). 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 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 Shells obtained by defeating a Koopa Troopa in The Subspace Emissary and to Shellcreepers 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

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:

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 for a guaranteed KO.

Many other enemies and several Shadow Clones or 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.
  • 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 Triple Slash (if most hits connect), Jump Crash and Head Sword Chop.
  • 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 Charge, Sword Blast (the hit itself, not the shockwave), and Vacuum Spin (if most hits connect).
  • 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 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:

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 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 (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 Charge (sweetspot), Sword Blast (sweetspot; the hit itself, not the shockwave) and Vacuum Spin (if most hits connect).
  • 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 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:

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 bosses' attacks are also capable of OHKOs.

Others

  • In the Subspace Emissary, these hazards are a guaranteed OHKO on every difficulty:
    • Touching the hull of The Halberd.
    • Touching very powerful flames.
  • 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 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 Clones and fighters battled in the Subspace Emissary are powered up this way on the higher difficulties only.

Video

The following video demonstrates some moves and hazards that KO at 0% in Brawl:

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This video shows some other OHKOs, including more boss attacks.

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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, KOing a character as light as Jigglypuff 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 when smash thrown or emitting sparks. 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. The first two 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

The following will usually cause a OHKO on 8.0 or higher difficulties:

  • 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

The following video demonstrates all the moves and attacks that KO at 0% in “Smash 4”: {{#widget:YouTube|id=Dj5wW5-uFwI}}

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)

Final Smashes

Items/Enemies

  • A smash attack with the Home-Run Bat.
  • Electrode's Explosion when smash thrown.
  • The Dragoon.
  • 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.

Stage hazards

Bosses

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

  • Galeem's Lens Flare with weaker or no spirits (sweetspot, if most hits chain; 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.

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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:

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Trivia

  • Brawl alone features much more guaranteed OHKOs than all the other four games combined together: more than double.
  • 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.
  • 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.
  • 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.
    • 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.
    • 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 Battles. 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%).
    • Considering Tabuu has only 16 attacks, 82% of his moveset are potential one-hit KO moves.
    • 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%.
  • 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.
    • 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.
  • 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).
  • 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.


Other KOs

Gallery

Trivia

  • The smash attack with the Home-Run Bat is the only attack to be an OHKO in all six installments of Super Smash Bros.
  • In the 2013 trailers and Developer Direct of Super Smash Bros. for Nintendo 3DS and Wii U, characters were not heard screaming when KO'ed, mostly because the game was is still in progress.

See also