A Sacrificial KO (also called Kamikaze), is a manuever in all three installments of Smash. A Sacrificial KO can be used to even out stocks, and some can win a match at only one stock. This kind of KO is most famously used by Kirby and is called Kirbycide, which is so detailed it needs its own page. Most Sacrificial KO's forcibly drag opponents into the out-of-bounds area, thus killing both contestants. When a character uses a Sacrificial KO, their name typically replaces the "sui" part of the word "suicide" and replaces it with part of or all of the character's name (ie. Ganoncide, Dededecide, Kirbycide, etc.).
On the stage Mushroom: Kingdom, there are two platforms that fall when stood on. Any character can perform a Sacrificial KO by grabbing an opponent and allowing both characters to fall.
- Kirby: Since the very first Smash Bros. game, people have been killing themselves with Kirby. Kirby can use his Up Throw, Back Throw, Forward Throw, and Neutral B (Inhale) to kill himself and his opponent. See Kirbycide for further information.
- Kirby can also commit sacrificial KO's after copying abilities from King Dedede or Wario. These KO's are often referred to by a portmanteau of the two characters names.
- Bowser: In Melee, Bowser could use his Koopa Klaw to grab onto an enemy in midair above one of the KO lines, sending both Bowser and his opponent plummeting to a KO, though it was relatively easy to break out of and was not very effective. Bowser utilizes a new move in Brawl, the Flying Slam, to commit Bowsercide. In Flying Slam, Bowser grabs his opponent then leaps into the sky. He flips in the air, then fall into the OB. The move can be turned on Bowser, and his movement in the air can be affected by the opponent in the move.
- Ganondorf: Ganondorf also utilizes a new move in Brawl, the Flame Choke. Ganondorf can use this suicidal attack when he uses his Flame Choke while airborne. Right after he does this, he will immediately kick down hard on his victim and keep his foot on them to which they cannot escape. Most of the time, both plunge off the stage. Depending on the size of course, this can result in a kill and a self-destruct. If used with one life on each person it will be Sudden death. This is usually hard to do, because if you don't hit with flame choke, you will fall helplessly, often resulting in a Self-destruct. However if you manage to grab someone off the stage with this, it will always kill both players, no matter what their percentage is. The only hard part is to grab someone. Ganondorf can also use Wizard's Foot, his Down+b, to drag an opponent down with him if he hits at the beginning of the attack. He can even occasionally recover when using this move.
- King Dedede: King Dedede uses Inhale to try to commit Dededecide (sometimes called Regicide). It's best used when Dedede is offstage and sucks someone to let himself fall with the opponent. He can also use Super Dedede Jump as a spike, but since it usually kills Dedede too, it can be considered a form of sacrificial KO.
- Wario: Wario commits "Wariocide" by using Chomp on an opponent while they are over an edge. Once the enemy is caught in Wario's jaw, they both drop straight down. The more damage the enemy has, the longer they stay in Wario's mouth. Wario is below the character so he always dies first.
- Donkey Kong: Donkey Kong's Forward Throw is used to commit "Kongocide". DK lifts his opponent onto his back and can walk freely. Opponents can break free of this however.
- Diddy Kong: To perform a Diddycide, use Diddy's Monkey Flip on a character that's over the edge. Make sure not to have Diddy extend his foot. If Diddy grabs the enemy, they both fall straight down to their deaths, with Diddy on top. This is generally not a useful technique, because if one simply presses the jump button while falling with the enemy, it will Meteor Smash them. However, when the enemy is at low percentage and/or if it is the last life, a Diddycide is useful because it forces death to the opponent. It is also refered to as Diddyhumping.
- Ike: In some custom stages, if a stage is built with a large hole in the center with no platforms underneath, using Ike's Great Aether Final Smash will result in a KO, when plummeting on the final hit of the smash, Ike and the oppenent will plummet off the screen together, making "Finalcide".
- Olimar: Almost exactly the same as Ike. Olimar uses his End of Day Final Smash, and when the ship plummets at the end, it just falls right to the bottom of the screen because of no place to land, resulting in an SD. This alternate "Finalcide" usually fails unless an opponent is below the Hocotate Ship.
- Meta Knight: Meta Knight's up throw can be used to perform a "Metacide". If Meta Knight is standing directly next to the edge of a stage and there is a low wall above him that obstructs his upward travel during his up throw, he will be caused to either land early, or, if the player holds away from the stage, he will continue holding the foe and fall backwards off of the stage to both players' demise.
- Snake: In stages that move upwards like Delfino Plaza Snake can Snakecide with his Down Throw, which brings the match to Sudden Death if both the victim and Snake have only the last stock left.
- Zero Suit Samus: When using her down aerial on a foe, it drags them down with her as a spike, killing off the foe first, but leaving almost no opportunity for ZSS to recover causing a "Zerocide".
Circumstantial Sacrificial KO's
All characters can perform a Sacrificial KO under certain circumstances, best seen on a custom designed stage. The KO is usually performed when a character is at a percentage which they cannot escape a grab for some time. Then, the stage has to play a part to drag both players off the screen.
An example of this is on a custom stage, certain blocks fall when characters stand on them for too long. Should a player be grabbed and unable to escape while standing on this block, both players will fall to their doom, if there is no ground below the characters.
Resting in mid-air with Jigglypuff away from the stage, due to the very long ending lag of the move, will often cause Jigglypuff to fall to it's death far below the stage. Even if it does wake up before getting KO'd, it's vertical recovery isn't very high and in almost all cases only slows down the inevitable, or leaves it open for a down-aerial spike.