Super Smash Bros. series

One-hit KO

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

Aone-hit KO, commonly abbreviated asOHKO, is an attack in theSuper Smash Bros. games with such high baseknockback that it willKO an opponent at 0%. Such attacks currently exist in every installment of the series.

Definition[edit]

In general, a move is considered a one-hit KO if it inflicts enough knockback to KOMario at 0% from the middle ofFinal Destination (Dream Land inSmash 64).

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

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

InSuper Smash Bros.[edit]

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

Items[edit]

Video[edit]

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

InSuper Smash Bros. Melee[edit]

Playable characters[edit]

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

Items/Enemies[edit]

Stage hazards[edit]

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

1-P Mode[edit]

Video[edit]

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

InSuper Smash Bros. Brawl[edit]

DespiteThe Subspace Emissary automatically increasing the player'sgravity andfalling speed by up to 19% from normal brawls (making OHKOs less likely),Brawl features the largest amount of OHKOs, with the vast majority being frombosses.

Playable characters' standard moves[edit]

Sheik’sChain with theChain Jacket glitch can also copy another hitbox, including a hitbox of OHKO power.

Final Smashes[edit]

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

Items[edit]

  • TheDragoon.
  • Asmash attack with theHome-Run Bat.
  • TouchingMoltres.
  • Suicune's Aurora Beam.
  • Deoxys's Hyper Beam.
  • Electrode's Explosion when smash thrown. If an Electrode fails to burst, it can still be picked up and smash thrown with OHKO power.
  • IfWario runs over a buriedPitfall while riding on hisWario Bike, he will be sent flying at OHKO power.
  • If an uncharged Hothead is hit by anelectric orflame-based hitbox that deals at least 30% damage (such asIke's stage 6-9Eruption), it will OHKO when smash thrown or launched. Coming into contact while it is sparking will also OHKO.
  • If aSoccer Ball is launched at enough speed (after either being hit by an extremely powerful attack such asforward smash or a Home Run bat swing, or simply being launched after receiving enough damage), it will OHKO anyone it slams into.

Stage hazards[edit]

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

Bosses[edit]

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

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

Other[edit]

Video[edit]

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

This video shows some other OHKOs, including moreboss attacks.

InSuper Smash Bros. 4[edit]

Playable characters' standard moves[edit]

Contrary to its name and intention, Little Mac'sKO 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 asJigglypuff at 12%.

WithRage applied[edit]

Final Smashes[edit]

Items[edit]

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

Stage hazards[edit]

Bosses[edit]

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

Other[edit]

While it isn't accessible in regular battles, thebomb used in theTarget Blast stage has enough power to OHKO.

Video[edit]

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

InSuper Smash Bros. Ultimate[edit]

Playable characters' moves[edit]

With Rage applied[edit]

Final Smashes[edit]

Final Smashes executed usingFinal Smash Meter always lose their OHKO power, with Critical Hit KOingMario at 20%.

Items[edit]

  • TheDragoon.
  • A smash attack with theHome-Run Bat.
  • Electrode's Explosion when smash thrown.
  • AHothead when brought from no charge to significant overcharge by a singleflame orelectric attack that deals over 50% damage. If the Hothead hits while sparking, it can OHKO from attacks closer to 30%.
    • Spirits can increase the player's damage, increasing the amount of damage a Hothead can be charged by and thus making it easier to reach OHKO power.
  • TheDeku Nut's explosion on a grounded target that cannot be stunned, such asSandbag, or Kirby in hisStone transformation.

Stage hazards[edit]

Other[edit]

While inaccessible in a regular fashion without hacking, the gun found on theFree the Spirit screen's stage is programmed in as its own usable item, inflicting 30% damage with OHKO power (mainly because the Free the Spirit stage is very small with close blast zones).[1] This situation is similar toSmash 4's Target Blast bomb.

Video[edit]

The following video demonstrates all the moves and hazards inUltimate that inflict enough knockback to KO at 0%, alongside some powerful moves that don't. However, it also includes a few moves and hazards that do not inflict any knockback, such asInstant KOs:

Conclusive video[edit]

The following video demonstrates several one-hit KOs from everySmash game:

Gallery[edit]

  • Pikachu using the Home-Run Bat against Mario in Smash 64.

    Pikachu using the Home-Run Bat againstMario inSmash 64.

  • Fox throwing a Green Shell that was reflected multiple times in Smash 64.

    Fox throwing aGreen Shell that was reflected multiple times inSmash 64.

  • Roy's Counter after countering Flare Blade in Melee.

    Roy'sCounter after countering Flare Blade inMelee.

  • Mr. Game & Watch's fully loaded Oil Panic after absorbing three strong projectiles in Brawl.

    Mr. Game & Watch's fully loaded Oil Panic after absorbing three strong projectiles inBrawl.

  • Lucario's Aura Storm at max aura in Brawl.

    Lucario's Aura Storm at max aura inBrawl.

  • Marth's Critical Hit in Ultimate.

    Marth'sCritical Hit inUltimate.

  • Chrom's Flare Blade in Ultimate.

    Chrom'sFlare Blade inUltimate.

  • Lucario's Aura Storm at max aura in Ultimate.

    Lucario's Aura Storm at max aura inUltimate.

Trivia[edit]

  • InMelee,Roy's trophy refers toFlare Blade as an "instant KO".
  • TheHome-Run Bat is the onlyitem (and by extension, the only attack) able to perform a guaranteed OHKO in everySmash game, at least on itssweetspot.
  • Roy'sFlare Blade andCounter are the only moves to maintain their OHKO power in every installment.
  • At least one playable character from theFire Emblem universe possesses a move with OHKO potential in every game. Other main characters appear as items with OHKO power (Black Knight inSmash 4).
  • Marth'sCritical Hit is the only Final Smash to maintain its OHKO power in every installment. Throughout all games, it is also the most powerful attack of any character's standard moveset (in terms of knockback) without any exterior factors or buffs, being impossible to survive if in direct sight of a blast line, even on the largest stages of each game.
  • While the majority of OHKOs will fail to work on characters under the effects of aSuper Mushroom orMetal Box, a few attacks have such high knockback that they will still OHKO under these circumstances. InBrawl, this includesSuicune's Aurora Beam, Marth's Critical Hit, theUltimate Chimera's bite, and severalboss attacks.
    • Starting fromSmash 4, a few Final Smashes have hitboxes that negate the effects of such buffs, such as Marth's Critical Hit.
  • Tabuu on Intense difficulty inThe Subspace Emissary has more OHKOs than any other boss or enemy in anySmash game, with 7.
  • The most powerful moves in theSmash 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 inBrawl. Both these attacks are the most damaging moves, dealing 100%-200% damage and having immense knockback.
  • Master Core's final explosion on 8.0 difficulty or above is the only OHKO that will never KO the player, since the battle is always already won by the time the hitboxes land.
    • Galleom's Tank Rush and Tank Rush & Slam can also hit the player after the boss is defeated, with OHKO power on the higher difficulties.

References[edit]