One-hit KO

A one-hit KO (abbreviated OHKO) is an attack which, as the name suggests, KO's opponents in one hit when their damage 0% and if the victim's flight path is not obstructed. As such, they are very powerful moves and most have to be charged. Self destructs do not count as OHKOs. In order to acknowledge the attack was a OHKO, it has to share the following restrictions:


 * The opponent does not tech, DI, momentum cancel, and/or crouch cancel.
 * There is no wall to absorb the knockback.
 * Knockback may be insufficient to KO at 0% on very large stages (e.g., Galaxy Tours, Crateria.).
 * 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 heavy characters at 0%.
 * The opponent is not giant or tiny
 * The damage ratio is on 1.0 and no handicaps.

Note that because of Super Smash Flash ' s unusual "physics", hitboxes have constant damage input rather than set damage integer as it is in the official Super Smash Bros. games or Super Smash Flash 2, therefore, there are no true OHKO's in the game.

Examples

 * Home-Run Bat's smash attack
 * 's and Super Saiyan Goku's fully-charged Kamehameha; note that Goku's variant should be charged to max point and be released automatically in order for it to be an effective OHKO.
 * 's Puff Up at the momment it utters its name and begins deflating, it has an abnormally large hitbox.
 * 's and 's Light Arrow.
 * 's Random Encounter last explosion.
 * 's Copied Kamehameha.
 * 's Blue Falcon.
 * Bankai Ichigo's Augmented Getsuga Tenshō.