How viable are 1 hit kills?

By Ryken2, in UFS General Discussion

Topic.

I'm just wondering cause I remember back in the day when nailing someone with one huge attack was commonplace...unless you were running Punchin' Ken or something.

It today's enviorment, how viable are the OHK?

That's a good question.

I think easily 50% of it revolves around a few cards -- Holding Ground, Healer, Fight or Flight, Cutting Edge, Assassination Arts... there are plenty of ways to generate a single attack that will deal 20+ damage, but the more important question is usually going to be "how well can your OHK deal with all these roadblocks", the cards that take your huge one-shot attack and reduce it to a weenie.

Fortunately for the archetype, most of the hidden anti-ohk cards -- Rejection, Injuries -- have been banned. A lot of it, therefore, comes down to your ability to board control, because the rest of the hurdles to jump -- negation, anti-speed bonus -- get shut off by Program Malfunction or Spinta just as hard as Healer does. There's only a few cards that can influence a big OHK push that sit in the hand... if you're playing an action card (Cobra Blow), Yoga Adept or KFT can shut you down; if you're involved in a R: war (to beat Red Lotus, for example) then you might be worried about Preventing the Curse; and of course the omnipresent Tag Along if you need your character ability.

If you can put together a OHK deck that can set up (either a win or a competitive board position) early in the game consistently, I think you have a perfectly viable deck. And it's especially viable if you get indirect card advantage by playing fewer pieces for your OTK game (say your win combo is an attack, an action, and a foundation; you can build the entire rest of the deck simply to support those cards, instead of a hybrid Knight Breaker combo deck needing both more attacks and more support for them)

The answers to enabling OHKs are a bit complex. Most OHK archtypes are built to either kill by T2, the thought process being you set up turn one, and then bring the pain BEFORE your opponent has had an opportunity to set up his board with those aforementioned roadblocks.

Or, you have a trick that gets around those roadblocks, like playing 2.Yang, or playing tons of Committal to lock those 'answers' down before you drop heat.

Extremely viable.

Just because the huge/easy momentum generation is gone, doesn't mean that one-shots got any weaker. They've only gotten better.

1 Hit kills shaky.

1 attack kills very viable.

Alright, makes sense.

So, beyond Sardine's Beach Special + Domination or something (I'm guessing Hugo plays this), what other viable OHK combos are out there? What are most common, I mean? I haven't really played in awhile, and I'm just wonderin'.

i use hilt impact+reverse flayer+siegfrieds earth divide.

on hit is pretty hard, one turn is pretty easy. one shotting people is fun.

Hilde is a viable OHK deck, she can get her attack off fast, and if the deck is runing things like Heel Snipe, Alluring Beauty, and Bringing the Master to his Knees the OHK can actually be pretty hard to stop.

A lot of it's luck, much like what people have said. If you can draw into a Zi Mei's wheel kick or two you can take care of a lot of the cards that stop 1HKOs, but it all depends on who you're playing against as well. Talim, for instance, will most likely need a tag along to stop since her R: is devastating to large damage pumps. It's not nearly as hard as it used to be, but it's still difficult. Frankly I think that's the way it should be. If you can manage to pull it off, more power to you.

2.Yang + Senkyutai + Cobra Blow (assume any combo of spd pump Foundations and/or Actions)...

RockStar said:

2.Yang + Senkyutai + Cobra Blow (assume any combo of spd pump Foundations and/or Actions)...

Does Yang2 stop things like Healer?

Ryken said:

RockStar said:

2.Yang + Senkyutai + Cobra Blow (assume any combo of spd pump Foundations and/or Actions)...

Does Yang2 stop things like Healer?

It does since Healer is essentially reducing the damage. Yang's second response stops all damage negation.

KawaiiMistress said:

Ryken said:

RockStar said:

2.Yang + Senkyutai + Cobra Blow (assume any combo of spd pump Foundations and/or Actions)...

Does Yang2 stop things like Healer?

It does since Healer is essentially reducing the damage. Yang's second response stops all damage negation.

I'm assuming that Might Makes Right does as well, am I right?

Actually I don't think Yang2 stops healer, holding ground etc. Because they are returning it to printed?

Hayamachop said:

Actually I don't think Yang2 stops healer, holding ground etc. Because they are returning it to printed?

[/quote

it stops reduction, and so it stops healing ground and healer because they are reducing it to printed.

oh how weird i suppose <_< they are reducing and not returning

So I guess that answers the question about Might Makes Right then.

So, who would be the best to take to Worlds then? Yang (Death, Fire), Leona (Earth, Fire) or Kyoshiro (Earth, Fire)?