Editing Giant Punch

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 24: Line 24:
Aesthetically, the move has been through a few changes. In ''Smash 64'', Donkey Kong has his right hand directly behind him while his fist winds up. As of ''Melee'', Donkey Kong uses his left arm for the attack, while also winding up his arm beside himself. The move was the slowest in ''Smash 64'' with some notable recovery, though the animation for both the actual attack's startup and its recovery has been sped up in later games. In ''Ultimate'', Donkey Kong now charges Giant Punch with either arm, due to his mirrored stance. It also no longer puts him into a helpless state, similar to ''Smash 64''. After fully charging his Giant Punch, Donkey Kong now displays an angry expression until he unleashes his Giant Punch, though he shows a regular expression by canceling Giant Punch with a shield button just as it is about to get fully charged. This expression notably (and strangely in some cases, like being buried) overrides most expressions he'd normally make performing actions.
Aesthetically, the move has been through a few changes. In ''Smash 64'', Donkey Kong has his right hand directly behind him while his fist winds up. As of ''Melee'', Donkey Kong uses his left arm for the attack, while also winding up his arm beside himself. The move was the slowest in ''Smash 64'' with some notable recovery, though the animation for both the actual attack's startup and its recovery has been sped up in later games. In ''Ultimate'', Donkey Kong now charges Giant Punch with either arm, due to his mirrored stance. It also no longer puts him into a helpless state, similar to ''Smash 64''. After fully charging his Giant Punch, Donkey Kong now displays an angry expression until he unleashes his Giant Punch, though he shows a regular expression by canceling Giant Punch with a shield button just as it is about to get fully charged. This expression notably (and strangely in some cases, like being buried) overrides most expressions he'd normally make performing actions.


===Stages===
=== Stages ===
As explained above, Giant Punch's charge goes through stages. These are visually recorded in the swings of Donkey Kong's arm; each time he swings, the punch's damage and knockback is generally increased. The charge has eleven stages in total; the eleventh stage is the fully charged stage. A fully charged Giant Punch will have a quicker animation, resulting in a quicker punch, and do the most damage, but is weaker in knockback than a few of the stages below it. From ''Melee'' onwards, all stages of the punch are weaker when used in mid-air.
As explained above, Giant Punch's charge goes through stages. These are visually recorded in the swings of Donkey Kong's arm; each time he swings, the punch's damage and knockback is generally increased. The charge has eleven stages in total; the eleventh stage is the fully charged stage. A fully charged Giant Punch will have a quicker animation, resulting in a quicker punch, and do the most damage, but is weaker in knockback than a few of the stages below it. From ''Melee'' onwards, all stages of the punch are weaker when used in mid-air.
{{technical data|data for Melee, and completed data for all the other games}}
{{technical data|data for Melee, and completed data for all the other games}}
====''Smash 64'' stages====
====''Smash 64'' stages====
{|class="wikitable sortable"
{|border="1" class="wikitable sortable"
|-
|-valign="top"
!Stage
|'''Stage'''
!Number of swings
!g|Number of swings
!Damage  
!g|Damage  
!Percent that can KO
!g|Percent that can KO
!Elbow damage
!g|Elbow damage
!Elbow percent that can KO
!g|Elbow percent that can KO
|-
|-
!Stage 1
!Stage 1
Line 117: Line 117:


====''Brawl'' stages====
====''Brawl'' stages====
{|class="wikitable sortable"
{|border="1" class="wikitable sortable"
|-
|-valign="top"
!Stage
|'''Stage'''
!Number of swings
!g|Number of swings
!Damage  
!g|Damage  
!Percent that can KO
!g|Percent that can KO
!Elbow damage
!g|Elbow damage
!Elbow percent that can KO
!g|Elbow percent that can KO
|-
|-
!Stage 1
!Stage 1
Line 289: Line 289:


====''SSB4'' stages====
====''SSB4'' stages====
{|class="wikitable sortable"
{|border="1" class="wikitable sortable"
|-
|-valign="top"
!Stage
|'''Stage'''
!Number of swings
!g|Number of swings
!Damage  
!g|Damage  
!Percent that can KO
!g|Percent that can KO
!Elbow damage
!g|Elbow damage
!Elbow percent that can KO
!g|Elbow percent that can KO
|-
|-
!Stage 1
!Stage 1
Line 455: Line 455:


====''Ultimate''====
====''Ultimate''====
''Ultimate'' abandoned the concept of storing Giant Punch in stages, instead opting for a charge formula in line with other moves. In this case, Giant Punch's power will increase by a given amount every 6.67 Frames. The charge duration lasts 110 Frames as of 6.0.0, and overall it will increase in power by 18%.<ref>https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1250248030 vl param sheet shows 18% is the added power.</ref> This means it will deal 28% maximum. As usual, an uncharged Giant Punch is more powerful than a maximum charged one. However, to utilize this takes extreme precision in ''Ultimate'' due to its frame perfect nature and no longer charging via windups.  
''Ultimate'' abandoned the concept of storing Giant Punch in stages, instead opting for a charge formula in line with other moves. In this case, Giant Punch's power will increase by a given amount every 6.67 Frames. The charge duration lasts 110 Frames as of 6.0.0, and overall it will increase in power by 18%<ref>https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1250248030 vl param sheet shows 18% is the added power.</ref>. This means it will deal 28% maximum. As usual, an uncharged Giant Punch is more powerful than a maximum charged one. However, to utilize this takes extreme precision in ''Ultimate'' due to its frame perfect nature and no longer charging via windups.  


Charging from nothing to full takes 121 frames, including the 7 frame pre-charge lag and 4 frame post-charge lag (which can also be applied to shielding, rolling or jumping). It can also be cancelled through jumping in the air, which takes 5 frames as well.  
Charging from nothing to full takes 121 frames, including the 7 frame pre-charge lag and 4 frame post-charge lag (which can also be applied to shielding, rolling or jumping). It can also be cancelled through jumping in the air, which takes 5 frames as well.  


''Ultimate'' introduced a glitch that caused the Z-Axis to make Giant Punch miss point-blank opponents. This was fixed in 3.0.0, although only for the fully charged version.<ref>https://youtu.be/_l4JQY9BDu4</ref><ref>https://streamable.com/i9kve</ref> 3.1.0 fixed a glitch with Giant Punch that existed since ''Smash 4'', where landing on frames 12-17 during a fully charged Giant Punch caused DK to never get his super armor.<ref>https://www.kotaku.com.au/2019/03/smash-players-are-begging-nintendo-to-fix-donkey-kongs-giant-punch/</ref>
''Ultimate'' introduced a glitch that caused the Z-Axis to make Giant Punch miss point-blank opponents. This was fixed in 3.0.0, although only for the fully charged version<ref>https://youtu.be/_l4JQY9BDu4</ref><ref>https://streamable.com/i9kve</ref>. 3.1.0 fixed a glitch with Giant Punch that existed since ''Smash 4'', where landing on frames 12-17 during a fully charged Giant Punch caused DK to never get his super armor<ref>https://www.kotaku.com.au/2019/03/smash-players-are-begging-nintendo-to-fix-donkey-kongs-giant-punch/</ref>.


===Reverse charge cancelling===
=== Reverse Charge Cancelling ===
Reverse charge cancelling is the concept of reversing Giant Punch's windups, and has existed since ''64'',<ref>https://www.youtube.com/watch?v=F6CtAKRTjXQ</ref> and stayed in every ''Smash'' game to date. Normally it is impossible to [[B-reverse]] the windups, but through inputting a normal turnaround B, this can occur. This provides some additional unique maneuvers for Donkey Kong, especially in later games where charge cancelling becomes more prominent.
Reverse Charge Cancelling is the concept of reversing Giant Punch's windups, and has existed since ''64''<ref>https://www.youtube.com/watch?v=F6CtAKRTjXQ</ref>, and stayed in every Smash game to date. Normally it is impossible to [[B-reverse]] the windups, but through inputting a normal turnaround B, this can occur. This provides some additional unique maneuvers for Donkey Kong, especially in later games where charge cancelling becomes more prominent.


Since ''Melee'' added the ability to cancel Giant Punch in the air,<ref>https://youtu.be/s0FPgLifo_Q</ref> it became possible for Donkey Kong to use reverse charge cancelling for movement. Through this, he could reverse charge cancel, cancel the Giant Punch windups, and follow up with an aerial. This added many of the options high-level players still use today, such as the ledge options it provided. RCC [[back aerial]] was a powerful way to avoid ledgetraps. The ability to use reverse aerial rushes through this added powerful mixup options as well, adding further depth to Donkey Kong's playstyle. It's also possible to chain these together, possibly allowing for a powerful punish if the opponent tries to jump in. This gives Donkey Kong better bait and punish tactics that would otherwise be very difficult to do.
Since ''Melee'' added the ability to cancel Giant Punch in the air<ref>https://youtu.be/s0FPgLifo_Q</ref>, it became possible for Donkey Kong to use Reverse Charge Cancelling for movement. Through this, he could Reverse Charge Cancel, cancel the Giant Punch windups, and follow up with an aerial. This added many of the options high-level players still use today, such as the ledge options it provided. RCC [[back aerial]] was a powerful way to avoid ledgetraps. The ability to use reverse aerial rushes through this added powerful mixup options as well, adding further depth to Donkey Kong's playstyle. It's also possible to chain these together, possibly allowing for a powerful punish if the opponent tries to jump in. This gives Donkey Kong better bait and punish tactics that would otherwise be very difficult to do.


In ''Ultimate'', the ability to jump cancel charge moves greatly improved reverse charge cancelling .<ref>https://www.youtube.com/watch?v=ixQ7axGsjJo</ref> This made reverse charge cancelling much more accessible to players, not having to simply cancel Giant Punch and then jump. This greatly streamlines Donkey Kong's playstyle. It also provides Donkey Kong with an extra movement option, as the momentum allows for him to weave in and out of the opponent's range, especially with the ability to jump now readily available and not requiring more frames to cancel Giant Punch.
In ''Ultimate'', the ability to jump cancel charge moves greatly improved Reverse Charge Cancelling<ref>https://www.youtube.com/watch?v=ixQ7axGsjJo&feature=youtu.be</ref>. This made Reverse Charge Cancelling much more accessible to players, not having to simply cancel Giant Punch and then jump. This greatly streamlines Donkey Kong's playstyle. It also provides Donkey Kong with an extra movement option, as the momentum allows for him to weave in and out of the opponent's range, especially with the ability to jump now readily available and not requiring more frames to cancel Giant Punch.


==Instructional quotes==
==Instructional quotes==
Line 489: Line 489:
==Origin==
==Origin==
[[File:DKC Bad Hair Day Punch.gif|200px|thumb|A similar punch from "Bad Hair Day"]]
[[File:DKC Bad Hair Day Punch.gif|200px|thumb|A similar punch from "Bad Hair Day"]]
While the move has no true origin from his home series, [[Donkey Kong]] has done a similar punch to this in other forms of media outside of ''[[Super Smash Bros. (series)|Smash Bros.]]'': Donkey Kong performs a punch comparable to the Giant Punch in the ''{{iw|mariowiki|Donkey Kong Country|television series}}'' episode "{{iw|mariowiki|Bad Hair Day}}; when players land on a {{iw|mariowiki|Bowser Space}} in ''{{iw|mariowiki|Mario Party 5}}'', Donkey Kong may appear and punch [[Bowser]] in a similar way to the Giant Punch; in the ending of ''{{iw|mariowiki|Donkey Kong Country Returns}}'', Donkey Kong throws a punch similar to this when he is about to strike the moon to destroy the {{iw|mariowiki|Tiki Tong Tower}} with it; in ''{{iw|mariowiki|Donkey Kong Bananza}}'', Donkey Kong can temporarily transform into a stronger, beastly form called "Kong Bananza", which allows him to throw wind-up punches that sends shockwaves in a similar fashion to Giant Punch.
While the move has no true origin from his home series, [[Donkey Kong]] has done a similar punch to this in other forms of media outside of ''[[Super Smash Bros. (series)|Smash Bros.]]'': Donkey Kong performs a punch comparable to the Giant Punch in the ''{{iw|mariowiki|Donkey Kong Country|television series}}'' episode "{{iw|mariowiki|Bad Hair Day}}; when players land on a {{iw|mariowiki|Bowser Space}} in ''{{iw|mariowiki|Mario Party 5}}'', Donkey Kong may appear and punch [[Bowser]] in a similar way to the Giant Punch; in the ending of ''{{iw|mariowiki|Donkey Kong Country Returns}}'', Donkey Kong throws a punch similar to this when he is about to strike the moon as a means of using it to destroy the {{iw|mariowiki|Tiki Tong Tower}}; in ''{{iw|mariowiki|Donkey Kong Bananza}}'', Donkey Kong can temporarily transform into a stronger, beastly form called "Kong Bananza", which allows him to throw wind-up punches that sends shockwaves in a similar fashion to Giant Punch.


The move could also be based on [https://tekken.fandom.com/wiki/Gigaton_Punch Gigaton Punch] from the {{uv|Tekken}} series, sporting a very similar name, animation and gameplay purpose.
The move could also be based on [https://tekken.fandom.com/wiki/Gigaton_Punch Gigaton Punch] from the {{uv|Tekken}} series, sporting a very similar name, animation and gameplay purpose.
Line 526: Line 526:
*[[Donkey Kong (SSB4)/Neutral special]]
*[[Donkey Kong (SSB4)/Neutral special]]
*[[Donkey Kong (SSBU)/Neutral special]]
*[[Donkey Kong (SSBU)/Neutral special]]
==References==
==References==
{{reflist}}
{{reflist}}

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 4.0 International license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 1 meta category: