Giant Punch: Difference between revisions
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In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', DK gains [[launch resistance]] when he throws a fully charged punch, making it very hard to interrupt, and can be saved to defend against an incoming [[KO]] move. On the other hand, a punch that's just under full charge has significantly more KO'ing power. | In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', DK gains [[launch resistance]] when he throws a fully charged punch, making it very hard to interrupt, and can be saved to defend against an incoming [[KO]] move. On the other hand, a punch that's just under full charge has significantly more KO'ing power. | ||
In ''[[Super Smash Bros. Melee]]'',''Brawl'' and ''[[Super Smash Bros. 4]]'', this move puts Donkey Kong into a [[helpless]] state if used in midair. However, it has less ending lag in ''Brawl'', and more invincibility frames. | In ''[[Super Smash Bros. Melee]]'', ''Brawl'' and ''[[Super Smash Bros. 4]]'', this move puts Donkey Kong into a [[helpless]] state if used in midair. However, it has less ending lag in ''Brawl'', and more invincibility frames. | ||
== Stages == | == Stages == |