Giant Punch: Difference between revisions

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{{cquote|''Charge with {{button|3DS|B}}, and then press again to punch.''|cite=''Smash for 3DS''{{'}}s foldout}}
{{cquote|''Charge with {{button|3DS|B}}, and then press again to punch.''|cite=''Smash for 3DS''{{'}}s foldout}}


'''Giant Punch''' ({{ja|ジャイアントパンチ|Jaianto Panchi}}, ''Giant Punch''), commonly referred to as '''the Punch''' and '''Donkey Punch''', is [[Donkey Kong]]'s [[neutral special move]]. By pressing the [[special move]] [[B button|button]], Donkey Kong will start swinging his arm around, automatically [[charge|charging]] a punch that, when thrown, causes great [[damage]] and [[knockback]] if it hits, especially when fully or nearly-fully charged.
'''Giant Punch''' ({{ja|ジャイアントパンチ|Jaianto Panchi}}, ''Giant Punch''), commonly referred to as '''the Punch''' and '''Donkey Punch''', is [[Donkey Kong]]'s [[neutral special move]]. By pressing the [[special move]] [[B button|button]], Donkey Kong will start swinging his arm around, automatically [[charge|charging]] a wind-up punch that, when thrown, causes great [[damage]] and [[knockback]] if it hits, especially when fully or nearly-fully charged.


For every time that Donkey Kong swings his fist, the charge advances to its next stage, entailing an increase in the damage of the punch. After any one of these swings, the charge [[charge-cancel|can be cancelled]] and stored to be continued later: by pressing the shield button while charging, Donkey Kong will [[shield]], and moving the [[control stick]] left or right will cause him to [[roll]]. If Donkey Kong suffers knockback while charging, he will invariably lose all of his charge.
For every time that Donkey Kong swings his fist, the charge advances to its next stage, entailing an increase in the damage of the punch. After any one of these swings, the charge [[charge-cancel|can be cancelled]] and stored to be continued later: by pressing the shield button while charging, Donkey Kong will [[shield]], and moving the [[control stick]] left or right will cause him to [[roll]]. If Donkey Kong suffers knockback while charging, he will invariably lose all of his charge.
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From ''Melee'' onward, the move becomes markedly weaker if used in midair, and also causes Donkey Kong to become [[helpless]], making it very risky and much less rewarding to use in aerial combat when compared with its utility on the ground.
From ''Melee'' onward, the move becomes markedly weaker if used in midair, and also causes Donkey Kong to become [[helpless]], making it very risky and much less rewarding to use in aerial combat when compared with its utility on the ground.
Aesthetically, it's been through a few changes. In ''64'', Donkey Kong has his right hand directly behind him while his fist winds up. In ''Melee'' onwards however, Donkey Kong uses his left arm for the attack, while also winding up his arm beside himself. The move was the slowest in ''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.


== Stages ==
== Stages ==
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