Konga Beat: Difference between revisions

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m (Well, okay, the first beat is on "Go!".)
(→‎Trivia: You're kidding.)
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*While the announcer says "Ready? Go!", there are two extra beats that the player can make.
*While the announcer says "Ready? Go!", there are two extra beats that the player can make.
*If used during a stage-wide slow-time effect (such as those caused by [[Dialga]], Slow Brawl, or [[Training Mode]]), the shock waves created by a perfect beat can grow to enormous size because the timing can be even more accurate. A high level CPU will perform this perfectly, and the shock waves produced will be stretched, blurry, and semi-transparent. In the same way, a perfect beat is much more difficult to accomplish when time is sped up during a Fast Brawl.
*If used during a stage-wide slow-time effect (such as those caused by [[Dialga]], Slow Brawl, or [[Training Mode]]), the shock waves created by a perfect beat can grow to enormous size because the timing can be even more accurate. A high level CPU will perform this perfectly, and the shock waves produced will be stretched, blurry, and semi-transparent. In the same way, a perfect beat is much more difficult to accomplish when time is sped up during a Fast Brawl.
*Because of [[Wi-Fi lag|lag]] in [[Wi-Fi]] matches, the music and rhythm of the attack may become out of sync, making it harder to produce large shockwaves.
*In ''Super Smash Bros. 4'', hitting all the notes perfectly will have DK give a thumbs-up at the end of the move instead of his usual bicep-flexing gesture.
*In ''Super Smash Bros. 4'', hitting all the notes perfectly will have DK give a thumbs-up at the end of the move instead of his usual bicep-flexing gesture.
*Konga Beat is the only gameplay move in the entire ''Smash'' series that invokes the Announcer.
*Konga Beat is the only gameplay move in the entire ''Smash'' series that invokes the Announcer.