Giant Punch

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Giant Punch in Super Smash Bros..

Giant Punch is Donkey Kong's neutral special move. By pressing the special move button, DK will start swinging his arm around, charging a punch. Pressing the button once more will deliver the blow, which gains power for every completed swing. If no button is pressed, after ten swings DK will become fully charged and stop winding up; his head will start smoking to indicate this. The fully charged punch can then be delivered at any time by pressing the special move button; the punch is weaker when used in midair.

If the player presses a sheild button or presses the control stick left or right while charging, DK will save whatever charge he has and shield or roll. He can then continue charging later. Being hit while charging will cancel out any charge.

In Brawl, DK gains super armour 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 Melee and Brawl, this move puts Donkey Kong into a helpless state if used in mid-air. However, it has less ending lag in Brawl, and more invincibility frames.

Reverse Giant Punch

When using Giant Punch in Brawl, if the control stick/pad is quickly hit in the opposite direction during the first few frames, Donkey Kong will turn around very quickly (there is no animation, he simply faces the opposite direction) and will use Giant Punch in the new direction. Every character (with the exception of Sonic and Samus) can do the same with their Standard Special as well.

Gallery

Trivia

  • In SSB, instead of DK's head steaming to show he's fully charged, his fist will spark.

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