Giant Punch: Difference between revisions

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[[File:Donkey Kong Giant Punch SSB.png|right|thumb|Giant Punch in ''[[Super Smash Bros.]]''.|250px]]
[[File:Donkey Kong Giant Punch SSB.png|right|thumb|Giant Punch in ''[[Super Smash Bros.]]''.|250px]]
'''Giant Punch''' is [[Donkey Kong]]'s [[Neutral B]] attack. It is charged by pressing the special move button; when it is fully-charged, steam will begin billowing out of Donkey Kong's head. A subsequent press of the special move button then allows Donkey Kong to deliver an incredibly strong blow. The charge can be canceled by shielding or pressing left or right while Donkey Kong is charging. If the control stick is tilted left or right, then Donkey Kong will stop charging and roll in the tilted direction. When fully charged it is like a faster, albeit weaker, [[Falcon Punch|Falcon]] or [[Warlock Punch|Warlock Punch]]. In Brawl, Donkey Kong gains super armor right before throwing the punch. It is weaker in terms of knockback if used from very close to Donkey Kong's [[hitbox]] and fully charged. If used  just before the punch is fully charged, it has higher knockback than normal with the downside of giving no super armor.
'''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.
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.
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==Gallery==
==Gallery==
<centeR>
<center>
<gallery widths="190">
<gallery widths="190">
File:Donkey Kong Giant Punch SSBM.png|Giant Punch in ''[[Melee]]''.
File:Donkey Kong Giant Punch SSBM.png|Giant Punch in ''[[Melee]]''.
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</gallerY>
</gallerY>
</center>
</center>
==Trivia==
*In [[SSB]], instead of DK's head steaming to show he's fully charged, his fist will spark.
{{Donkey Kong Special Moves}}
{{Donkey Kong Special Moves}}
[[Category:Attacks]]
[[Category:Attacks]]

Revision as of 11:23, November 1, 2010

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.

Template:Donkey Kong Special Moves