Giant Punch: Difference between revisions

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(→‎Stages: New data for the elbow, i'll get KOing percents later)
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!g|Damage
!g|Damage
!g|Percent that can KO
!g|Percent that can KO
!g|Elbow damage
!g|Elbow percent that can KO
|-
|-
!Stage 1
!Stage 1
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| 10%
| 10%
| 196%
| 196%
| 12%
| 162%
|-
|-
!Stage 2
!Stage 2
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| 12%
| 12%
| 165%
| 165%
| 14%
| 138%
|-
|-
!Stage 3
!Stage 3
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| 14%
| 14%
| 141%
| 141%
| 16%
| 119%
|-
|-
!Stage 4
!Stage 4
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| 16%
| 16%
| 122%
| 122%
| 18%
| 104%
|-
|-
!Stage 5
!Stage 5
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| 18%
| 18%
| 106%
| 106%
| 20%
| 91%
|-
|-
!Stage 6
!Stage 6
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| 20%
| 20%
| 93%
| 93%
| 22%
| 80%
|-
|-
!Stage 7
!Stage 7
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| 22%
| 22%
| 81%
| 81%
| 24%
| 70%
|-
|-
!Stage 8
!Stage 8
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| 24%
| 24%
| 71%
| 71%
| 26%
| 61%
|-
|-
!Stage 9
!Stage 9
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| 26%
| 26%
| 63%
| 63%
| 28%
| 53%
|-
|-
!Stage 10
!Stage 10
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| 28%
| 28%
| 55%
| 55%
| 30%
| 46%
|-
|-
!Stage 11
!Stage 11
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| 28%
| 28%
| 81%
| 81%
| 18%
| 113%
|-
|-
!Aerial stage 1
!Aerial stage 1
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| 6%
| 6%
| 338%
| 338%
| 8%
|
|-
|-
!Aerial stage 2
!Aerial stage 2
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| 8%
| 8%
| 259%
| 259%
| 10%
|
|-
|-
!Aerial stage 3
!Aerial stage 3
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| 10%
| 10%
| 215%
| 215%
| 12%
|
|-
|-
!Aerial stage 4
!Aerial stage 4
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| 12%
| 12%
| 179%
| 179%
| 14%
|
|-
|-
!Aerial stage 5
!Aerial stage 5
Line 106: Line 138:
| 14%
| 14%
| 153%
| 153%
| 16%
|
|-
|-
!Aerial stage 6
!Aerial stage 6
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| 16%
| 16%
| 131%
| 131%
| 18%
|
|-
|-
!Aerial stage 7
!Aerial stage 7
Line 116: Line 152:
| 18%
| 18%
| 117%
| 117%
| 20%
|
|-
|-
!Aerial stage 8
!Aerial stage 8
Line 121: Line 159:
| 20%
| 20%
| 100%
| 100%
| 22%
|
|-
|-
!Aerial stage 9
!Aerial stage 9
Line 126: Line 166:
| 22%
| 22%
| 89%
| 89%
| 24%
|
|-
|-
!Aerial stage 10
!Aerial stage 10
Line 131: Line 173:
| 24%
| 24%
| 79%
| 79%
| 26%
|
|-
|-
!Aerial stage 11
!Aerial stage 11
Line 136: Line 180:
| 25%
| 25%
| 105%
| 105%
| 15%
|
|-
|-
|}
|}
*Note, not only does a stage ten Giant Punch have more knockback than a fully charged punch, but stages eight and nine also have more knockback.
*Note, not only does a stage ten Giant Punch have more knockback than a fully charged punch, but stages eight and nine also have more knockback.
*The sweet spot for a Giant Punch is at the elbow.


==Gallery==
==Gallery==

Revision as of 05:59, April 23, 2011

Giant Punch
Giant Punch in Super Smash Bros..
Giant Punch in Super Smash Bros..
User Donkey Kong
Universe Donkey Kong

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 shield 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 Super Smash Bros. Brawl, 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 and Brawl, 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.

Reverse Giant Punch

When using Giant Punch in Brawl, if the control stick/D-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 neutral special as well.

Stages

Giant Punch has stages of being charged, these are recorded in swings of Donkey Kong's arm, each swing DK does increases damage and knockback for the punch, the charge has eleven stages in total, the eleventh stage is the fully charged stage. A fully charged Giant Punch will have a quicker animation resulting in a quicker punch and do the most damage but is weaker in knockback. All stages of the punch are weaker when used in mid-air.

Number of swings Damage Percent that can KO Elbow damage Elbow percent that can KO
Stage 1 1 10% 196% 12% 162%
Stage 2 2 12% 165% 14% 138%
Stage 3 3 14% 141% 16% 119%
Stage 4 4 16% 122% 18% 104%
Stage 5 5 18% 106% 20% 91%
Stage 6 6 20% 93% 22% 80%
Stage 7 7 22% 81% 24% 70%
Stage 8 8 24% 71% 26% 61%
Stage 9 9 26% 63% 28% 53%
Stage 10 10 28% 55% 30% 46%
Stage 11 11 28% 81% 18% 113%
Aerial stage 1 1 6% 338% 8%
Aerial stage 2 2 8% 259% 10%
Aerial stage 3 3 10% 215% 12%
Aerial stage 4 4 12% 179% 14%
Aerial stage 5 5 14% 153% 16%
Aerial stage 6 6 16% 131% 18%
Aerial stage 7 7 18% 117% 20%
Aerial stage 8 8 20% 100% 22%
Aerial stage 9 9 22% 89% 24%
Aerial stage 10 10 24% 79% 26%
Aerial stage 11 11 25% 105% 15%
  • Note, not only does a stage ten Giant Punch have more knockback than a fully charged punch, but stages eight and nine also have more knockback.
  • The sweet spot for a Giant Punch is at the elbow.

Gallery

Trivia

  • In SSB, instead of DK's head steaming to show he's fully charged, his fist will spark.
  • In Donkey Kong Country Returns, DK uses a move similiar to this when he is falling, charging his punch and striking the moon.