FANDOM


m (Reverted edits by BrokenArwing (talk) to last version by 70.123.107.155.)
Line 1: Line 1:
[[File:Donkey Kong Giant Punch SSB.png|right|thumb|Giant Punch in ''[[Super Smash Bros.]]''.|250px]]
+
'''Giant Punch''' is [[Donkey Kong]]'s [[Neutral Special Move]] in all three [[Super Smash Bros. (series)|''Super Smash Bros.'' games]]. By pressing the [[B Button|Special Move Button]], Donkey Kong will start winding up his arm. A subsequent press of the special move button then allows Donkey Kong to deliver an incredibly strong blow. When it is fully-charged, steam will begin billowing out of Donkey Kong's head. From ''Melee'' onwards, this move puts Donkey Kong into a [[helpless]] state if used in mid-air.
'''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.
 
   
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.
+
==Overview==
  +
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'', it has less ending lag, more invincibility frames, and 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.
  +
  +
<gallery>
  +
Donkey Kong Giant Punch SSB.png|Giant Punch in ''[[Super Smash Bros.]]''
  +
Donkey Kong Giant Punch SSBM.png|Giant Punch in ''[[Super Smash Bros. Melee]]''.
  +
Donkey Kong Giant Punch.png|Giant Punch in ''[[Super Smash Bros. Brawl]]''.
  +
DK ike giantpunch.jpg|Donkey Kong using the Giant Punch on Ike in ''[[Super Smash Bros. Brawl]]''.
  +
</gallery>
   
==Gallery==
 
<centeR>
 
<gallery widths="190">
 
Donkey Kong Giant Punch SSBM.png|Giant Punch in ''[[Melee]]''.
 
Donkey Kong Giant Punch.png|Giant Punch in ''[[Brawl]]''.
 
DK ike giantpunch.jpg|Donkey Kong using the Giant Punch on Ike.
 
</gallerY>
 
</center>
 
 
{{Donkey Kong Special Moves}}
 
{{Donkey Kong Special Moves}}
 
[[Category:Attacks]]
 
[[Category:Attacks]]

Revision as of 15:42, February 13, 2012

Giant Punch is Donkey Kong's Neutral Special Move in all three Super Smash Bros. games. By pressing the Special Move Button, Donkey Kong will start winding up his arm. A subsequent press of the special move button then allows Donkey Kong to deliver an incredibly strong blow. When it is fully-charged, steam will begin billowing out of Donkey Kong's head. From Melee onwards, this move puts Donkey Kong into a helpless state if used in mid-air.

Overview

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 or Warlock Punch. In Brawl, it has less ending lag, more invincibility frames, and 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.

Donkey Kong's Special Moves
SSB Melee Brawl SSBWU/3DS Ultimate
Standard Special Giant Punch
Side Special Headbutt
Up Special Spinning Kong
Down Special Hand Slap
Final Smash Konga Beat Jungle Rush
Community content is available under CC-BY-SA unless otherwise noted.