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Donkey Kong Giant Punch.png|Giant Punch in ''[[Super Smash Bros. Brawl]]''. |
Donkey Kong Giant Punch.png|Giant Punch in ''[[Super Smash Bros. Brawl]]''. |
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DK ike giantpunch.jpg|Donkey Kong using the Giant Punch on Ike in ''Super Smash Bros. Brawl''. |
DK ike giantpunch.jpg|Donkey Kong using the Giant Punch on Ike in ''Super Smash Bros. Brawl''. |
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+ | Donkey Kong_SBB4 (1).jpg|Donkey Kong using Giant Punch in SSB4. |
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Revision as of 08:45, 27 October 2013
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, grabbing, 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 | |||||
---|---|---|---|---|---|
64 | Melee | Brawl | 3DS/Wii U | Ultimate | |
Standard Special | Giant Punch | ||||
Side Special | — | Headbutt | |||
Up Special | Spinning Kong | ||||
Down Special | Hand Slap | ||||
Final Smash | — | Konga Beat | Jungle Rush |