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{{Infobox Final Smash
 
{{Infobox Final Smash
|image=Donky_Kong_Konga_beat_1.jpg
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|image=800px-Konga Beat SSB4 Wii U.jpeg
 
|size=200px
 
|size=200px
|user=DK
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|user=Donkey Kong
 
|type=Focused
 
|type=Focused
|effect=Sound waves damage nearby foes, timed button presses increase attack's power and range
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|effect=Emits sonic waves around the user. Effect is boosted with each precision button press.
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|games = [[Super Smash Bros. Brawl]] <br> [[Super Smash Bros. for Nintendo 3DS and Wii U]]}}'''Konga Beat''' is [[Donkey Kong (SSBB)|Donkey Kong]]'s [[Final Smash]] in ''[[Super Smash Bros. Brawl]] ''and ''[[Super Smash Bros. for Nintendo 3DS and Wii U]]''.
}}
 
[[Image:Donky_Kong_Konga_beat_Full_Power.jpg|thumb|left|DK's Konga Beat at Full Power!]]
 
   
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== Overview ==
'''Konga Beat''' is [[Donkey Kong (SSBB)|Donkey Kong]]'s [[Final Smash]], where he gets out his bongos and plays them. This involves him creating shock waves to attack his opponents. The [[announcer]] says "Ready? Go!", then the "DK Island Swing" song plays, with DK clapping and playing the drums.
 
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Donkey Kong initiates the Final Smash by slamming down a pair of bongos before playing them. During this time, he will create shockwaves that damage the opponent, making them useful for edgeguarding or trapping opponents between hits. DK remains immobile but invulnerable for the duration of the attack.
   
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If no buttons are pressed, the waves will barely cover DK. However, if the player precisely hit the buttons in accordance to the beat, DK will produce a stronger and more forceful, with its range extending slightly beyond Final Destination and dealing 15%. If the player correctly times four hits, DK will clap, producing a much stronger wave with more knockback.
If a player doesn't press any buttons, the shock wave created just barely covers DK. However, the player can increase the power and range of the attack by timing their button presses to the beat of the [[Music (SSBB)|music]]. When a player press the [[attack]] button to the beat, he claps or strikes the bongos, creating a forceful wave each time. The strong shock wave's diameter is a bit bigger than [[Final Destination (SSBB)|Final Destination]], while the weak shockwaves have a vacuum effect, making it harder for foes to escape the player's stronger, better timed waves.
 
   
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The timing in ''Brawl ''consists of red circles shrinking on the bongos, with the correct hit being when the rings line up with the drums. In ''Smash 4'', an indicator bar shows up with circular beat symbols passing through, with the correct hit being where the symbol passes the indicator on the left side; the bar will keep track of all the correct hits performed in a row with the message Miss!, Good!, or Great! being displayed based on the attempt to match the beat. In both games, Konga Beat can be alternatively timed by pressing just as DK raises his hands to hit the bongos.<gallery>
During his Final Smash, DK is invincible. Unfortunately, DK is completely immobile for the duration of the Final Smash. If it is used at the wrong place and the wrong time, the other characters can easily dodge the whole attack just by staying far away. The DK player should make sure that the enemies cannot escape before using this attack. If the opponent isn't in the green range but in the red range, it is still possible to avoid it by using dodge each time the wave comes.
 
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Donky Kong Konga beat 1.jpg|Donkey Kong initiating Konga Beat in ''Super Smash Bros. Brawl.''
 
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Donky Kong Konga beat Full Power.jpg|Donkey Kong creating the powerful shockwave for every four successful hits in ''Super Smash Bros. Brawl.''
The immobility can also cause other problems. In scrolling stages like [[Rumble Falls]] (ironically DK's stage), DK may be taken away from the screen, though the screen scrolls much more slowly. The safest way is to use the move in midair, as DK will scroll with the screen.
 
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Konga Beat SSB4.png|Donkey Kong initiating Konga Beat in ''Super Smash Bros. for Nintendo 3DS.''
 
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</gallery>
==Timing==
 
As the attack begins, red circles will appear and shrink upon the bongos. These rings serve as a timing aid, if the player presses the attack button when the ring lines up with the drums, he will get a large shock wave that can do 15% damage or so. Alternately, the player can hit the button just as DK raises his hands to strike the bongos. If the player does 4 successful beats in a row, [[Donkey Kong]] will clap, creating a shock wave that has more [[knockback]]. It was originally thought that after this Final Smash, the player would get a fully charged [[Giant Punch]] if they pressed A to the perfect beat, but this has been disproven.
 
   
 
==Trophy Description==
 
==Trophy Description==
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[[File:RSBE01-235.png|thumb|Konga Beat trophy for ''Super Smash Bros. Brawl''
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]]
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=== ''Super Smash Bros. Brawl'' ===
 
''DK about to go to town with some bongos! His performance is so magnificent and upbeat that it creates damage-inducing sound waves. Press the buttons in time to the music, and the sound waves may grow stronger. DK's invulnerable when launching this attack, but he's also immobile, so be careful using it on scrolling stages.''
 
''DK about to go to town with some bongos! His performance is so magnificent and upbeat that it creates damage-inducing sound waves. Press the buttons in time to the music, and the sound waves may grow stronger. DK's invulnerable when launching this attack, but he's also immobile, so be careful using it on scrolling stages.''
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*''Super Smash Bros. Brawl (Wii)''
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=== ''Super Smash Bros. for Nintendo 3DS and Wii U'' ===
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[[File:Konga Beat.jpg|thumb|128x128px|Konga Beat trophy in ''Super Smash Bros. for Wii U''.
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]]
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''In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down but won't stop-don't get too carried away in the beat!''
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== Origin ==
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Many elements of Konga Beat originate from the ''Donkey Kong'' series. Donkey Kong's bongos would first make their appearance as DK's musical attack in ''Donkey Kong 64'', with them being more prominent in the GameCube series ''Donkey Konga'', and serving as the primary controls for ''Donkey Kong Jungle Beat''. DK's attack by hitting the bongos and clapping while the player times in rhythm mimics the gameplay from ''Donkey Konga. ''The concept of DK creating shockwaves in the Final Smash calls back to ''Donkey Kong Jungle Beat'', which involves DK doing the same to stun enemies. The timing indicator introduced in ''Super Smash Bros. for Nintendo 3DS and Wii U'' comes from the ''Donkey Konga ''series.
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The name of the Final Smash is a portmanteau of the two games ''Donkey '''Konga''''' and ''Donkey Kong Jungle '''Beat'''''. The song that plays during the Final Smash is a part from "DK Island Swing," which originated from ''Donkey Kong Country''.
   
 
==Trivia==
 
==Trivia==
*There are 3 beats that occur even before the announcer says "Ready? Go!".
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*There are three beats that occur even before the announcer says "Ready? Go!".
*Some people believe the announcer's voice during this Final Smash is actually the ''Melee'' announcer's voice at the beginning of a battle in said game.
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*In Brawl, some people believe the announcer's voice during this Final Smash is actually the ''Melee'' announcer's voice at the beginning of a battle in said game.
 
*If used during a stage-wide slow-time effect (such as those caused by Dialga, Slow Brawl, or Training Mode), the shock waves created by a perfect beat will grow to enormous size because the timing will be even more accurate. A high level CPU will perform this perfectly, and the shock waves produced will be stretched, blurry, and semi-transparent. In the same way, a perfect beat is much more difficult to accomplish when time is sped up during a Fast Brawl.
 
*If used during a stage-wide slow-time effect (such as those caused by Dialga, Slow Brawl, or Training Mode), the shock waves created by a perfect beat will grow to enormous size because the timing will be even more accurate. A high level CPU will perform this perfectly, and the shock waves produced will be stretched, blurry, and semi-transparent. In the same way, a perfect beat is much more difficult to accomplish when time is sped up during a Fast Brawl.
   
 
==External links==
 
==External links==
 
[http://www.smashbros.com/en_us/characters/donkeykong.html Smash Bros Dojo!!: Donkey Kong]
 
[http://www.smashbros.com/en_us/characters/donkeykong.html Smash Bros Dojo!!: Donkey Kong]
 
[http://youtube.com/watch?v=ixr9Zrf9F10 A video showing a perfect timing for the attack]
 
   
 
{{Donkey Kong Special Moves}}
 
{{Donkey Kong Special Moves}}
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[[Category:Trophies (SSBB)]]
 
[[Category:Trophies (SSBB)]]
 
[[Category:Donkey Kong universe]]
 
[[Category:Donkey Kong universe]]
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[[Category:Super Smash Bros. Brawl]]
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[[Category:Super Smash Bros. 3DS/Wii U]]
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[[Category:Focused Final Smashes]]

Revision as of 19:00, 31 May 2020

Konga Beat is Donkey Kong's Final Smash in Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS and Wii U.

Overview

Donkey Kong initiates the Final Smash by slamming down a pair of bongos before playing them. During this time, he will create shockwaves that damage the opponent, making them useful for edgeguarding or trapping opponents between hits. DK remains immobile but invulnerable for the duration of the attack.

If no buttons are pressed, the waves will barely cover DK. However, if the player precisely hit the buttons in accordance to the beat, DK will produce a stronger and more forceful, with its range extending slightly beyond Final Destination and dealing 15%. If the player correctly times four hits, DK will clap, producing a much stronger wave with more knockback.

The timing in Brawl consists of red circles shrinking on the bongos, with the correct hit being when the rings line up with the drums. In Smash 4, an indicator bar shows up with circular beat symbols passing through, with the correct hit being where the symbol passes the indicator on the left side; the bar will keep track of all the correct hits performed in a row with the message Miss!, Good!, or Great! being displayed based on the attempt to match the beat. In both games, Konga Beat can be alternatively timed by pressing just as DK raises his hands to hit the bongos.

Trophy Description

RSBE01-235

Konga Beat trophy for Super Smash Bros. Brawl

Super Smash Bros. Brawl

DK about to go to town with some bongos! His performance is so magnificent and upbeat that it creates damage-inducing sound waves. Press the buttons in time to the music, and the sound waves may grow stronger. DK's invulnerable when launching this attack, but he's also immobile, so be careful using it on scrolling stages.

Super Smash Bros. for Nintendo 3DS and Wii U

Konga Beat

Konga Beat trophy in Super Smash Bros. for Wii U.

In this Final Smash, DK drums on a set of bongos, just like in the Donkey Konga games. Press the attack button in rhythm with the circles to boost the attack's range and power. Enemy attacks won't affect you, but you can't move, either. Auto-scrolling stages will slow down but won't stop-don't get too carried away in the beat!

Origin

Many elements of Konga Beat originate from the Donkey Kong series. Donkey Kong's bongos would first make their appearance as DK's musical attack in Donkey Kong 64, with them being more prominent in the GameCube series Donkey Konga, and serving as the primary controls for Donkey Kong Jungle Beat. DK's attack by hitting the bongos and clapping while the player times in rhythm mimics the gameplay from Donkey Konga. The concept of DK creating shockwaves in the Final Smash calls back to Donkey Kong Jungle Beat, which involves DK doing the same to stun enemies. The timing indicator introduced in Super Smash Bros. for Nintendo 3DS and Wii U comes from the Donkey Konga series.

The name of the Final Smash is a portmanteau of the two games Donkey Konga and Donkey Kong Jungle Beat. The song that plays during the Final Smash is a part from "DK Island Swing," which originated from Donkey Kong Country.

Trivia

  • There are three beats that occur even before the announcer says "Ready? Go!".
  • In Brawl, some people believe the announcer's voice during this Final Smash is actually the Melee announcer's voice at the beginning of a battle in said game.
  • If used during a stage-wide slow-time effect (such as those caused by Dialga, Slow Brawl, or Training Mode), the shock waves created by a perfect beat will grow to enormous size because the timing will be even more accurate. A high level CPU will perform this perfectly, and the shock waves produced will be stretched, blurry, and semi-transparent. In the same way, a perfect beat is much more difficult to accomplish when time is sped up during a Fast Brawl.

External links

Smash Bros Dojo!!: Donkey Kong

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