Smashpedia
(Adding categories)
Tags: Visual edit apiedit
Line 29: Line 29:
 
==Trivia==
 
==Trivia==
 
*There are 3 beats that occur even before the announcer says "Ready? Go!".
 
*There are 3 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.
+
*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.
   

Revision as of 00:46, 30 April 2015

Donky Kong Konga beat Full Power

DK's Konga Beat at Full Power!

Konga Beat is Donkey Kong's Final Smash in Super Smash Bros. Brawl, 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.

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. 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, while the weak shockwaves have a vacuum effect, making it harder for foes to escape the player's stronger, better timed waves.

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.

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.

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.

For Super Smash Bros. for WiiU/3DS, a rhythm bar with beats are shown above Donkey Kong to make it easier to visually see when to press the attack with a rating of how they did the beat and a combo for how many times they make a successful beat.

Trophy Description

RSBE01-235

The Konga Beat Trophy

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. Brawl (Wii)

Trivia

  • There are 3 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

A video showing a perfect timing for the attack

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