Editing Giant Punch
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At any time while Donkey Kong is swinging his fist around, the button can be pressed again to deliver the blow. If the button is not pressed, then after ten swings, Donkey Kong will drop his fist and, as of ''Melee'', his head will begin to smoke, indicating the punch is fully charged; in ''Smash 64'' this is instead signaled by his fist sparking. At this point the button only needs to be pressed once to administer the attack. From ''[[Brawl]]'' onwards, a fully charged Giant Punch grants Donkey Kong [[armor]] when used, allowing him to power through an enemy's [[KO]] attack while he uses one of his own in the process. However, a Giant Punch that has just one stage below full charge has noticeably higher knockback. In ''Melee'', the move is also stronger if unleashed immediately after charging, rather than being stored. | At any time while Donkey Kong is swinging his fist around, the button can be pressed again to deliver the blow. If the button is not pressed, then after ten swings, Donkey Kong will drop his fist and, as of ''Melee'', his head will begin to smoke, indicating the punch is fully charged; in ''Smash 64'' this is instead signaled by his fist sparking. At this point the button only needs to be pressed once to administer the attack. From ''[[Brawl]]'' onwards, a fully charged Giant Punch grants Donkey Kong [[armor]] when used, allowing him to power through an enemy's [[KO]] attack while he uses one of his own in the process. However, a Giant Punch that has just one stage below full charge has noticeably higher knockback. In ''Melee'', the move is also stronger if unleashed immediately after charging, rather than being stored. | ||
From ''Melee'' onwards, the move becomes markedly weaker if used in midair, and also causes Donkey Kong to become [[helpless]] | From ''Melee'' onwards, the move becomes markedly weaker if used in midair, and also causes Donkey Kong to become [[helpless]], making it very risky and much less rewarding to use in aerial combat compared to its utility on the ground. | ||
Aesthetically, the move has been through a few changes. In ''Smash 64'', Donkey Kong has his right hand directly behind him while his fist winds up. As of ''Melee'', Donkey Kong uses his left arm for the attack, while also winding up his arm beside himself. The move was the slowest in ''Smash 64'' with some notable recovery, though the animation for both the actual attack's startup and its recovery has been sped up in later games. In ''Ultimate'', Donkey Kong now charges Giant Punch with either arm, due to his mirrored stance. It also no longer puts him into a helpless state, similar to ''Smash 64''. After fully charging his Giant Punch, Donkey Kong now displays an angry expression until he unleashes his Giant Punch, though he shows a regular expression by canceling Giant Punch with a shield button just as it is about to get fully charged. This expression notably (and strangely in some cases, like being buried) overrides most expressions he'd normally make performing actions. | Aesthetically, the move has been through a few changes. In ''Smash 64'', Donkey Kong has his right hand directly behind him while his fist winds up. As of ''Melee'', Donkey Kong uses his left arm for the attack, while also winding up his arm beside himself. The move was the slowest in ''Smash 64'' with some notable recovery, though the animation for both the actual attack's startup and its recovery has been sped up in later games. In ''Ultimate'', Donkey Kong now charges Giant Punch with either arm, due to his mirrored stance. It also no longer puts him into a helpless state, similar to ''Smash 64''. After fully charging his Giant Punch, Donkey Kong now displays an angry expression until he unleashes his Giant Punch, though he shows a regular expression by canceling Giant Punch with a shield button just as it is about to get fully charged. This expression notably (and strangely in some cases, like being buried) overrides most expressions he'd normally make performing actions. |