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{{ArticleIcons| | {{ArticleIcons|ssb=y|melee=y|brawl=y|ssb4=y|ultimate=y}} | ||
{{Infobox Special Move | {{Infobox Special Move | ||
|name=Giant Punch | |name=Giant Punch | ||
|image=[[File: | |image=[[File:SSBUWebsiteDonkeyKong2.jpg|300px]] | ||
|caption= Giant Punch in ''Super Smash Bros. Ultimate''. | |caption= Giant Punch in ''Super Smash Bros. Ultimate''. | ||
|user=[[Donkey Kong]] | |user=[[Donkey Kong]] | ||
|universe={{uv|Donkey Kong}} | |universe={{uv|Donkey Kong}} | ||
|interwiki=mariowiki | |||
|interwikiname=Super Mario Wiki | |||
|interwikipage=Giant Punch | |||
}} | }} | ||
'''Giant Punch''' ({{ja|ジャイアントパンチ|Jaianto Panchi}}, ''Giant Punch'') is [[Donkey Kong]]'s [[neutral special move]]. | |||
{{tabber|align=center | |||
|title1=Melee|tab1={{cquote|''Press {{Button|GCN|B}} to charge, then again to punch. Press {{Button|GCN|L}}, {{Button|GCN|R}}, or {{Button|GCN|Z}} to stop charging.''|cite=Melee's instruction manual.}} | |||
|title2=Brawl|tab2={{cquote|''Charge with B, then press again to punch. Quit charging with Z.''|cite=Brawl's instruction manual.}} | |||
|title3=3DS|tab3={{cquote|''Charge with {{button|3DS|B}}, and then press again to punch.''|cite=Smash for 3DS's foldout.}} | |||
|title4=Ultimate|tab4={{cquote|''Charges up a punch that can keep charging after dodging or shielding.''|cite=Description from ''Ultimate''{{'}}s Move List.}} | |||
}} | |||
'''Giant Punch''' ({{ja|ジャイアントパンチ|Jaianto Panchi}}, ''Giant Punch''), commonly referred to as '''the Punch''' and '''Donkey Punch''', is [[Donkey Kong]]'s [[neutral special move]]. | |||
==Overview== | ==Overview== | ||
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For every time that Donkey Kong swings his fist, the charge advances to its next stage, entailing an increase in the damage of the punch. After any one of these swings, the charge [[charge-cancel|can be cancelled]] and stored to be continued later: by pressing the shield button while charging, Donkey Kong will [[shield]], and moving the [[control stick]] left or right will cause him to [[roll]]. If Donkey Kong suffers knockback while charging, he will invariably lose all of his charge. | For every time that Donkey Kong swings his fist, the charge advances to its next stage, entailing an increase in the damage of the punch. After any one of these swings, the charge [[charge-cancel|can be cancelled]] and stored to be continued later: by pressing the shield button while charging, Donkey Kong will [[shield]], and moving the [[control stick]] left or right will cause him to [[roll]]. If Donkey Kong suffers knockback while charging, he will invariably lose all of his charge. | ||
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 | 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 his head will begin to smoke, indicating the punch is fully charged. 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. | ||
From ''Melee'' | From ''Melee'' onward, 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. | 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. From ''Melee'' to ''Smash 4'', 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. | |||
=== Stages === | === Stages === | ||
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|- | |- | ||
|} | |} | ||
*Note | *Note, not only does a stage ten Giant Punch have more knockback than a fully charged punch, but stages eight and nine also have more knockback. | ||
*The | *The sweet spot for an uncharged Giant Punch is at the elbow. | ||
A video showcasing all the stages of ''Brawl's'' Giant Punch. | A video showcasing all the stages of ''Brawl's'' Giant Punch. | ||
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====''Ultimate''==== | ====''Ultimate''==== | ||
''Ultimate'' abandoned the concept of storing Giant Punch in stages, instead opting for a charge formula in line with other moves. In this case, Giant Punch's power will increase by | ''Ultimate'' abandoned the concept of storing Giant Punch in stages, instead opting for a charge formula in line with other moves. In this case, Giant Punch's power will increase by 1% every 6.67 Frames. As a result, it will increase by 8.99% every 60 frames, or one second. The charge duration lasts 120 Frames, so overall it will increase in power by 17.99%. This means it will deal 27.99% maximum (120 divided by 6.67) if the charge is cancelled 1 frame before it finishes. | ||
Charging from nothing to full takes 131 Frames, including the 7 Frame Pre-Charge Lag and 4 Frame Post-Charge Lag (which can also be applied to shielding, rolling or jumping). It can be cancelled through jumping in the air, which takes 5 frames as well. | |||
=== Reverse Charge Cancelling === | === Reverse Charge Cancelling === | ||
Reverse Charge Cancelling is the concept of reversing Giant Punch's windups, and has existed since ''64''<ref>https://www.youtube.com/watch?v=F6CtAKRTjXQ</ref>, and stayed in every Smash game to date. Normally it is impossible to [[ | Reverse Charge Cancelling is the concept of reversing Giant Punch's windups, and has existed since ''64''<ref>https://www.youtube.com/watch?v=F6CtAKRTjXQ</ref>, and stayed in every Smash game to date. Normally it is impossible to [[b-reverse]] the windups, but through inputting a normal turnaround B this can occur. This provides some additional unique maneuvers for Donkey Kong, especially in later games where charge cancelling becomes more prominent. | ||
Since ''Melee'' added the ability to cancel Giant Punch in the air<ref>https://youtu.be/s0FPgLifo_Q</ref>, it became possible for Donkey Kong to use Reverse Charge Cancelling for movement. Through this, he could Reverse Charge Cancel, cancel the Giant Punch windups, and follow up with an aerial. This added many of the options high-level players still use today, such as the ledge options it provided. RCC [[back aerial]] was a powerful way to avoid ledgetraps. The ability to use reverse aerial rushes through this added powerful mixup options as well, adding further depth to Donkey Kong's playstyle. It's also possible to chain these together, possibly allowing for a powerful punish if the opponent tries to jump in. This gives Donkey Kong better bait and punish tactics that would otherwise be very difficult to do. | Since ''Melee'' added the ability to cancel Giant Punch in the air<ref>https://youtu.be/s0FPgLifo_Q</ref>, it became possible for Donkey Kong to use Reverse Charge Cancelling for movement. Through this, he could Reverse Charge Cancel, cancel the Giant Punch windups, and follow up with an aerial. This added many of the options high-level players still use today, such as the ledge options it provided. RCC [[back aerial]] was a powerful way to avoid ledgetraps. The ability to use reverse aerial rushes through this added powerful mixup options as well, adding further depth to Donkey Kong's playstyle. It's also possible to chain these together, possibly allowing for a powerful punish if the opponent tries to jump in. This gives Donkey Kong better bait and punish tactics that would otherwise be very difficult to do. | ||
In ''Ultimate'', the ability to jump cancel charge moves greatly improved Reverse Charge Cancelling<ref>https://www.youtube.com/watch?v=ixQ7axGsjJo&feature=youtu.be</ref>. This made Reverse Charge Cancelling much more accessible to players, not having to simply cancel Giant Punch and then jump. This greatly streamlines Donkey Kong's playstyle. It also provides Donkey Kong with an extra movement option, as the momentum allows for him to weave in and out of the opponent's range, especially with the ability to jump now readily available and not requiring more frames to cancel Giant Punch. | In ''Ultimate'', the ability to jump cancel charge moves greatly improved Reverse Charge Cancelling<ref>https://www.youtube.com/watch?v=ixQ7axGsjJo&feature=youtu.be</ref>. This made Reverse Charge Cancelling much more accessible to players, not having to simply cancel Giant Punch and then jump. This greatly streamlines Donkey Kong's playstyle. It also provides Donkey Kong with an extra movement option, as the momentum allows for him to weave in and out of the opponent's range, especially with the ability to jump now readily available and not requiring more frames to cancel Giant Punch. | ||
==Customization== | ==Customization== | ||
Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | Special Move customization was added in ''[[Super Smash Bros. 4]]''. These are the variations: | ||
{{CustomSet|DonkeyKong|Neutral|name1=Giant Punch|desc1=A mighty punch. Press the button once to | {{CustomSet|DonkeyKong|Neutral|name1=Giant Punch|desc1=A mighty punch. Press the button once to charge it, then again to release it.|name2=Lightning Punch|desc2=Charges up much faster, but isn't quite as mighty. Deals electrical damage.|name3=Storm Punch|desc3=A punch that's not very strong, but it pushes opponents away with a gust of wind.}} | ||
# '''Giant Punch''': Default. | # '''Giant Punch''': Default. | ||
# '''Lightning Punch''': An [[electric]] punch that charges up much faster, but is weaker and doesn't have flinch resistance. Deals 15% damage at full charge and the move has slightly less startup than Giant Punch. | # '''Lightning Punch''': An [[electric]] punch that charges up much faster, but is weaker and doesn't have flinch resistance. Deals 15% damage at full charge and the move has slightly less startup than Giant Punch. | ||
# '''Storm Punch''': Less powerful, but charges faster and generates a whirlwind that blows opponents away. The whirlwind itself is enough to send opponents flying off-stage at high percentages, if not also KO them by sending them towards the side blastline. The move does 18% damage. | # '''Storm Punch''': Less powerful, but charges faster and generates a whirlwind that blows opponents away. The whirlwind itself is enough to send opponents flying off-stage at high percentages, if not also KO them by sending them towards the side blastline. The move does 18% damage. | ||
==Origin== | ==Origin== | ||
[[File: | [[File:Expand.gif|200px|thumb|right|The clip from "Bad Hair Day"]] | ||
While the move has no true origin from his home series, Donkey Kong has done a similar | While the move has no true origin from his home series, Donkey Kong has done a similar move to this one in other forms of media outside of ''Smash Bros.'': | ||
*Donkey Kong performed a punch comparable to the Giant Punch in the ''[[mariowiki:Donkey Kong Country (television series)|Donkey Kong Country]]'' episode "{{s|mariowiki|Bad Hair Day}}". | |||
*When a player lands on a {{s|mariowiki|Bowser Space}} in ''{{s|mariowiki|Mario Party 5}}'', Donkey Kong may appear and punch [[Bowser]] in a similar way to the Giant Punch. | |||
{{ | *In the ending of ''{{s|mariowiki|Donkey Kong Country Returns}}'', Donkey Kong uses a move similar to this when he is falling, charging his punch and striking the moon. | ||
{{clear}} | |||
==Gallery== | ==Gallery== | ||
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Storm Punch.jpg|Donkey Kong using the custom Storm Punch in ''Super Smash Bros. for Wii U''. | Storm Punch.jpg|Donkey Kong using the custom Storm Punch in ''Super Smash Bros. for Wii U''. | ||
GiantPunch-3DS.jpg|Giant Punch in ''Smash 3DS''. | GiantPunch-3DS.jpg|Giant Punch in ''Smash 3DS''. | ||
Donkey Kong SSBU Skill Preview Neutral Special.png| Giant Punch as shown in | Donkey Kong SSBU Skill Preview Neutral Special.png| Giant Punch as shown in a Skill Preview in ''Ultimate'' | ||
</gallery> | </gallery> | ||
== | ==Trivia== | ||
*In ''Smash 64'', instead of Donkey Kong's head steaming to show he's fully charged, his fist will spark. | |||
**In addition, unlike in all subsequent games, Donkey Kong uses his right hand to throw the punch in ''Smash 64''. | |||
*In ''Melee'', the move is stronger if the player doesn't store the charge before using it. | |||
{{Special Moves|char=Donkey Kong}} | {{Special Moves|char=Donkey Kong}} | ||
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[[Category:Donkey Kong (SSB4)]] | [[Category:Donkey Kong (SSB4)]] | ||
[[Category:Donkey Kong (SSBU)]] | [[Category:Donkey Kong (SSBU)]] | ||