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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 Banana Slamma 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 Banana Slamma, Donkey Kong now displays an angry expression until he unleashes his Banana Slamma, though he shows a regular expression by canceling Banana Slamma with a shield button just as it is about to get fully charged. | 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 Banana Slamma 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 Banana Slamma, Donkey Kong now displays an angry expression until he unleashes his Banana Slamma, though he shows a regular expression by canceling Banana Slamma with a shield button just as it is about to get fully charged. | ||
Whenever a player lands the Banana Slamma successfully, they are obligated to yell "BANANA SLAMMA!!!" at the top of their lungs or else the other player(s) is/are legally allowed to punch them as hard as they can in real life. | |||
=== Stages === | === Stages === |
Revision as of 13:11, April 1, 2021
Banana Slamma | |
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File:Bananaslamma3.png Banana Slamma in Super Smash Bros. Ultimate. | |
User | Donkey Kong |
Universe | Donkey Kong |
Banana Slamma (ジャイアントパンチ, Banana Slammer) is Donkey Kong's neutral special move.
Overview
By pressing the special move button, Donkey Kong will start swinging his arm around, automatically charging a wind-up punch that, when thrown, causes great damage and knockback if it hits, especially when fully or nearly-fully charged.
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 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 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 Banana Slamma 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 Banana Slamma that has just one stage below full charge has noticeably higher knockback.
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 Banana Slamma 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 Banana Slamma, Donkey Kong now displays an angry expression until he unleashes his Banana Slamma, though he shows a regular expression by canceling Banana Slamma with a shield button just as it is about to get fully charged.
Whenever a player lands the Banana Slamma successfully, they are obligated to yell "BANANA SLAMMA!!!" at the top of their lungs or else the other player(s) is/are legally allowed to punch them as hard as they can in real life.
Stages
As explained above, Banana Slamma's charge goes through stages. These are visually recorded in the swings of Donkey Kong's arm; each time he swings, the punch's damage and knockback is generally increased. The charge has eleven stages in total; the eleventh stage is the fully charged stage. A fully charged Banana Slamma will have a quicker animation, resulting in a quicker punch, and do the most damage, but is weaker in knockback than a few of the stages below it. From Melee onwards, all stages of the punch are weaker when used in mid-air.
Smash 64 stages
Stage | Number of swings | Damage | Percent that can KO | Elbow damage | Elbow percent that can KO |
---|---|---|---|---|---|
Stage 1 | 1 | 14% | |||
Stage 2 | 2 | 16% | |||
Stage 3 | 3 | 18% | |||
Stage 4 | 4 | 20% | |||
Stage 5 | 5 | 22% | |||
Stage 6 | 6 | 23% | |||
Stage 7 | 7 | 26% | |||
Stage 8 | 8 | 28% | |||
Stage 9 | 9 | 30% | 65% | ||
Stage 10 | 10 | 32% | 50% | 31% | |
Stage 11 | 11 | 36% | 48% | 35% |
Brawl stages
Stage | Number of swings | Damage | Percent that can KO | Elbow damage | Elbow percent that can KO |
---|---|---|---|---|---|
Stage 1 | 1 | 10% | 178% | 12% | 146% |
Stage 2 | 2 | 12% | 150% | 14% | 124% |
Stage 3 | 3 | 14% | 126% | 16% | 107% |
Stage 4 | 4 | 16% | 110% | 18% | 93% |
Stage 5 | 5 | 18% | 95% | 20% | 81% |
Stage 6 | 6 | 20% | 83% | 22% | 70% |
Stage 7 | 7 | 22% | 72% | 24% | 61% |
Stage 8 | 8 | 24% | 63% | 26% | 53% |
Stage 9 | 9 | 26% | 55% | 28% | 46% |
Stage 10 | 10 | 28% | 48% | 30% | 39% |
Stage 11 | 11 | 28% | 72% | 18% | 101% |
Aerial stage 1 | 1 | 6% | 276% | 8% | 213% |
Aerial stage 2 | 2 | 8% | 218% | 10% | 174% |
Aerial stage 3 | 3 | 10% | 178% | 12% | 146% |
Aerial stage 4 | 4 | 12% | 150% | 14% | 124% |
Aerial stage 5 | 5 | 14% | 126% | 16% | 107% |
Aerial stage 6 | 6 | 16% | 110% | 18% | 93% |
Aerial stage 7 | 7 | 18% | 95% | 20% | 81% |
Aerial stage 8 | 8 | 20% | 83% | 22% | 70% |
Aerial stage 9 | 9 | 22% | 72% | 24% | 61% |
Aerial stage 10 | 10 | 24% | 63% | 26% | 53% |
Aerial stage 11 | 11 | 25% | 86% | 15% | 125% |
- Note that not only does a stage ten Banana Slamma have more knockback than a fully charged punch, but stages eight and nine also have more knockback.
- The sweetspot for an uncharged Banana Slamma is at the elbow.
A video showcasing all the stages of Brawl's Banana Slamma.
SSB4 stages
Stage | Number of swings | Damage | Percent that can KO | Elbow damage | Elbow percent that can KO |
---|---|---|---|---|---|
Stage 1 | 1 | 10% | 183% | 12% | 146% |
Stage 2 | 2 | 12% | 153% | 14% | 125% |
Stage 3 | 3 | 14% | 131% | 16% | 107% |
Stage 4 | 4 | 16% | 113% | 18% | 93% |
Stage 5 | 5 | 18% | 98% | 20% | 81% |
Stage 6 | 6 | 20% | 85% | 22% | 71% |
Stage 7 | 7 | 22% | 75% | 24% | 62% |
Stage 8 | 8 | 24% | 65% | 26% | 53% |
Stage 9 | 9 | 26% | 57% | 28% | 46% |
Stage 10 | 10 | 28% | 49% | 30% | 40% |
Stage 11 | 11 | 28% | 74% | 18% | 234% |
Aerial stage 1 | 1 | 6% | 284% | 8% | 214% |
Aerial stage 2 | 2 | 8% | 223% | 10% | 175% |
Aerial stage 3 | 3 | 10% | 183% | 12% | 146% |
Aerial stage 4 | 4 | 12% | 153% | 14% | 125% |
Aerial stage 5 | 5 | 14% | 131% | 16% | 107% |
Aerial stage 6 | 6 | 16% | 113% | 18% | 93% |
Aerial stage 7 | 7 | 18% | 98% | 20% | 81% |
Aerial stage 8 | 8 | 20% | 85% | 22% | 71% |
Aerial stage 9 | 9 | 22% | 75% | 24% | 62% |
Aerial stage 10 | 10 | 24% | 65% | 26% | 53% |
Aerial stage 11 | 11 | 25% | 88% | 15% | 126% |
Ultimate
Ultimate abandoned the concept of storing Banana Slamma in stages, instead opting for a charge formula in line with other moves. In this case, Banana Slamma's power will increase by a given amount every 6.67 Frames. The charge duration lasts 110 Frames as of 6.0.0, and overall it will increase in power by 18%[1]. This means it will deal 28% maximum. As usual, an uncharged Banana Slamma is more powerful than a maximum charged one. However, to utilize this takes extreme precision in Ultimate due to its frame perfect nature and no longer charging via windups.
Charging from nothing to full takes 121 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 also be cancelled through jumping in the air, which takes 5 frames as well.
Ultimate introduced a glitch that caused the Z-Axis to make Banana Slamma miss point-blank opponents. This was fixed in 3.0.0, although only for the fully charged version[2][3]. 3.1.0 fixed a glitch with Banana Slamma that existed since Smash 4, where landing on frames 12-17 during a fully charged Banana Slamma caused DK to never get his super armor[4].
Reverse Charge Cancelling
Reverse Charge Cancelling is the concept of reversing Banana Slamma's windups, and has existed since 64[5], 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 Banana Slamma in the air[6], it became possible for Donkey Kong to use Reverse Charge Cancelling for movement. Through this, he could Reverse Charge Cancel, cancel the Banana Slamma 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[7]. This made Reverse Charge Cancelling much more accessible to players, not having to simply cancel Banana Slamma 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 Banana Slamma.
Instructional quotes
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Press |
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Charge with B, then press again to punch. Quit charging with Z. |
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Charge with ![]() |
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Charges up a punch that can keep charging after dodging or shielding. |
Customization
Special Move customization was added in Super Smash Bros. 4. These are the variations:
1. Banana Slamma | 2. Lightning Slamma | 3. Storm Slamma |
---|---|---|
"A mighty punch. Press the button once to charge it, then again to release it." | "Charges up much faster, but isn't quite as mighty. Deals electrical damage." | "A punch that's not very strong, but it pushes opponents away with a gust of wind." |
- Banana Slamma: Default.
- Lightning Slamma: 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 Banana Slamma.
- Storm Slamma: 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
I didn't even need to do anything for this one, it was like that when I got here.
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.
- ^ https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1250248030 vl param sheet shows 18% is the added power.
- ^ https://youtu.be/_l4JQY9BDu4
- ^ https://streamable.com/i9kve
- ^ https://www.kotaku.com.au/2019/03/smash-players-are-begging-nintendo-to-fix-donkey-kongs-giant-punch/
- ^ https://www.youtube.com/watch?v=F6CtAKRTjXQ
- ^ https://youtu.be/s0FPgLifo_Q
- ^ https://www.youtube.com/watch?v=ixQ7axGsjJo&feature=youtu.be