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{{ArticleIcons|ssb=yes|melee=yes|brawl=yes}}
{{ArticleIcons|allgames=y}}
{{Infobox Special Move
{{Infobox Special Move
|name=Giant Punch
|name=Giant Punch
|image=[[File:Donkey Kong Giant Punch SSB.png|Giant Punch in ''[[Super Smash Bros.]]''.|250px]]
|image=[[File:Donkey Kong Neutral B SSBU.gif|300px]]
|caption= Giant Punch in ''Super Smash Bros.''.
|caption= Giant Punch in ''Super Smash Bros. Ultimate''.
|user=[[Donkey Kong]]
|user=[[Donkey Kong]]
|universe=[[Donkey Kong (universe)|''Donkey Kong'']]
|universe={{uv|Donkey Kong}}
|interwiki=dkwiki
|interwikiname=DK 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]].


'''Giant Punch''' is [[Donkey Kong]]'s [[neutral special move]]. By pressing the [[special move]] button, DK will start swinging his arm around, charging a punch. Pressing the button once more will deliver the blow, which gains power for every completed swing. If no button is pressed, after ten swings DK will become fully charged and stop winding up; his head will start smoking to indicate this. The fully charged punch can then be delivered at any time by pressing the special move button; the punch is weaker when used in midair.
==Overview==
By pressing the [[special move]] [[B button|button]], Donkey Kong will start swinging his arm around, automatically [[charge|charging]] a wind-up punch that, when thrown, causes great [[damage]] and [[knockback]] if it hits, especially when fully or nearly-fully charged.


If the player presses a shield button or presses the [[control stick]] left or right while charging, DK will save whatever charge he has and [[shield]] or [[roll]]. He can then continue charging later. Being hit while charging will cancel out any 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.


In ''[[Super Smash Bros. Brawl]]'', DK gains [[launch resistance]] when he throws a fully charged punch, making it very hard to interrupt, and can be saved to defend against an incoming [[KO]] move. On the other hand, a punch that's just under full charge has significantly more KO'ing power.
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.  


In ''[[Super Smash Bros. Melee]]'' and ''Brawl'', this move puts Donkey Kong into a [[helpless]] state if used in midair. However, it has less ending lag in ''Brawl'', and more invincibility frames.
From ''Melee'' onwards, the move becomes markedly weaker if used in midair, and also causes Donkey Kong to become [[helpless]] (this is no longer the case in ''Ultimate''), making it very risky and much less rewarding to use in aerial combat compared to its utility on the ground.


==Reverse Giant Punch==
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.
When using Giant Punch in ''Brawl'', if the control stick/[[directional pad|D-Pad]] is quickly hit in the opposite direction during the first few frames, Donkey Kong will turn around very quickly (there is no animation, he simply faces the opposite direction) and will use Giant Punch in the new direction. Every character (with the exception of [[Sonic (SSBB)|Sonic]] and [[Samus (SSBB)|Samus]]) can do the same with their neutral special as well.


== Stages ==
=== Stages ===
Giant Punch has stages of being charged, these are recorded in ''swings'' of Donkey Kong's arm, each swing DK does increases damage and knockback for the punch, the charge has eleven stages in total, the eleventh stage is the fully charged stage. A fully charged Giant Punch will have a quicker animation resulting in a quicker punch and do the most damage but is weaker in knockback. In ''Melee'' and ''Brawl'', all stages of the punch are weaker when used in mid-air.
As explained above, Giant Punch'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 Giant Punch 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.
 
{{technical data|data for Melee, and completed data for all the other games}}
===SSB stages===
====''Smash 64'' stages====
{|border="1" class="wikitable sortable"
{|border="1" class="wikitable sortable"
|-valign="top"
|-valign="top"
Line 51: Line 49:
!Stage 3
!Stage 3
| 3
| 3
| 18
| 18%
|  
|  
|  
|  
Line 114: Line 112:
|}
|}


===SSBB stages===
====''Brawl'' stages====
{|border="1" class="wikitable sortable"
{|border="1" class="wikitable sortable"
|-valign="top"
|-valign="top"
Line 127: Line 125:
| 1
| 1
| 10%
| 10%
| 196%
| 178%
| 12%
| 12%
| 162%
| 146%
|-
|-
!Stage 2
!Stage 2
| 2
| 2
| 12%
| 12%
| 165%
| 150%
| 14%
| 14%
| 138%
| 124%
|-
|-
!Stage 3
!Stage 3
| 3
| 3
| 14%
| 14%
| 141%
| 126%
| 16%
| 16%
| 119%
| 107%
|-
|-
!Stage 4
!Stage 4
| 4
| 4
| 16%
| 16%
| 122%
| 110%
| 18%
| 18%
| 104%
| 93%
|-
|-
!Stage 5
!Stage 5
| 5
| 5
| 18%
| 18%
| 106%
| 95%
| 20%
| 20%
| 91%
| 81%
|-
|-
!Stage 6
!Stage 6
| 6
| 6
| 20%
| 20%
| 93%
| 83%
| 22%
| 22%
| 80%
| 70%
|-
|-
!Stage 7
!Stage 7
| 7
| 7
| 22%
| 22%
| 81%
| 72%
| 24%
| 24%
| 70%
| 61%
|-
|-
!Stage 8
!Stage 8
| 8
| 8
| 24%
| 24%
| 71%
| 63%
| 26%
| 26%
| 61%
| 53%
|-
|-
!Stage 9
!Stage 9
| 9
| 9
| 26%  
| 26%  
| 63%
| 55%
| 28%
| 28%
| 53%
| 46%
|-
|-
!Stage 10
!Stage 10
| 10
| 10
| 28%  
| 28%  
| 55%  
| 48%  
| 30%
| 30%
| 46%
| 39%
|-
|-
!Stage 11
!Stage 11
| 11
| 11
| 28%  
| 28%  
| 81%  
| 72%  
| 18%  
| 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 Giant Punch have more knockback than a fully charged punch, but stages eight and nine also have more knockback.
*The sweetspot for an uncharged Giant Punch is at the elbow.
A video showcasing all the stages of ''Brawl's'' Giant Punch.
{{#widget:YouTube|id=-hebZHzgfsw}}
====''SSB4'' stages====
{|border="1" class="wikitable sortable"
|-valign="top"
|'''Stage'''
!g|Number of swings
!g|Damage
!g|Percent that can KO
!g|Elbow damage
!g|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%
| 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
!Aerial stage 1
| 1
| 1
| 6%
| 6%
| 338%
| 284%
| 8%
| 8%
|
| 214%
|-
|-
!Aerial stage 2
!Aerial stage 2
| 2
| 2
| 8%
| 8%
| 259%
| 223%
| 10%
| 10%
|
| 175%
|-
|-
!Aerial stage 3
!Aerial stage 3
| 3
| 3
| 10%
| 10%
| 215%
| 183%
| 12%
| 12%
|
| 146%
|-
|-
!Aerial stage 4
!Aerial stage 4
| 4
| 4
| 12%
| 12%
| 179%
| 153%
| 14%
| 14%
|
| 125%
|-
|-
!Aerial stage 5
!Aerial stage 5
| 5
| 5
| 14%
| 14%
| 153%
| 131%
| 16%
| 16%
|
| 107%
|-
|-
!Aerial stage 6
!Aerial stage 6
| 6
| 6
| 16%
| 16%
| 131%
| 113%
| 18%
| 18%
|
| 93%
|-
|-
!Aerial stage 7
!Aerial stage 7
| 7
| 7
| 18%
| 18%
| 117%
| 98%
| 20%
| 20%
|
| 81%
|-
|-
!Aerial stage 8
!Aerial stage 8
| 8
| 8
| 20%
| 20%
| 100%
| 85%
| 22%
| 22%
|
| 71%
|-
|-
!Aerial stage 9
!Aerial stage 9
| 9
| 9
| 22%
| 22%
| 89%
| 75%
| 24%
| 24%
|
| 62%
|-
|-
!Aerial stage 10
!Aerial stage 10
| 10
| 10
| 24%
| 24%
| 79%
| 65%
| 26%
| 26%
|
| 53%
|-
|-
!Aerial stage 11
!Aerial stage 11
| 11
| 11
| 25%
| 25%
| 105%
| 88%
| 15%
| 15%
|
| 126%
|-
|-
|}
|}
*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 sweet spot for an uncharged Giant Punch is at the elbow.


==Manual Descriptions==
====''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 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%<ref>https://docs.google.com/spreadsheets/d/1rwDPL1jhE-KuEbbcBkkTb44z1smJp9rYme_xb4BIJTk/edit#gid=1250248030 vl param sheet shows 18% is the added power.</ref>. This means it will deal 28% maximum. As usual, an uncharged Giant Punch 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.


===''[[Melee]]'' manual description===
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.  
"''Press [[Image:B Button(GCN).png|24px]] to charge, then again to punch. Press [[Image:L Button(GCN).png|24px]], [[Image:R Button(GCN).png|24px]], or [[Image:Z Button(GCN).png|24px]] to stop charging.''"


===''[[Brawl]]'' Manual description===
''Ultimate'' introduced a glitch that caused the Z-Axis to make Giant Punch miss point-blank opponents. This was fixed in 3.0.0, although only for the fully charged version<ref>https://youtu.be/_l4JQY9BDu4</ref><ref>https://streamable.com/i9kve</ref>. 3.1.0 fixed a glitch with Giant Punch that existed since ''Smash 4'', where landing on frames 12-17 during a fully charged Giant Punch caused DK to never get his super armor<ref>https://www.kotaku.com.au/2019/03/smash-players-are-begging-nintendo-to-fix-donkey-kongs-giant-punch/</ref>.


"''Charge with B, then press again to punch. Quit charging with Z.''"
=== 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 [[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.
 
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.
 
==Instructional quotes==
{{InstructionalQuotes
|ssbmchar=Donkey Kong
|ssbmdesc=Press {{Button|GCN|B}} to charge, then again to punch. Press {{Button|GCN|L}}, {{Button|GCN|R}}, or {{Button|GCN|Z}} to stop charging.
|ssbbchar=Donkey Kong
|ssbbdesc=Charge with B, then press again to punch. Quit charging with Z.
|ssb4-3char=Donkey Kong
|ssb4-3desc=Charge with {{button|3DS|B}}, and then press again to punch.
|ssbuchar=Donkey Kong
|ssbudesc=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:
{{CustomSet|DonkeyKong|Neutral|name1=Giant Punch|desc1=A mighty punch. Press the button once to wind up and then again to unleash 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.
# '''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. {{Main|Donkey Kong (SSB4)/Neutral special/Custom 1}}
# '''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. {{Main|Donkey Kong (SSB4)/Neutral special/Custom 2}}
 
==Origin==
[[File:DKC Bad Hair Day Punch.gif|200px|thumb|A similar punch from "Bad Hair Day"]]
While the move has no true origin from his home series, Donkey Kong has done a similar punch to this in other forms of media outside of ''[[Super Smash Bros. (series)|Smash Bros.]]'': Donkey Kong performs a similar punch in the ''{{iw|mariowiki|Donkey Kong Country|television series}}'' episode "{{iw|mariowiki|Bad Hair Day}}; when players land on a {{iw|mariowiki|Bowser Space}} in ''{{iw|mariowiki|Mario Party 5}}'', Donkey Kong may appear and punch [[Bowser]] in a similar way to the Giant Punch; in the ending of ''{{iw|mariowiki|Donkey Kong Country Returns}}'', Donkey Kong throws a punch similar to this when he is falling to strike the moon and send it flying.
 
The move could also be based on [https://tekken.fandom.com/wiki/Gigaton_Punch Gigaton Punch] from the {{uv|Tekken}} series, sporting a very similar name, animation, and gameplay purpose.
{{clr}}


==Gallery==
==Gallery==
<center>
<gallery>
<gallery widths="190">
Donkey Kong Giant Punch SSB.png|Charging a Giant Punch in ''[[Super Smash Bros.]]''
File:Donkey Kong Giant Punch SSBM.png|Giant Punch in ''[[Melee]]''.
Donkey Kong Giant Punch SSBM.png|Giant Punch in ''[[Melee]]''.
File:Donkey Kong Giant Punch.png|Giant Punch in ''[[Brawl]]''.
DK ike giantpunch.jpg|Donkey Kong using the Giant Punch on {{SSBB|Ike}} in ''Brawl''.
File:DK ike giantpunch.jpg|Donkey Kong using the Giant Punch on [[Ike (SSBB)|Ike]].
DKpunchingSamus.jpg|Donkey Kong using the Giant Punch on {{SSB4|Samus}} 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''.
Donkey Kong SSBU Skill Preview Neutral Special.png| Giant Punch as shown in the Move List in ''Ultimate''
</gallery>
</gallery>
</center>


==Trivia==
==Names in other languages==
*In ''SSB'', instead of DK's head steaming to show he's fully charged, his fist will spark.
{{langtable
*In ''Donkey Kong Country Returns'', DK uses a move similiar to this when he is falling, charging his punch and striking the moon.
|ja={{ja|ジャイアントパンチ|Jaianto Panchi}}, ''Giant Punch''
|en=Giant Punch
|fr=Coup de poing géant
|es=Puñetazo gigantesco
|de=Riesenschlag
|it=Pugno gigante
|nl=Reuzendreun
|ru={{rollover|Огромный кулак|Ogromny kulak|?}}
|ko={{rollover|자이언트 펀치|Jaieonteu Peonchi|?}}, ''Giant Punch''
|zh={{rollover|巨型重拳|Jùxíng Zhòng Quán|?}}
}}
 
==Technical details==
*[[Donkey Kong (SSB)/Neutral special]]
*[[Donkey Kong (SSBM)/Neutral special]]
*[[Donkey Kong (SSBB)/Neutral special]]
*[[Donkey Kong (SSB4)/Neutral special]]
*[[Donkey Kong (SSBU)/Neutral special]]
==References==
{{reflist}}
 
{{Special Moves|char=Donkey Kong}}
{{Special Moves|char=Donkey Kong}}
[[Category:Attacks]]
 
[[Category:Special Attacks]]
[[Category:Donkey Kong universe]]
[[Category:Donkey Kong universe]]
[[Category:Neutral Special Moves]]
[[Category:Neutral special moves]]
[[Category:Donkey Kong]]
[[Category:Donkey Kong (SSB)]]
[[Category:Donkey Kong (SSBM)]]
[[Category:Donkey Kong (SSBB)]]
[[Category:Donkey Kong (SSB4)]]
[[Category:Donkey Kong (SSBU)]]
[[es:Puñetazo gigantesco]]

Latest revision as of 08:15, September 3, 2023

Giant Punch
Donkey Kong Neutral B SSBU.gif
Giant Punch in Super Smash Bros. Ultimate.
User Donkey Kong
Universe Donkey Kong

Giant Punch (ジャイアントパンチ, Giant Punch) is Donkey Kong's neutral special move.

Overview[edit]

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, 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 (this is no longer the case in Ultimate), 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.

Stages[edit]

As explained above, Giant Punch'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 Giant Punch 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.

Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: data for Melee, and completed data for all the other games
You can discuss this issue on the talk page or edit this page to improve it.

Smash 64 stages[edit]

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[edit]

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 Giant Punch have more knockback than a fully charged punch, but stages eight and nine also have more knockback.
  • The sweetspot for an uncharged Giant Punch is at the elbow.

A video showcasing all the stages of Brawl's Giant Punch.

SSB4 stages[edit]

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[edit]

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 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 Giant Punch 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 Giant Punch 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 Giant Punch that existed since Smash 4, where landing on frames 12-17 during a fully charged Giant Punch caused DK to never get his super armor[4].

Reverse Charge Cancelling[edit]

Reverse Charge Cancelling is the concept of reversing Giant Punch'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 Giant Punch 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 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[7]. 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.

Instructional quotes[edit]

Super Smash Bros. Melee instruction booklet Donkey Kong (SSBM) Press B to charge, then again to punch. Press L, R, or Z to stop charging.
Super Smash Bros. Brawl instruction booklet Donkey Kong (SSBB) Charge with B, then press again to punch. Quit charging with Z.
Super Smash Bros. for Nintendo 3DS case foldout Donkey Kong (SSB4) Charge with B, and then press again to punch.
Super Smash Bros. Ultimate Move List Donkey Kong (SSBU) Charges up a punch that can keep charging after dodging or shielding.

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Giant Punch 2. Lightning Punch 3. Storm Punch
Giant Punch
Lightning Punch
Storm Punch
"A mighty punch. Press the button once to wind up and then again to unleash 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."
  1. Giant Punch: Default.
  2. 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.
  3. 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[edit]

A similar punch from "Bad Hair Day"

While the move has no true origin from his home series, Donkey Kong has done a similar punch to this in other forms of media outside of Smash Bros.: Donkey Kong performs a similar punch in the Donkey Kong Country episode "Bad Hair Day; when players land on a Bowser Space in Mario Party 5, Donkey Kong may appear and punch Bowser in a similar way to the Giant Punch; in the ending of Donkey Kong Country Returns, Donkey Kong throws a punch similar to this when he is falling to strike the moon and send it flying.

The move could also be based on Gigaton Punch from the Tekken series, sporting a very similar name, animation, and gameplay purpose.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese ジャイアントパンチ, Giant Punch
UK English Giant Punch
France French Coup de poing géant
Germany German Riesenschlag
Spain Spanish Puñetazo gigantesco
Italy Italian Pugno gigante
China Chinese 巨型重拳
South Korea Korean 자이언트 펀치, Giant Punch
Netherlands Dutch Reuzendreun
Russia Russian Огромный кулак

Technical details[edit]

References[edit]