Konga Beat: Difference between revisions
(→Origin) |
(→Trivia) |
||
Line 30: | Line 30: | ||
==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. | *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 11:28, July 21, 2010
Konga Beat is Donkey Kong's Final Smash, 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 your 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, you would get a fully charged Giant Punch if you pressed A to the perfect beat, but this has been disproven.
Origin
Bongos were Donkey Kong's musical attack in Donkey Kong 64 for the Nintendo 64. They would later play a more important role in the Gamecube rhythm game Donkey Konga and its sequels Donkey Konga 2 and Donkey Konga 3, and were used as the controls for Donkey Kong: Jungle Beat. In fact, the bongos DK uses for Konga Beat are almost an exact replica of the bongo controller used for Donkey Konga. The final smash involves Donkey Kong hitting the bongos and clapping in between; and the player pressing the A Button with in rhythm with accurate timing, which are a translation of the gameplay of Donkey Konga. In Donkey Kong Jungle Beat, Donkey Kong could make similar circular waves by clapping to stun the enemies. The name of this move may also be a merge of Donkey Konga and Donkey Kong Jungle Beat.
Trophy Description
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!".
- 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
Template:Donkey Kong Special Moves