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{{Infobox attack
'''Giant Punch''' is [[Donkey Kong]]'s [[standard special move]] in [[Super Smash Flash 2]]. DK charges up a punch, and then releases it. When fully charged, it is stronger than most attacks in the game, almost tying with [[Luigi]]'s [[Super Jump Punch]] in terms of power, and outpowering most, if not all the fully charged Smash attacks in the game.{{Image
 
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|name = Giant Punch
|<center>Not anitmation yet.</center>
 
|Donkey Kong charging up his Giant Punch.
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|image = [[File:Giant Punch.png|250px]]
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|symbol = {{Symbol|Donkey Kong}}
|<center>Not anitmation yet.</center>
 
|Donkey Kong releasing the Giant Punch.
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|caption = Donkey Kong using Giant Punch.
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|universe = ''{{S|Donkey Kong|universe}}''
}}{{special|Giant Punch|Headbutt|Spinning Kong|Hand Slap|Konga Beat|Donkey Kong}}
 
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|user = {{Head|SSF2|Donkey Kong|link=SSF2L}}
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|effect = Donkey Kong winds up his fist and unleashes a powerful punch on opponents.
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}}
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'''Giant Punch''' ({{Mousetext|ジャイアントパンチ|Jaianto Panchi}}), previously referred to as '''Primate Punch''' ({{Mousetext|モンキー・パンチ|Monkī Panchi}}), is {{SSF2|Donkey Kong}}'s [[standard special move]] in ''[[Super Smash Flash 2]]''.
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== Overview ==
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When performed, Donkey Kong winds up his fist to charge up a punch, and then releases it upon pressing the input again. When the attack is fully charged, Donkey Kong lets out puffs of smoke to indicate a full charge. While an uncharged Giant Punch deals 13% [[damage]] (10% in midair) with decent [[knockback]], a fully charged Giant Punch is stronger than most attacks in the game, dealing 27% damage (24% in midair) with massive knockback. At full charge, the attack also has enough [[priority]] to cancel most, if not all the fully charged [[smash attack]]s in the game. Also, when fully charged, the move gives Donkey Kong much [[knockback resistance]] so that the attack would not be easily interrupted.
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When using this move at full charge, Donkey Kong can cancel this move at any point prior to the punch by [[shield]]ing.
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== Origin ==
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[[File:Giant Punch in DKC2.png|left|150px|thumb|[[Donkey Kong]] punching Kaptain K. Rool in ''[[Donkey Kong Country 2: Diddy's Kong Quest]]''.]]
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Giant Punch may have been inspired by the ending of ''[[Donkey Kong Country 2: Diddy's Kong Quest]]'', where [[Donkey Kong]] frees himself and punches Kaptain K. Rool off Crocodile Island and into a river of sharks. Also, the animation of Giant Punch is remarkably similar to a punch Donkey Kong preforms in the cartoon [[Wikipedia:Donkey Kong Country (TV series)|''Donkey Kong Country'']] episode, ''Bad Hair Day''.
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{{Br}}
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== Gallery ==
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=== Screenshots ===
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<gallery>
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PrimatePunch1.png|Donkey Kong charging the Giant Punch.
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PrimatePunch2.png|Puffs of smoke indicate that the Giant Punch is fully charged.
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Donkey Kong uses Giant Punch.png|Donkey Kong uses Giant Punch at {{SSF2|Bowser}}, on [[Lake of Rage]].
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Kirby - Giant Punch from Donkey Kong.png|{{SSF2|Kirby}}'s version of the move.
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</gallery>
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=== Early designs ===
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<gallery>
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PrimatePunch3.png|Donkey Kong uses Giant Punch to {{SSF2|Ness}}.
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Punch kirby.png|{{SSF2|Kirby}} charging Giant Punch.
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Giant punch kirby.png|Kirby hitting Donkey Kong with a fully charged Giant Punch.
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GloomyPinkCurlew.gif|Donkey Kong cancelling his fully charged Giant Punch with shield whilst using it on {{SSF2|Mega Man}}.
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</gallery>
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== Trivia ==
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*As seen above, prior to [[Super Smash Flash 2 Demo/Beta 1.0|Beta]], Donkey Kong was able to cancel Giant Punch at any time by shielding, even after the punch itself had ended.
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{{Donkey Kong's special moves}}
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[[Category:Attacks]]
 
[[Category:Special moves]]
 
[[Category:Special moves]]
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[[Category:Standard special moves]]
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[[Category:Super Smash Flash 2]]
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[[Category:Super Smash Flash series]]
 
[[Category:Donkey Kong universe]]
 
[[Category:Donkey Kong universe]]

Revision as of 18:36, 16 July 2019

Giant Punch (ジャイアントパンチ), previously referred to as Primate Punch (モンキー・パンチ), is Donkey Kong's standard special move in Super Smash Flash 2.

Overview

When performed, Donkey Kong winds up his fist to charge up a punch, and then releases it upon pressing the input again. When the attack is fully charged, Donkey Kong lets out puffs of smoke to indicate a full charge. While an uncharged Giant Punch deals 13% damage (10% in midair) with decent knockback, a fully charged Giant Punch is stronger than most attacks in the game, dealing 27% damage (24% in midair) with massive knockback. At full charge, the attack also has enough priority to cancel most, if not all the fully charged smash attacks in the game. Also, when fully charged, the move gives Donkey Kong much knockback resistance so that the attack would not be easily interrupted.

When using this move at full charge, Donkey Kong can cancel this move at any point prior to the punch by shielding.

Origin

Giant Punch in DKC2

Donkey Kong punching Kaptain K. Rool in Donkey Kong Country 2: Diddy's Kong Quest.

Giant Punch may have been inspired by the ending of Donkey Kong Country 2: Diddy's Kong Quest, where Donkey Kong frees himself and punches Kaptain K. Rool off Crocodile Island and into a river of sharks. Also, the animation of Giant Punch is remarkably similar to a punch Donkey Kong preforms in the cartoon Donkey Kong Country episode, Bad Hair Day.

Gallery

Screenshots

Early designs

Trivia

  • As seen above, prior to Beta, Donkey Kong was able to cancel Giant Punch at any time by shielding, even after the punch itself had ended.
Donkey Kong's special moves
Neutral special move Giant Punch
Side special move Headbutt
Up special move Spinning Kong
Down special move Hand Slap
Final Smash Arcade