McLeodGaming Wiki
McLeodGaming Wiki
mNo edit summary
No edit summary
Line 3: Line 3:
 
|image = [[File:PrimatePunch3.png|250px]]
 
|image = [[File:PrimatePunch3.png|250px]]
 
|symbol = {{Symbol|Donkey Kong}}
 
|symbol = {{Symbol|Donkey Kong}}
  +
|caption = Donkey Kong's standard special move.
 
|user = {{SSF2|Donkey Kong}}
 
|user = {{SSF2|Donkey Kong}}
 
|universe = [[Donkey Kong (universe)|''Donkey Kong'']]
 
|universe = [[Donkey Kong (universe)|''Donkey Kong'']]
  +
|effect =
 
}}
 
}}
 
'''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]]''. Donkey Kong charges up a punch, and then releases it. When the attack is fully charged, Donkey Kong lets out puffs of smoke. A fully charged Giant Punch is stronger than most attacks in the game and 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 Super Armor so that the attack would not be easily interrupted. The [[knockback resistance|Super Armor]] is able to withstand knockback from a fully charged [[Wario Waft]]. Donkey Kong will not go into a [[helpless]] if he uses the move in midair like in ''[[Super Smash Bros.]]''.
 
'''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]]''. Donkey Kong charges up a punch, and then releases it. When the attack is fully charged, Donkey Kong lets out puffs of smoke. A fully charged Giant Punch is stronger than most attacks in the game and 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 Super Armor so that the attack would not be easily interrupted. The [[knockback resistance|Super Armor]] is able to withstand knockback from a fully charged [[Wario Waft]]. Donkey Kong will not go into a [[helpless]] if he uses the move in midair like in ''[[Super Smash Bros.]]''.
Line 12: Line 14:
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
PrimatePunch1.png|{{SSF2|Donkey Kong}} charging the Giant Punch.
+
PrimatePunch1.png|Donkey Kong charging the Giant Punch.
 
PrimatePunch2.png|Puffs of smoke indicate that the Giant Punch is fully charged.
 
PrimatePunch2.png|Puffs of smoke indicate that the Giant Punch is fully charged.
 
Punch kirby.png|{{SSF2|Kirby}} charging Giant Punch.
 
Punch kirby.png|{{SSF2|Kirby}} charging Giant Punch.
Line 23: Line 25:
 
[[Category:Special moves]]
 
[[Category:Special moves]]
 
[[Category:Standard special moves]]
 
[[Category:Standard special moves]]
[[Category:Donkey Kong universe]]
 
 
[[Category:Super Smash Flash 2]]
 
[[Category:Super Smash Flash 2]]
 
[[Category:Super Smash Flash series]]
 
[[Category:Super Smash Flash series]]
 
[[Category:Donkey Kong universe]]

Revision as of 17:09, 13 October 2017

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. Donkey Kong charges up a punch, and then releases it. When the attack is fully charged, Donkey Kong lets out puffs of smoke. A fully charged Giant Punch is stronger than most attacks in the game and 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 Super Armor so that the attack would not be easily interrupted. The Super Armor is able to withstand knockback from a fully charged Wario Waft. Donkey Kong will not go into a helpless if he uses the move in midair like in Super Smash Bros..

When using this move at full charge, Donkey Kong can cancel this move at any point during its use by shielding.

Gallery

Template:SMDK