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== Trivia ==
 
== Trivia ==
 
*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.
 
*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.
  +
*If Donkey Kong charges Giant Punch and airdodges in mid air, he will land with no lag meaning he can perform any action.
   
 
{{SMDK}}
 
{{SMDK}}

Revision as of 06:06, 21 November 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.

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 with decent knockback, a fully charged Giant Punch is stronger than most attacks in the game, dealing 27% damage 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 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. Despite its strengths, however, Donkey Kong will go into a helpless state if he uses the move in midair, making it risky to use offstage.

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

Gallery

Screenshots

Early design

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.
  • If Donkey Kong charges Giant Punch and airdodges in mid air, he will land with no lag meaning he can perform any action.

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