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  • Giant Punch
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  • Giant Punch is Donkey Kong's Neutral special attack found in all of the Super Smash Bros. series. It is a chargeable attack that gives good knockback and damage percentage once fully charged. To charge it, tap the Special Button once and it will start to charge. Tapping it again will make him punch. The charge can be canceled by shielding or pressing left or right while Donkey Kong is charging. Tilting the control stick left or right will make Donkey Kong roll in that direction. In Melee and Brawl, using it in mid air will put him in a helpless position.
  • Giant Punch is Donkey Kong's Neutral Special Move in all four Super Smash Bros. games. By pressing the Special Move Button, Donkey Kong will start winding up his arm. A subsequent press of the special move button then allows Donkey Kong to deliver an incredibly strong blow. When it is fully-charged, steam will begin billowing out of Donkey Kong's head. From Melee onwards, this move puts Donkey Kong into a helpless state if used in mid-air.
  • As its name implies, it's a powerful punch that can be charged up. At first, Donkey Kong will quickly swing his arms around until you wish to execute the attack, which will send his opponent flying depending on how long you charged it up for. If there are no opponents near you when it's fully charged, then you're allowed to save it.
  • Giant Punch (ジャイアントパンチ, Jaianto Panchi), previously referred to as Primate Punch (モンキー・パンチ, Monkī Panchi), 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..
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dbkwik:mcleodgaming/property/wikiPageUsesTemplate
dbkwik:nintendo/property/wikiPageUsesTemplate
dbkwik:supersmashbros/property/wikiPageUsesTemplate
Games
  • Super Smash Bros.
  • Super Smash Bros. Brawl
  • Super Smash Bros. 3DS/Wii U
  • Super Smash Bros. Melee
Name
  • Giant Punch
Type
  • Attack
Icon
  • 60
Class
  • E
Universe
User
abstract
  • Giant Punch is Donkey Kong's Neutral special attack found in all of the Super Smash Bros. series. It is a chargeable attack that gives good knockback and damage percentage once fully charged. To charge it, tap the Special Button once and it will start to charge. Tapping it again will make him punch. The charge can be canceled by shielding or pressing left or right while Donkey Kong is charging. Tilting the control stick left or right will make Donkey Kong roll in that direction. In Melee and Brawl, using it in mid air will put him in a helpless position.
  • Giant Punch is Donkey Kong's Neutral Special Move in all four Super Smash Bros. games. By pressing the Special Move Button, Donkey Kong will start winding up his arm. A subsequent press of the special move button then allows Donkey Kong to deliver an incredibly strong blow. When it is fully-charged, steam will begin billowing out of Donkey Kong's head. From Melee onwards, this move puts Donkey Kong into a helpless state if used in mid-air.
  • Giant Punch (ジャイアントパンチ, Jaianto Panchi), previously referred to as Primate Punch (モンキー・パンチ, Monkī Panchi), 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.
  • As its name implies, it's a powerful punch that can be charged up. At first, Donkey Kong will quickly swing his arms around until you wish to execute the attack, which will send his opponent flying depending on how long you charged it up for. If there are no opponents near you when it's fully charged, then you're allowed to save it.