In Memory of Kits...
Disco Kid is the only new opposing boxer from the Wii Punch Out!! (other than the b*stardized version of the character Donkey Kong), hailing from Brooklyn. He is fought fairly early on in the game; as such, Disco Kid is rather easy to take down, due to him posing constantly and warning you before he attacks. Disco Kid himself is flashy and flamboyant to the point of accusations of homosexuality. He enjoys dancing disco at clubs, having many dance trophies to prove his dominance; the guy even has multiple stereos built into his car to take his music wherever he goes!
Notably, after his first defeat, Disco Kid goes through a costume swap for Title Defense mode. After joining a 'boxercise' class, he now sports an afro and a purple leotard. Even though his moves now focus on exercise rather than disco dancing, he's still a pushover. Disco Kid shares the costume swap ability with Wario; his Boxercise outfit serves as his alternate costume. You want color swaps for the costumes? What are you smoking? Extras take too much effort!
Below are his minor circuit and title defense videos, as well as his excellent theme song (which is also his victory theme).
Comboability »»» 8
Attack Speed »»» 7
Fall Speed »»» 7
Size »»» 7
Traction »»» 7
Priority »»» 6
Weight »»» 6
Aerial DI »»» 5.5
Range »»» 5
Jumps »»» 4.5
Recovery »»» 4.5
Movement »»» 4
Power »»» 4
Abilities »»» None
Disco Kid has a great combo stat, but it's far from easy to use without some set-up. Unless he sets up, Disco Kid is weak, slow, and has pitifully low priority that keeps his combos from being all too great. With a little work, though, Disco Kid becomes an annoying character of pressure who can string together multiple hits. He's got the beat! In all other respects, Disco Kid is an average middleweight character.
Neutral Special - Pearly Sparkle
Disco Kid rubs his tongue over his teeth, shining them up for half of Giant Punch's full charge. This is not an attack, but if allowed to finish, causes a sparkle to appear in front of Disco Kid's mouth for seven seconds. During this time, any foes who get within half a Stage Builder block's distance of Disco Kid trip from the intense shine. If this effect occurs in the air, the foe enters a footstool-jumped effect. This is a near flawless set-up for nearly all of Disco Kid's combos. Even if you lack priority on several of them, it won't matter for the initial hits (although you may still want it for the hits your foe may punish you for otherwise). Shines can be overlapped, although this is not that effective, seeing as how you'll want to combo while you have the ability to trip your foes.
[ 0% ]
Side Special - Disco Dancing
Disco Kid begins beat-boxing a simple beat to himself, performing close-ranged downward punches to the beat. Disco Kid holds this move out until you cancel it into another input; he does this disco motion in place, but by tilting the Control Stick forward, you can strut forward while disco-punching. Tilt the Control Stick down or up to angle Disco Kid's punches in that direction.
Now, these punches have very low priority, making it a near useless move; it only deals 2-3% per punch and stuns the foe, leaving Disco Kid wide open. However, tap B to his beat (Pearly Sparkle is the only move Disco Kid can't cancel his strut into) and Disco Kid will punch more vigorously. This brings the priority from laughable to rather threatening; each punch now deals 7-8% and knockback that can KO at 165%. In addition to using it as a KO move, Disco Kid can now use it to approach or defend from projectiles from afar.
[ 2-3% default, 7-8% to the beat ]
Finally, if Disco Kid gets his strut fully to the beat (from five correct inputs), the next punching move he uses will have double its normal priority. It may be prudent to merely use this move after a KO to allow Disco Kid to get some priority on his next move. He has another way of getting priority, but this can be the most handy as a combo-starter.
Down Special - Ballerina Twirl
Disco Kid begins twirling around rapidly in place, becoming a human blur like he does when TKOed in the game. He has below average priority in this form, with low lag on both ends. Disco Kid's 'tornado' is slightly smaller than Whorenado; it can move on the ground slightly faster than said broken move, but it bounces off of foes and obstacles rather than sucking them in. It also has pitiful aerial movement, and can't gain any vertical distance.
Foes hit take 10% and below average knockback that can KO at 195%. It's not too helpful for knocking foes around, but it can also help against campers. Instead of merely absorbing projectiles like Disco Dancing to the beat, this move reflects it right back at the opponent. The 'tornado' can hold up against projectiles of any priority, despite its weak resistance to physical attacks. Disco Kid can hold his spin out as long as he wants; if he holds it more than two seconds, he drops into his downed position out of dizziness upon ending the move. Don't get carried away!
[ 10% ]
Up Special - Staying Alive
Disco Kid begins pumping one fist up and down in the air, disco style, to a familiar beat he beat-boxes. He can hold out this pose as long as he wants on the ground, being able to cancel it with a shield button; he has little lag on either end, while his fist has below average priority (if powered up with Side Special, each punch under the powered move is stronger, not just one punch). Disco Kid pumps his fist up and down with decent speed, being able to juggle efficiently, unless his opponent is adept at fast-falling to punish.
Each punch deals 5-6% and a low set vertical knockback that can't KO. As a recovery move, you must tap the B Button in rhythm to his beat to rise slowly upwards. Each punch to the beat gives Disco Kid about the distance of Mario's Up Special; Disco Kid can angle his punches side to side to give himself slight left or right momentum. Disco Kid can perform up to five punches to the beat before going helpless; two punches offbeat will render him helpless in any case. If you don't press anything, his descent slows briefly, like Fox's Reflector. Don't button-mash to recover; keep a cool head and feel the beat!
[ 5-6% ]
Basic Combo - Disco Flurry
Disco Kid stretches forward his lanky arms a moderate distance, being able to punch three times in a row rapidly. Unfortunately for him, there is pretty poor priority on the punches, despite Disco Kid lacking lag on either end. Each punch deals 3%; the first two stun foes, while the last one deals knockback that KOs at 250%. Although this is a great move for jabbing out at foes, it can't really be used for combos unless it is powered up, whether it be from Side Special or U-Tilt.
[ 3-9% ]
Dash Attack - Disco Dive
Disco Kid performs a diving somersault the distance of Snake's dash attack, shouting out, "Weeee!" as he goes. His roll has the lag and speed of Snake's dash attack as well; however, unlike said attack, Disco Kid rolls in place slightly short of maximum range, prolonging the hitbox a bit. Because of this, he can use it to dive at a foe for a combo-starter. Disco Kid deals 6-8% and a low knockback that KOs at 235%. A rather useful move, as long as you don't get predictable; the move's priority is still only mediocre.
[ 6-8% ]
Forward Tilt - Jab 'N Jive
Disco Kid grunts as he extends a fist forward a moderate distance, with little lag on either end. The priority is moderate; because Disco Kid can angle the punch up or down, this can be an effective anti-air move, due to his long arms. The punch deals 7-8% and low knockback that KOs at 225%. This punch can combo well at lower damage levels, while it can give Disco Kid a little space to shine his teeth when the knockback kicks in.
[ 7-8% ]
Down Tilt - Stretching
Disco Kid lowers himself to the floor, bending his knees in front of him and announcing, "And down..." This has slightly less than average range and low priority. There is low startup lag, while Disco Kid can hold the position as long as he wants. If a foe touches his knees, they take 4-5% and trip. Press the input again for Disco Kid to kick a leg into the air, calling out, "Now flex!" This is just as quick as the first part, although there is a slight bit of ending lag. The second kick deals 5-6%, and is a nice little tool to get grounded foes into the air. However, because the first hit is doing the tripping rather than Disco Kid's shiny teeth, you can't combo into the move nearly as well as you can combo from it.
[ 4-5% down, 5-6% flex ]
Up Tilt - Jumping Jack
Disco Kid calls out, "And one!", performing a jumping jack in place with a bit of lag on both ends. The priority is pretty poor, and while Disco Kid's limbs stretch a decent horizontal length, the move is still punishable due to poor overall range. Foes hit take a minuscule 5-6% and a bit of set knockback. What's so great about the move? Every use gives the next two punching moves Disco Kid uses 1.25 times their normal priority. This can be important for killing foes out of your combos, or even starting combos to begin with if you don't have sparkling teeth. The move can be overlapped, meaning if you do two U-Tilts, the next four moves have better priority. Disco Kid's number goes up for each consecutive U-Tilt he performs; "And one...and two...!"
[ 5-6% ]
Forward Smash - Brooklyn Hook
Disco Kid turns to the side, flexing his fists and calling out, "Here it comes!", before dealing a powerful right hook. This has decent priority, with below average lag on both ends. The range is slightly above average due to Disco Kid's long arms; however, if you whiff the move, these lanky limbs increase Disco Kid's vulnerable hurtbox. The hook deals 12-16% and knockback that KOs from 180-165%. This is one of Disco Kid's main KO moves if you haven't caught on yet. It does its job nicely, as Disco Kid can throw it out after tripping a foe with his shiny teeth.
[ 12-16% ]
Down Smash - On the Floor
Disco Kid gets down to the ground, holding himself up with both hands while kicking his feet to the side in a break-dancing move. There is a bit of lag on both ends of the move, but Disco Kid's long legs give this Smash quite a nice bit of range. Their priority is nothing too special, though, and it can't be buffed, due to this not being a punching attack.
Disco Kid's legs deal two hits, the first dealing 4-7% and a bit of hitstun, while the second deals 5-8% and knockback that KOs from 205-190%. This is a pretty fair KO move, although foes with low damage can punish the first hit. Also, Disco Kid can mash A and tilt the Control Stick to move in that direction at Ganondorf's walking speed, wobbling along on his hands while girating his legs around. Not only is this cool for screenshots, it can move the Smashing Disco Kid away from tripped victims, as there's a knockback sweetspot on his feet.
[ 4-7% first hit, 5-8% second hit ]
Up Smash - Lanky Lifting
Disco Kid bends over while charging; upon release, he balances himself upside-down, supported by one arm, and pushes himself up and down twice rapidly before flipping back. While doing so, he makes a comment, such as, "Feel the burn!" or "Let's work it!" Like D-Smash, Disco Kid's feet are the hitboxes, having fair range but mediocre priority. In addition, Disco Kid can't trip foes into this move due to not facing upwards with his sparkle. There is a bit more lag on both ends of this move, but it can actually KO vertically to make up for it.
Disco Kid can deal 4-6% per each of the two kicks, while each one can KO from 175-160%. Once again, there is a sweetspot for knockback on Disco Kid's feet. This can be a nice move to poke through platforms with, although Disco Kid is completely open from the sides while doing so. In addition, if Disco Kid taps A during his ending lag, he'll grasp his calf behind his back in a stretch. This adds nearly a second more ending lag to the move, but heals Disco Kid of 5%. You can heal a bit of damage like this from afar, although it's absurdly easy to punish if your foe is anywhere near Disco Kid.
[ 4-6% both hits ]
Neutral Air - Groovy Spin
Disco Kid extends his fists to either side, spinning around three times rapidly. This is a fairly standard mid-priority aerial, with a slight vacuum effect. Disco Kid hits at slightly below average range, having low lag on both ends and landing. The spin deals five hits, each dealing 2%. The last hit deals low knockback that KOs at 195%. This is a pretty handy aerial for damage-building; Disco Kid's teeth shine spins around with him, footstooling foes it hits into his punches when they could ordinarily DI out.
[ 2-10% ]
Forward Air - Shimmy
Disco Kid thrusts both fists straight forward, having below average priority and a bit of starting and ending lag. Disco Kid's lanky arms once again give him fair range, while the landing lag isn't anything to fret over. Foes who hit Disco Kid's shimmying punch take 6-7% and knockback that KOs at 220%. Notably, Disco Kid can DI forward (and only forward) with great aerial movement on par with Wario's during this move. Because of this, he can punch the foe away, then DI forward after them to either footstool them with his pearly teeth, or follow up with another F-Air. Aerial combos galore!
[ 6-7% ]
Back Air - Shake Your Groove Thing
Disco Kid leans backwards slightly and shakes his arse behind him. This has nearly identical properties to the F-Air, except slightly lesser range. However, this arse shake deals a buffed 7-8% and knockback that KOs at 210%. It also retains the DI property of the F-Air; this time, however, Disco Kid can only DI backwards during the move's duration. Despite not being able to use his teeth shine from behind, this can still be nice to pester approaching foes.
[ 7-8% ]
Up Air - Beat It
Disco Kid throws four upwards punches, as seen in the beginning of this Michael Jackson gif, alternating the arm he uses each time. He has about the startup and ending lag as R.O.B.'s U-Air, and will fortunately continue his punches even if he lands early. The priority and range of the punches are average. Each punch deals 3%; the first three trap foes, while the fourth deals upwards knockback that KOs at 200%. Disco Kid can juggle just fine with this aerial. However, this is one move he'll want to use without pearly teeth; the sparkle footstools foes away from his punches, and opponents with low damage can easily break out and punish him from underneath.
[ 3-12% ]
Down Air - Arm Rope
Disco Kid clasps hands and begins rotating his arms vertically around his body, as if jumping rope. His arms have fair range vertically, but not so much to either side. Pressing the input causes one vertical arm rotation, although you can keep tapping A for Disco Kid to keep performing the motion. Each rotation has little lag on either end, but Disco Kid suffers higher landing lag than usual here. Rotations deal 3-5% each, dealing a minimal knockback that KOs at 250%. Each rotation has below average priority, and deals higher damage if the foe is closer to Disco Kid. If he's feeling daring, Disco Kid can trap a foe with low damage in his rotations and try to suicide, but if he fails, his gimpable recovery will most likely see him through an early death.
[ 3-5% ]
Grab - Pull You Close
Disco Kid reaches out, aiming for his opponent's hips. Although Disco Kid has little lag on either end, his range is one of the worst in the game, despite his lanky arms. Unless you have pearly teeth to trip your foe into your arms, that is. Disco Kid's range increases slightly from a dash, but it's still awful at best. Disco Kid holds trapped foes in front of him by the hips, in a 'bump and grind' position.
[ 0% ]
Pummel - Freaking
Disco Kid thrusts his lower region forward slightly against his victim's backside. In the victim's discomfort and disgust, they take 1% per use. This can be done fairly rapidly, Disco Kid beat-boxing with unnecessary vigor if you do so repeatedly to build some damage.
[ 1% ]
Forward Throw - Pelvic Thrust
You called it, Disco Kid thrusts his lower region into his victim's backside with a fair deal of force. Disco Kid's thrust deals 6-7% and horrible knockback that can't KO in Sudden Death. However, if you have pearly teeth, your foe will stay in its range and trip after being thrown. A perfect grab-release combo, although it only lasts as long as the shine lasts.
[ 6-7% ]
Back Throw - 'Flamboyant' Hug
Disco Kid turns around and gives his victim a big hug, exclaiming, "Mmmmm!" unnecessarily while doing so. Like a similar move in Super Punch Out!!, this move heals Disco Kid; the 'flamboyant' boxer heals 1% per half second, while the victim takes 1% in the same time frame. The victim can button-mash to escape with slightly harder than grab difficulty. If Disco Kid's teeth are shining, though, the foe is blinded for one second due to being up close and personal with the shine. They can't begin button-mashing until they regain focus, so hug away!
[ 1% per half second ]
Down Throw - Disco Cyclone
Disco Kid spins around in a circle with his partner...er, victim, before releasing him or her. Upon release, the victim enters their stunned position for a split second before they can move. Victims remain stunned longer if they have higher damage. Disco Kid deals only 2-3% and no knockback with this throw, and he can't trip foes with his shining teeth until their stun stops. Because of this, he should hover around his dizzy victim, then rush in and trip them when they break out. Just make sure they don't Smash you back first.
[ 2-3% ]
Up Throw - Floor Thrust
Disco Kid lies down on the ground, releasing the foe, then thrusts upwards twice rapidly with his lower region. This deals two hits of 2-3% to the victim, although the second one can be DIed from. The second hit also deals a low set knockback that Disco Kid can combo from. Shining teeth cause the foe to be footstooled back down for the second hit; if you're using this throw on a damaged foe, this is your only option to not become punishable.
[ 2-6% ]
Get-Up Attack - Disco Poser
Disco Kid stretches out his legs, yelling out, "Straight!" He then enters a sitting pose, with one fist pointing forward, while he calls, "Let's go!" This has little lag on either end, despite having a somewhat lengthy duration. However, Disco Kid has super armor for a brief period mid-move to make it viable for spacing. The priority is rather lame, while the range is decent for a get-up attack. Each of the two 'phases' of the move deal 2-3% and a low set knockback to foes.
[ 2-6% ]
Ledge Attack - Over Your Shoulder
Disco Kid throws a punch upwards over his shoulder, having weak priority and mediocre range. Foes who hit his fist take 5-6% and are tossed backwards off the stage, perfectly ready to be set up for an aerial gimp. The ending lag is slightly longer than the average ledge attack, making Disco Kid slightly more punishable in the process. However, if you have shining teeth with which to footstool the offstage victim, you can get more use from it than a light spacing situational.
[ 5-6% ]
Ledge Attack (Over 100%) - Groovy Fortress
Disco Kid begins cycling his fists around, climbing the ledge with a "Whew!", as well as typical ledge attack lag and priority. Disco Kid's moderately ranged fists deal three light hits of 2-3%, with a low set knockback on the last hit. More importantly, though, his whirling fists absorb all projectiles for the brief period they are cycling. No laser spam is gonna get Disco Kid back off the edge!
[ 2-9% ]
Final Smash - Disco Insanity
Disco Kid begins beat-boxing to his theme, which begins playing as the stage darkens and a disco ball lowers from the screen top. As colorful lights swirl around the stage and mist obscures areas of the ground, Disco Kid's teeth gain their sparkle, if they didn't already have it. For the next fifteen seconds, Disco Kid's teeth will constantly shine without halting. In addition, if you attack in rhythm to the music, Disco Kid's attacks will deal double their normal damage. Use in combination with Disco Kid's shining teeth to rack up damage rapidly. Just remember that attacking to the beat does not buff Disco Kid's power in any way; you'll have to KO your damaged foe after the Final Smash is over.
[ Varies ]
Looking for a combo-centered character? Well, Disco Kid is definitely a prime choice; he's just as combo-centered as many of the lighter characters, and more so than several as well. At the start of any match, you've got some preparations to do before you get to work. Even though you may be itching to get your teeth a-shining, it's a better idea to buff your priority first. You can wait as long as you want to use a prioritized attack, while Pearly Sparkle only lasts for seven seconds. Make sure you keep an eye out for campers and use Down or Side Special
Once you've pumped yourself up with moves such as Side Special or U-Tilt, it's time to get that sparkle. If you're not already at a range, you'll have to search for an opening to shine your teeth. Although this is easier said than done, Disco Kid has a few spacing/stunning moves he can use to attain said opening. You can try DIing away with F-Air or B-Air, or using D-Throw to dizzy your victim, among moves.
So you've checked off your comboing prerequisites? Fantastic, now you can go to town on your foe. Having Pearly Sparkly in the hands of a master is the equivalent of a moving, jumping banana peel. Granted, you can't pick have out multiple shines, and Disco Kid can be beaten from above, but at least your foe can't take your shine away from you. Shining your teeth is the bread and butter of Disco Kid's game, although your foes can out-range the shine and take advantage of him if you lack that vital priority.
When it comes time for the KO, your shine changes from a combo set-up to a KO set-up. Instead of flurrying basic attacks at your tripped opponent, knock them away with an F-Smash. Disco Kid isn't a powerful character by any means, but his simple shining set-up makes it far from difficult when the time comes to knock away your opponent. If Disco Kid doesn't want to KO, he can always go for the gimp. Shining teeth footstool foes in the air; although this option is quite a bit more dangerous than a simple KO, due to Disco Kid's mediocre recovery, it can KO your foes earlier than your KO moves would if pulled off correctly.
Disco Kid is a great damage-racker with access to some interesting mindgames. However, he's not without his flaws. He shares the weakness of his moves' hurtboxes being increased mid-move, similarly to DK. Unless you have priority to overcome that of your opponent, they can cut through your pitiful punches and make you pay through the nose. Foes should always aim to shut down Disco Kid before he gets momentum, or they'll have to play a much longer and harder game of finding openings in his shining armor.
Vs. Little Mac - 60/40: Disco Kid's Favor
Just because Disco Kid has attacks with poor priority doesn't mean they're punishable; if he wants more strength, just use a priority-buffing move while Mac is setting up his traps. Disco Kid's combo moves can be used to build easy damage on Mac without giving him many punishable chances to gain stars. When it's finally time for use of the punishable KO moves, Mac should be far ahead in the damage count anyways, and you should have your teeth shining to trip Mac by then anyways. Of course, Doc as a projectile substitute can't be absorbed or reflected by Side or Down Special, so Disco Kid will have to approach eventually. Although Mac can land a few blows while Disco Kid carefully dodges his traps, Disco Kid can build damage just as well, if not better than Mac, and doesn't have to rely on a mechanic to KO, giving Disco Kid the match-up.
Vs. Bald Bull - 45/55: Bald Bull's Favor
Turkey Dance forces Disco Kid to approach, making it much more difficult to increase your priority or shine your teeth. Bull will be working to get the rage to KO Disco Kid, while Disco Kid will be looking for openings to start his combos. Although Disco Kid will likely build a lot more damage on Bull than vice versa, Bull's aerials prevent Disco Kid from KOing him until insanely high damage levels. By this time, your Turkish rage should be ready to be unleashed. If Disco Kid shines his teeth, he can trip Bull out of his Bull Charge (assuming he has no super armor). Bull will have to pressure Disco Kid to keep him from getting momentum, which can be aggravating at times. In the end, though, Bull can KO better than Disco Kid, as Disco Kid will have to work harder to set-up and build damage for the KO, while Bull can just build rage whenever he tries.
Vs. Von Kaiser - 40/60: Von Kaiser's Favor
Disco Kid can rack up damage on Kaiser just fine, but Kaiser's abilities to control his damage percentage doesn't really make this too much of an issue. While Disco Kid is buffing his priority and shining his teeth, Kaiser can use his healing moves to keep his damage where he likes it; both characters enjoy the benefits of their spacing in this match-up. Ultimately, this battle will be played at close range, and this is where Kaiser takes the lead. His KO moves are much more predictable than Disco Kid's, but because he'll be taking so much damage already, he'll have his strongest moves out and ready to go. Disco Kid, on the other hand, will have to watch out for Kaiser's new tricks and constantly pressure him to stop him from healing. Kaiser can space, heal, and keep on coming, usually pulling ahead of Disco Kid by a fair margin.
Vs. Bear Hugger - 60/40: Disco Kid's Favor
Whenever Bear Hugger tries spitting on his gloves, make sure you take the opportunity to either buff your priority or shine your teeth. Preferably, do both, due to Bear Hugger's slow speed. Bear Hugger can easily grab through even your buffed priority with sticky gloves. Because of this, it is vital to have shining teeth. From there, you must space properly to avoid Bear Hugger's excellent range, trip the fat b*stard, and combo him up the arse. Shining teeth can also gimp the Canadian if he tries to take to the air. This can be an easy option to finish him early, although if you combo up enough damage, even Bear Hugger's weight won't stand up to your KO moves. Being the heavyweight he is, Bear Hugger will be looking to stomp you down and KO you early. Play it safe and you'll have the advantage.
Vs. King Hippo - 70/30: Disco Kid's Favor
Battle of the combo heavy...wait, Disco Kid's only a middleweight! Disco Kid's priority and shine have no use against Hippo's super armor, so he has no real reason not to approach. Both characters will want to get off their combos on the other, which is where Disco Kid takes the lead. You see, if Hippo's not gonna be able to defend, why bother with waiting to get priority? Just get in there and use fast attacks to punish Hippo's laggy ones, then take out the big lard. Hippo will need to keep on his toes for chances to punish in return and combo Disco Kid back, which is easier said than done, due to his inferior speed.
Vs. Mr. Sandman - 35/65: Mr. Sandman's Favor
Another combo heavyweight? Anyways, Disco Kid absolutely must power up either his priority or teeth before Sandman gets to him, or Sandman's superior priority will tear him apart. Although Sandman's crappy approaching gives Disco Kid sufficient time to do so, Sandman can actually approach against Disco Kid. His leaping dash attack can clear teeth shine and put the hurt on Disco Kid. From there on out, it's a matter of landing Knuckle Sandwich and finishing the job. Disco Kid doesn't have stellar close ranged defense, although hitting him while his teeth are shining is a pain. You'd best wait till the effect wears out, then get it and land the punch. Disco Kid should attempt to play offensive, trip Sandman, and combo him to death. In most cases, Sandman's advantages outweigh Disco Kid's, allowing him to keep his title.
Vs. Great Tiger - 20/80: Great Tiger's Favor
Disco Kid has problems spacing to buff his priority or shine his teeth, due to Great Tiger sending duplicates at him to mimic his attacks from a range. If Tiger keeps a duplicate near him, he can teleport away when Disco Kid approaches to try and trip him up. Mindgames are all there really is to Great Tiger? Well, mindgames sure can **** a character with a set playstyle. In addition, Disco Kid will be dying off much earlier than Great Tiger, due to taking damage much faster and being sent farther with Tiger's uncharacteristically powerful attacks. Disco Kid loses fairly handily in this match-up. A slight silver lining is that Disco Kid's shine can't trip duplicates; at least you'll know who to attack.
Up Taunt - Boxercise Pose
Disco Kid strikes an oh-so-familiar, yet scary as f*ck pose. You want a picture? I...I don't know about this, but...here you go.
Side Taunt - Lack of Enthusiasm
Disco Kid grins cockily and calls out, "Step it up! Where's your hustle?"
Down Taunt - Three-Step Program
Disco Kid does a calf-stretch, while telling his opponent, "I've got a three-step program for you. I punch you. You fall down. I win!"
Entrance - Opening Act
Disco Kid does a little dance in the background, beat-boxing, "Ooh, aah, ooh, uuh!" to himself. After a second, he jumps into the foreground, spreading his arms and calling out, "You ready for this? Dis-co Kid!"
Victory Pose #1 - Disco Champion
Disco Kid beat-boxes in place, sounding more energetic and excited than usual, then spreads his arms wide and declares, "Fan-tastic!"
Victory Pose #2 - Maniac
Disco Kid performs a rapid stepping-dance to shake his arse while moving back and forth onscreen. After a few seconds, he spreads his arms wide and looks up to the heavens. Anything is possible!
Victory Pose #3 - Man in the Mirror
Disco Kid holds up a mirror and peers at his reflection, his teeth shining brightly. He comments, "Uh-huh! Hey, good-lookin'!" After a while, the shine reflecting from his teeth to the mirror and back gets too intense, and Disco Kid pulls out some sunglasses to keep on admiring himself.
Loss Pose - Depression
Disco Kid stands dejectedly to the side, holding a stick, tied to which is a sack of his belongings and his gloves. After one last, sad look at the victors, Disco Kid walks sadly offscreen. He almost quits after losing like this in a cutscene...until he discovers boxercise, that is.
Disco Kid
♪♫ Background ♪♫
♪♫ Background ♪♫
Disco Kid is the only new opposing boxer from the Wii Punch Out!! (other than the b*stardized version of the character Donkey Kong), hailing from Brooklyn. He is fought fairly early on in the game; as such, Disco Kid is rather easy to take down, due to him posing constantly and warning you before he attacks. Disco Kid himself is flashy and flamboyant to the point of accusations of homosexuality. He enjoys dancing disco at clubs, having many dance trophies to prove his dominance; the guy even has multiple stereos built into his car to take his music wherever he goes!
Notably, after his first defeat, Disco Kid goes through a costume swap for Title Defense mode. After joining a 'boxercise' class, he now sports an afro and a purple leotard. Even though his moves now focus on exercise rather than disco dancing, he's still a pushover. Disco Kid shares the costume swap ability with Wario; his Boxercise outfit serves as his alternate costume. You want color swaps for the costumes? What are you smoking? Extras take too much effort!
Below are his minor circuit and title defense videos, as well as his excellent theme song (which is also his victory theme).
♪♫ Statistics ♪♫
Comboability »»» 8
Attack Speed »»» 7
Fall Speed »»» 7
Size »»» 7
Traction »»» 7
Priority »»» 6
Weight »»» 6
Aerial DI »»» 5.5
Range »»» 5
Jumps »»» 4.5
Recovery »»» 4.5
Movement »»» 4
Power »»» 4
Abilities »»» None
Disco Kid has a great combo stat, but it's far from easy to use without some set-up. Unless he sets up, Disco Kid is weak, slow, and has pitifully low priority that keeps his combos from being all too great. With a little work, though, Disco Kid becomes an annoying character of pressure who can string together multiple hits. He's got the beat! In all other respects, Disco Kid is an average middleweight character.
♪♫ Specials ♪♫
Neutral Special - Pearly Sparkle
Disco Kid rubs his tongue over his teeth, shining them up for half of Giant Punch's full charge. This is not an attack, but if allowed to finish, causes a sparkle to appear in front of Disco Kid's mouth for seven seconds. During this time, any foes who get within half a Stage Builder block's distance of Disco Kid trip from the intense shine. If this effect occurs in the air, the foe enters a footstool-jumped effect. This is a near flawless set-up for nearly all of Disco Kid's combos. Even if you lack priority on several of them, it won't matter for the initial hits (although you may still want it for the hits your foe may punish you for otherwise). Shines can be overlapped, although this is not that effective, seeing as how you'll want to combo while you have the ability to trip your foes.
[ 0% ]
Side Special - Disco Dancing
Disco Kid begins beat-boxing a simple beat to himself, performing close-ranged downward punches to the beat. Disco Kid holds this move out until you cancel it into another input; he does this disco motion in place, but by tilting the Control Stick forward, you can strut forward while disco-punching. Tilt the Control Stick down or up to angle Disco Kid's punches in that direction.
Now, these punches have very low priority, making it a near useless move; it only deals 2-3% per punch and stuns the foe, leaving Disco Kid wide open. However, tap B to his beat (Pearly Sparkle is the only move Disco Kid can't cancel his strut into) and Disco Kid will punch more vigorously. This brings the priority from laughable to rather threatening; each punch now deals 7-8% and knockback that can KO at 165%. In addition to using it as a KO move, Disco Kid can now use it to approach or defend from projectiles from afar.
[ 2-3% default, 7-8% to the beat ]
Finally, if Disco Kid gets his strut fully to the beat (from five correct inputs), the next punching move he uses will have double its normal priority. It may be prudent to merely use this move after a KO to allow Disco Kid to get some priority on his next move. He has another way of getting priority, but this can be the most handy as a combo-starter.
Down Special - Ballerina Twirl
Disco Kid begins twirling around rapidly in place, becoming a human blur like he does when TKOed in the game. He has below average priority in this form, with low lag on both ends. Disco Kid's 'tornado' is slightly smaller than Whorenado; it can move on the ground slightly faster than said broken move, but it bounces off of foes and obstacles rather than sucking them in. It also has pitiful aerial movement, and can't gain any vertical distance.
Foes hit take 10% and below average knockback that can KO at 195%. It's not too helpful for knocking foes around, but it can also help against campers. Instead of merely absorbing projectiles like Disco Dancing to the beat, this move reflects it right back at the opponent. The 'tornado' can hold up against projectiles of any priority, despite its weak resistance to physical attacks. Disco Kid can hold his spin out as long as he wants; if he holds it more than two seconds, he drops into his downed position out of dizziness upon ending the move. Don't get carried away!
[ 10% ]
Up Special - Staying Alive
Disco Kid begins pumping one fist up and down in the air, disco style, to a familiar beat he beat-boxes. He can hold out this pose as long as he wants on the ground, being able to cancel it with a shield button; he has little lag on either end, while his fist has below average priority (if powered up with Side Special, each punch under the powered move is stronger, not just one punch). Disco Kid pumps his fist up and down with decent speed, being able to juggle efficiently, unless his opponent is adept at fast-falling to punish.
Each punch deals 5-6% and a low set vertical knockback that can't KO. As a recovery move, you must tap the B Button in rhythm to his beat to rise slowly upwards. Each punch to the beat gives Disco Kid about the distance of Mario's Up Special; Disco Kid can angle his punches side to side to give himself slight left or right momentum. Disco Kid can perform up to five punches to the beat before going helpless; two punches offbeat will render him helpless in any case. If you don't press anything, his descent slows briefly, like Fox's Reflector. Don't button-mash to recover; keep a cool head and feel the beat!
[ 5-6% ]
♪♫ Basic Attacks ♪♫
Basic Combo - Disco Flurry
Disco Kid stretches forward his lanky arms a moderate distance, being able to punch three times in a row rapidly. Unfortunately for him, there is pretty poor priority on the punches, despite Disco Kid lacking lag on either end. Each punch deals 3%; the first two stun foes, while the last one deals knockback that KOs at 250%. Although this is a great move for jabbing out at foes, it can't really be used for combos unless it is powered up, whether it be from Side Special or U-Tilt.
[ 3-9% ]
Dash Attack - Disco Dive
Disco Kid performs a diving somersault the distance of Snake's dash attack, shouting out, "Weeee!" as he goes. His roll has the lag and speed of Snake's dash attack as well; however, unlike said attack, Disco Kid rolls in place slightly short of maximum range, prolonging the hitbox a bit. Because of this, he can use it to dive at a foe for a combo-starter. Disco Kid deals 6-8% and a low knockback that KOs at 235%. A rather useful move, as long as you don't get predictable; the move's priority is still only mediocre.
[ 6-8% ]
♪♫ Tilts ♪♫
Forward Tilt - Jab 'N Jive
Disco Kid grunts as he extends a fist forward a moderate distance, with little lag on either end. The priority is moderate; because Disco Kid can angle the punch up or down, this can be an effective anti-air move, due to his long arms. The punch deals 7-8% and low knockback that KOs at 225%. This punch can combo well at lower damage levels, while it can give Disco Kid a little space to shine his teeth when the knockback kicks in.
[ 7-8% ]
Down Tilt - Stretching
Disco Kid lowers himself to the floor, bending his knees in front of him and announcing, "And down..." This has slightly less than average range and low priority. There is low startup lag, while Disco Kid can hold the position as long as he wants. If a foe touches his knees, they take 4-5% and trip. Press the input again for Disco Kid to kick a leg into the air, calling out, "Now flex!" This is just as quick as the first part, although there is a slight bit of ending lag. The second kick deals 5-6%, and is a nice little tool to get grounded foes into the air. However, because the first hit is doing the tripping rather than Disco Kid's shiny teeth, you can't combo into the move nearly as well as you can combo from it.
[ 4-5% down, 5-6% flex ]
Up Tilt - Jumping Jack
Disco Kid calls out, "And one!", performing a jumping jack in place with a bit of lag on both ends. The priority is pretty poor, and while Disco Kid's limbs stretch a decent horizontal length, the move is still punishable due to poor overall range. Foes hit take a minuscule 5-6% and a bit of set knockback. What's so great about the move? Every use gives the next two punching moves Disco Kid uses 1.25 times their normal priority. This can be important for killing foes out of your combos, or even starting combos to begin with if you don't have sparkling teeth. The move can be overlapped, meaning if you do two U-Tilts, the next four moves have better priority. Disco Kid's number goes up for each consecutive U-Tilt he performs; "And one...and two...!"
[ 5-6% ]
♪♫ Smashes ♪♫
Forward Smash - Brooklyn Hook
Disco Kid turns to the side, flexing his fists and calling out, "Here it comes!", before dealing a powerful right hook. This has decent priority, with below average lag on both ends. The range is slightly above average due to Disco Kid's long arms; however, if you whiff the move, these lanky limbs increase Disco Kid's vulnerable hurtbox. The hook deals 12-16% and knockback that KOs from 180-165%. This is one of Disco Kid's main KO moves if you haven't caught on yet. It does its job nicely, as Disco Kid can throw it out after tripping a foe with his shiny teeth.
[ 12-16% ]
Down Smash - On the Floor
Disco Kid gets down to the ground, holding himself up with both hands while kicking his feet to the side in a break-dancing move. There is a bit of lag on both ends of the move, but Disco Kid's long legs give this Smash quite a nice bit of range. Their priority is nothing too special, though, and it can't be buffed, due to this not being a punching attack.
Disco Kid's legs deal two hits, the first dealing 4-7% and a bit of hitstun, while the second deals 5-8% and knockback that KOs from 205-190%. This is a pretty fair KO move, although foes with low damage can punish the first hit. Also, Disco Kid can mash A and tilt the Control Stick to move in that direction at Ganondorf's walking speed, wobbling along on his hands while girating his legs around. Not only is this cool for screenshots, it can move the Smashing Disco Kid away from tripped victims, as there's a knockback sweetspot on his feet.
[ 4-7% first hit, 5-8% second hit ]
Up Smash - Lanky Lifting
Disco Kid bends over while charging; upon release, he balances himself upside-down, supported by one arm, and pushes himself up and down twice rapidly before flipping back. While doing so, he makes a comment, such as, "Feel the burn!" or "Let's work it!" Like D-Smash, Disco Kid's feet are the hitboxes, having fair range but mediocre priority. In addition, Disco Kid can't trip foes into this move due to not facing upwards with his sparkle. There is a bit more lag on both ends of this move, but it can actually KO vertically to make up for it.
Disco Kid can deal 4-6% per each of the two kicks, while each one can KO from 175-160%. Once again, there is a sweetspot for knockback on Disco Kid's feet. This can be a nice move to poke through platforms with, although Disco Kid is completely open from the sides while doing so. In addition, if Disco Kid taps A during his ending lag, he'll grasp his calf behind his back in a stretch. This adds nearly a second more ending lag to the move, but heals Disco Kid of 5%. You can heal a bit of damage like this from afar, although it's absurdly easy to punish if your foe is anywhere near Disco Kid.
[ 4-6% both hits ]
♪♫ Aerials ♪♫
Neutral Air - Groovy Spin
Disco Kid extends his fists to either side, spinning around three times rapidly. This is a fairly standard mid-priority aerial, with a slight vacuum effect. Disco Kid hits at slightly below average range, having low lag on both ends and landing. The spin deals five hits, each dealing 2%. The last hit deals low knockback that KOs at 195%. This is a pretty handy aerial for damage-building; Disco Kid's teeth shine spins around with him, footstooling foes it hits into his punches when they could ordinarily DI out.
[ 2-10% ]
Forward Air - Shimmy
Disco Kid thrusts both fists straight forward, having below average priority and a bit of starting and ending lag. Disco Kid's lanky arms once again give him fair range, while the landing lag isn't anything to fret over. Foes who hit Disco Kid's shimmying punch take 6-7% and knockback that KOs at 220%. Notably, Disco Kid can DI forward (and only forward) with great aerial movement on par with Wario's during this move. Because of this, he can punch the foe away, then DI forward after them to either footstool them with his pearly teeth, or follow up with another F-Air. Aerial combos galore!
[ 6-7% ]
Back Air - Shake Your Groove Thing
Disco Kid leans backwards slightly and shakes his arse behind him. This has nearly identical properties to the F-Air, except slightly lesser range. However, this arse shake deals a buffed 7-8% and knockback that KOs at 210%. It also retains the DI property of the F-Air; this time, however, Disco Kid can only DI backwards during the move's duration. Despite not being able to use his teeth shine from behind, this can still be nice to pester approaching foes.
[ 7-8% ]
Up Air - Beat It
Disco Kid throws four upwards punches, as seen in the beginning of this Michael Jackson gif, alternating the arm he uses each time. He has about the startup and ending lag as R.O.B.'s U-Air, and will fortunately continue his punches even if he lands early. The priority and range of the punches are average. Each punch deals 3%; the first three trap foes, while the fourth deals upwards knockback that KOs at 200%. Disco Kid can juggle just fine with this aerial. However, this is one move he'll want to use without pearly teeth; the sparkle footstools foes away from his punches, and opponents with low damage can easily break out and punish him from underneath.
[ 3-12% ]
Down Air - Arm Rope
Disco Kid clasps hands and begins rotating his arms vertically around his body, as if jumping rope. His arms have fair range vertically, but not so much to either side. Pressing the input causes one vertical arm rotation, although you can keep tapping A for Disco Kid to keep performing the motion. Each rotation has little lag on either end, but Disco Kid suffers higher landing lag than usual here. Rotations deal 3-5% each, dealing a minimal knockback that KOs at 250%. Each rotation has below average priority, and deals higher damage if the foe is closer to Disco Kid. If he's feeling daring, Disco Kid can trap a foe with low damage in his rotations and try to suicide, but if he fails, his gimpable recovery will most likely see him through an early death.
[ 3-5% ]
♪♫ Grab / Throws ♪♫
Grab - Pull You Close
Disco Kid reaches out, aiming for his opponent's hips. Although Disco Kid has little lag on either end, his range is one of the worst in the game, despite his lanky arms. Unless you have pearly teeth to trip your foe into your arms, that is. Disco Kid's range increases slightly from a dash, but it's still awful at best. Disco Kid holds trapped foes in front of him by the hips, in a 'bump and grind' position.
[ 0% ]
Pummel - Freaking
Disco Kid thrusts his lower region forward slightly against his victim's backside. In the victim's discomfort and disgust, they take 1% per use. This can be done fairly rapidly, Disco Kid beat-boxing with unnecessary vigor if you do so repeatedly to build some damage.
[ 1% ]
Forward Throw - Pelvic Thrust
You called it, Disco Kid thrusts his lower region into his victim's backside with a fair deal of force. Disco Kid's thrust deals 6-7% and horrible knockback that can't KO in Sudden Death. However, if you have pearly teeth, your foe will stay in its range and trip after being thrown. A perfect grab-release combo, although it only lasts as long as the shine lasts.
[ 6-7% ]
Back Throw - 'Flamboyant' Hug
Disco Kid turns around and gives his victim a big hug, exclaiming, "Mmmmm!" unnecessarily while doing so. Like a similar move in Super Punch Out!!, this move heals Disco Kid; the 'flamboyant' boxer heals 1% per half second, while the victim takes 1% in the same time frame. The victim can button-mash to escape with slightly harder than grab difficulty. If Disco Kid's teeth are shining, though, the foe is blinded for one second due to being up close and personal with the shine. They can't begin button-mashing until they regain focus, so hug away!
[ 1% per half second ]
Down Throw - Disco Cyclone
Disco Kid spins around in a circle with his partner...er, victim, before releasing him or her. Upon release, the victim enters their stunned position for a split second before they can move. Victims remain stunned longer if they have higher damage. Disco Kid deals only 2-3% and no knockback with this throw, and he can't trip foes with his shining teeth until their stun stops. Because of this, he should hover around his dizzy victim, then rush in and trip them when they break out. Just make sure they don't Smash you back first.
[ 2-3% ]
Up Throw - Floor Thrust
Disco Kid lies down on the ground, releasing the foe, then thrusts upwards twice rapidly with his lower region. This deals two hits of 2-3% to the victim, although the second one can be DIed from. The second hit also deals a low set knockback that Disco Kid can combo from. Shining teeth cause the foe to be footstooled back down for the second hit; if you're using this throw on a damaged foe, this is your only option to not become punishable.
[ 2-6% ]
♪♫ Situationals ♪♫
Get-Up Attack - Disco Poser
Disco Kid stretches out his legs, yelling out, "Straight!" He then enters a sitting pose, with one fist pointing forward, while he calls, "Let's go!" This has little lag on either end, despite having a somewhat lengthy duration. However, Disco Kid has super armor for a brief period mid-move to make it viable for spacing. The priority is rather lame, while the range is decent for a get-up attack. Each of the two 'phases' of the move deal 2-3% and a low set knockback to foes.
[ 2-6% ]
Ledge Attack - Over Your Shoulder
Disco Kid throws a punch upwards over his shoulder, having weak priority and mediocre range. Foes who hit his fist take 5-6% and are tossed backwards off the stage, perfectly ready to be set up for an aerial gimp. The ending lag is slightly longer than the average ledge attack, making Disco Kid slightly more punishable in the process. However, if you have shining teeth with which to footstool the offstage victim, you can get more use from it than a light spacing situational.
[ 5-6% ]
Ledge Attack (Over 100%) - Groovy Fortress
Disco Kid begins cycling his fists around, climbing the ledge with a "Whew!", as well as typical ledge attack lag and priority. Disco Kid's moderately ranged fists deal three light hits of 2-3%, with a low set knockback on the last hit. More importantly, though, his whirling fists absorb all projectiles for the brief period they are cycling. No laser spam is gonna get Disco Kid back off the edge!
[ 2-9% ]
♪♫ Final Smash ♪♫
Final Smash - Disco Insanity
Disco Kid begins beat-boxing to his theme, which begins playing as the stage darkens and a disco ball lowers from the screen top. As colorful lights swirl around the stage and mist obscures areas of the ground, Disco Kid's teeth gain their sparkle, if they didn't already have it. For the next fifteen seconds, Disco Kid's teeth will constantly shine without halting. In addition, if you attack in rhythm to the music, Disco Kid's attacks will deal double their normal damage. Use in combination with Disco Kid's shining teeth to rack up damage rapidly. Just remember that attacking to the beat does not buff Disco Kid's power in any way; you'll have to KO your damaged foe after the Final Smash is over.
[ Varies ]
♪♫ Playstyle ♪♫
Looking for a combo-centered character? Well, Disco Kid is definitely a prime choice; he's just as combo-centered as many of the lighter characters, and more so than several as well. At the start of any match, you've got some preparations to do before you get to work. Even though you may be itching to get your teeth a-shining, it's a better idea to buff your priority first. You can wait as long as you want to use a prioritized attack, while Pearly Sparkle only lasts for seven seconds. Make sure you keep an eye out for campers and use Down or Side Special
Once you've pumped yourself up with moves such as Side Special or U-Tilt, it's time to get that sparkle. If you're not already at a range, you'll have to search for an opening to shine your teeth. Although this is easier said than done, Disco Kid has a few spacing/stunning moves he can use to attain said opening. You can try DIing away with F-Air or B-Air, or using D-Throw to dizzy your victim, among moves.
So you've checked off your comboing prerequisites? Fantastic, now you can go to town on your foe. Having Pearly Sparkly in the hands of a master is the equivalent of a moving, jumping banana peel. Granted, you can't pick have out multiple shines, and Disco Kid can be beaten from above, but at least your foe can't take your shine away from you. Shining your teeth is the bread and butter of Disco Kid's game, although your foes can out-range the shine and take advantage of him if you lack that vital priority.
When it comes time for the KO, your shine changes from a combo set-up to a KO set-up. Instead of flurrying basic attacks at your tripped opponent, knock them away with an F-Smash. Disco Kid isn't a powerful character by any means, but his simple shining set-up makes it far from difficult when the time comes to knock away your opponent. If Disco Kid doesn't want to KO, he can always go for the gimp. Shining teeth footstool foes in the air; although this option is quite a bit more dangerous than a simple KO, due to Disco Kid's mediocre recovery, it can KO your foes earlier than your KO moves would if pulled off correctly.
Disco Kid is a great damage-racker with access to some interesting mindgames. However, he's not without his flaws. He shares the weakness of his moves' hurtboxes being increased mid-move, similarly to DK. Unless you have priority to overcome that of your opponent, they can cut through your pitiful punches and make you pay through the nose. Foes should always aim to shut down Disco Kid before he gets momentum, or they'll have to play a much longer and harder game of finding openings in his shining armor.
♪♫ Match-Ups ♪♫
Vs. Little Mac - 60/40: Disco Kid's Favor
Just because Disco Kid has attacks with poor priority doesn't mean they're punishable; if he wants more strength, just use a priority-buffing move while Mac is setting up his traps. Disco Kid's combo moves can be used to build easy damage on Mac without giving him many punishable chances to gain stars. When it's finally time for use of the punishable KO moves, Mac should be far ahead in the damage count anyways, and you should have your teeth shining to trip Mac by then anyways. Of course, Doc as a projectile substitute can't be absorbed or reflected by Side or Down Special, so Disco Kid will have to approach eventually. Although Mac can land a few blows while Disco Kid carefully dodges his traps, Disco Kid can build damage just as well, if not better than Mac, and doesn't have to rely on a mechanic to KO, giving Disco Kid the match-up.
Vs. Bald Bull - 45/55: Bald Bull's Favor
Turkey Dance forces Disco Kid to approach, making it much more difficult to increase your priority or shine your teeth. Bull will be working to get the rage to KO Disco Kid, while Disco Kid will be looking for openings to start his combos. Although Disco Kid will likely build a lot more damage on Bull than vice versa, Bull's aerials prevent Disco Kid from KOing him until insanely high damage levels. By this time, your Turkish rage should be ready to be unleashed. If Disco Kid shines his teeth, he can trip Bull out of his Bull Charge (assuming he has no super armor). Bull will have to pressure Disco Kid to keep him from getting momentum, which can be aggravating at times. In the end, though, Bull can KO better than Disco Kid, as Disco Kid will have to work harder to set-up and build damage for the KO, while Bull can just build rage whenever he tries.
Vs. Von Kaiser - 40/60: Von Kaiser's Favor
Disco Kid can rack up damage on Kaiser just fine, but Kaiser's abilities to control his damage percentage doesn't really make this too much of an issue. While Disco Kid is buffing his priority and shining his teeth, Kaiser can use his healing moves to keep his damage where he likes it; both characters enjoy the benefits of their spacing in this match-up. Ultimately, this battle will be played at close range, and this is where Kaiser takes the lead. His KO moves are much more predictable than Disco Kid's, but because he'll be taking so much damage already, he'll have his strongest moves out and ready to go. Disco Kid, on the other hand, will have to watch out for Kaiser's new tricks and constantly pressure him to stop him from healing. Kaiser can space, heal, and keep on coming, usually pulling ahead of Disco Kid by a fair margin.
Vs. Bear Hugger - 60/40: Disco Kid's Favor
Whenever Bear Hugger tries spitting on his gloves, make sure you take the opportunity to either buff your priority or shine your teeth. Preferably, do both, due to Bear Hugger's slow speed. Bear Hugger can easily grab through even your buffed priority with sticky gloves. Because of this, it is vital to have shining teeth. From there, you must space properly to avoid Bear Hugger's excellent range, trip the fat b*stard, and combo him up the arse. Shining teeth can also gimp the Canadian if he tries to take to the air. This can be an easy option to finish him early, although if you combo up enough damage, even Bear Hugger's weight won't stand up to your KO moves. Being the heavyweight he is, Bear Hugger will be looking to stomp you down and KO you early. Play it safe and you'll have the advantage.
Vs. King Hippo - 70/30: Disco Kid's Favor
Battle of the combo heavy...wait, Disco Kid's only a middleweight! Disco Kid's priority and shine have no use against Hippo's super armor, so he has no real reason not to approach. Both characters will want to get off their combos on the other, which is where Disco Kid takes the lead. You see, if Hippo's not gonna be able to defend, why bother with waiting to get priority? Just get in there and use fast attacks to punish Hippo's laggy ones, then take out the big lard. Hippo will need to keep on his toes for chances to punish in return and combo Disco Kid back, which is easier said than done, due to his inferior speed.
Vs. Mr. Sandman - 35/65: Mr. Sandman's Favor
Another combo heavyweight? Anyways, Disco Kid absolutely must power up either his priority or teeth before Sandman gets to him, or Sandman's superior priority will tear him apart. Although Sandman's crappy approaching gives Disco Kid sufficient time to do so, Sandman can actually approach against Disco Kid. His leaping dash attack can clear teeth shine and put the hurt on Disco Kid. From there on out, it's a matter of landing Knuckle Sandwich and finishing the job. Disco Kid doesn't have stellar close ranged defense, although hitting him while his teeth are shining is a pain. You'd best wait till the effect wears out, then get it and land the punch. Disco Kid should attempt to play offensive, trip Sandman, and combo him to death. In most cases, Sandman's advantages outweigh Disco Kid's, allowing him to keep his title.
Vs. Great Tiger - 20/80: Great Tiger's Favor
Disco Kid has problems spacing to buff his priority or shine his teeth, due to Great Tiger sending duplicates at him to mimic his attacks from a range. If Tiger keeps a duplicate near him, he can teleport away when Disco Kid approaches to try and trip him up. Mindgames are all there really is to Great Tiger? Well, mindgames sure can **** a character with a set playstyle. In addition, Disco Kid will be dying off much earlier than Great Tiger, due to taking damage much faster and being sent farther with Tiger's uncharacteristically powerful attacks. Disco Kid loses fairly handily in this match-up. A slight silver lining is that Disco Kid's shine can't trip duplicates; at least you'll know who to attack.
♪♫ Extra Animations ♪♫
Up Taunt - Boxercise Pose
Disco Kid strikes an oh-so-familiar, yet scary as f*ck pose. You want a picture? I...I don't know about this, but...here you go.
Side Taunt - Lack of Enthusiasm
Disco Kid grins cockily and calls out, "Step it up! Where's your hustle?"
Down Taunt - Three-Step Program
Disco Kid does a calf-stretch, while telling his opponent, "I've got a three-step program for you. I punch you. You fall down. I win!"
Entrance - Opening Act
Disco Kid does a little dance in the background, beat-boxing, "Ooh, aah, ooh, uuh!" to himself. After a second, he jumps into the foreground, spreading his arms and calling out, "You ready for this? Dis-co Kid!"
Victory Pose #1 - Disco Champion
Disco Kid beat-boxes in place, sounding more energetic and excited than usual, then spreads his arms wide and declares, "Fan-tastic!"
Victory Pose #2 - Maniac
Disco Kid performs a rapid stepping-dance to shake his arse while moving back and forth onscreen. After a few seconds, he spreads his arms wide and looks up to the heavens. Anything is possible!
Victory Pose #3 - Man in the Mirror
Disco Kid holds up a mirror and peers at his reflection, his teeth shining brightly. He comments, "Uh-huh! Hey, good-lookin'!" After a while, the shine reflecting from his teeth to the mirror and back gets too intense, and Disco Kid pulls out some sunglasses to keep on admiring himself.
Loss Pose - Depression
Disco Kid stands dejectedly to the side, holding a stick, tied to which is a sack of his belongings and his gloves. After one last, sad look at the victors, Disco Kid walks sadly offscreen. He almost quits after losing like this in a cutscene...until he discovers boxercise, that is.