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Properties of the Donkey Punch

Kashakunaki

Smash Master
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Just a heads up, I didn't really find anything noteworthy that isn't already known. However, I think it would be nice to have all this information in one organized thread, so I went ahead and took the liberty of collecting the data and what not.

I did all the KO percent tests on Mario in the middle of FD with no DI.

Charts

Damage Chart
_______Grounded___Aerial___Reverse Grounded___Reverse Aerial_______
-
1 Wind: ---10-------------6---------------10---------------------6
-
2 Winds: --12-------------8---------------12---------------------8
-
3 Winds: --14-------------10-------------14---------------------10
-
4 Winds: --16-------------12-------------16---------------------12
-
5 Winds: --18-------------14-------------18---------------------14
-
6 Winds: --20-------------16-------------20---------------------16
-
7 Winds: --22-------------18-------------22---------------------18
-
8 Winds: --24-------------20-------------24---------------------20
-
9 Winds: --26-------------22-------------26---------------------22
-
10 Winds: -28------------25--------------28---------------------25
For KO percentages they were the same for all four categories, so I will only listed one column of numbers.

KO Percents
1 Wind: ---178%
-
2 Winds: --150%
-
3 Winds: --127%
-
4 Winds: --110%
-
5 Winds: --95%
-
6 Winds: --83%
-
7 Winds: --72%
-
8 Winds: --63%
-
9 Winds: --55%
-
10 Winds: -72%
Facts

-You have Super Armor during the actual punch of a fully charged Donkey Punch

-A wind is denoted by every time the control vibrates, the light blinks during a Donkey Punch charge, or Donkey Kong swings his arm in one complete circular rotation

-You enter a free fall animation if you Donkey Punch in the air

-You can ledge hop a fully charged Donkey Punch. However, a non-fully charged one is nearly impossible to perform


Thank you everyone. If you see anything out of place or wish to add something, please feel free to tell me.
 

iamthelifeonmars

Smash Cadet
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Apr 26, 2008
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NJ
people NEED to stop calling it "donkey punch"

EDIT: that comment aside, this was actually pretty helpful
 

Jmex

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Donkey Punch FTW!
 

Neb

Smash Lord
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Apr 19, 2008
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Giant Punch might pack quite the punch, but G&W's usmash has priority. Lol, to think a flat man can cancel out a fully charged punch from a monstrous ape, point blank range. :laugh:

I love Game and Watch.
 

Kashakunaki

Smash Master
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Messages
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Giant Punch might pack quite the punch, but G&W's usmash has priority. Lol, to think a flat man can cancel out a fully charged punch from a monstrous ape, point blank range. :laugh:

I love Game and Watch.
O.o That's insane... and stupid, XD.

Pikachu's headbutt has more priority than Falcon Punch, too. That has to be fulfilling some sort of terrible prophecy somewhere.

Oh, and Donkey Punch FTW B)
 

WastingPenguins

Smash Ace
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827
Location
Ohio
Speaking of Giant Punch, how do you guys use it? I charge it whenever possible and use it (seriously) ASAP. Every DK vid I watch I see people trying to save the punch for the KO, go the whole stock and then get killed with a fully stocked punch in tow. It's just dumb, DK ain't exactly lacking in KO options. Get that ****er out and collect your free 30% while you can.

Also why don't people use turnaround punch more? I'd say about 90% of my punches are used by short hopping directly into my opponent and doing a turnaround punch. DK's elbow will catch them if they stay put, and if they try to roll forward they'll get smacked in the face for sure. In either case, super armor is absolutely crucial to this highly effective punch-delivery strategy, so I'm not even gonna think about 9 wind-up punches.
 

Jmex

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I think people try to get the KO with the Donkey Punch because its rather easy to just jump in with the SA frames and land the final hit. Especially now with less windups to kill earlier, killing is alot easier to do with the Donkey Punch.
 

Kashakunaki

Smash Master
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May 22, 2006
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I count the winds when I use it and stop it at 8 or 9. I'd say only worry about a 9 wind punch of you want to be more sneaky (not steaming) and are trying to use the punch for an early KO.

However, I have to agree with you, DK kills... you don't need the punch for it.
 

Neb

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O.o That's insane... and stupid, XD.

Pikachu's headbutt has more priority than Falcon Punch, too. That has to be fulfilling some sort of terrible prophecy somewhere.

Oh, and Donkey Punch FTW B)
Lol, yeah, its pretty ridiculous. I'm pretty sure DK sustains a horrible paper cut after going head to toe with the scuba helmet. :confused:

Check it.
 

Big O

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Since I have done a lot of this testing for my thread I know some of what you say is a little bit off. I thought it was weird that you listed the 9 punch at 55% so I tested it out and found the problem. If you count 9 winds then press B, unless you press it after a full rotation it will not count (It will be 8 instead of 9 etc.). All of your numbers are off by one wind. Using your methods (Mario, FD, CPU stop) 9 winds KO's at 48%. So basically it should look like this.

0/178, 1/150, 2/127, 3/110, 4/95, 5/83, 6/72, 7/63, 8/55, 9/48, 10/72. This also implies you should have 11 numbers for your damage chart too (0-10 winds)

I also see you made another error in saying the aerial punches have the same KO%. Since Mario is a little short you probably did do a punch in the air, but landed before the punch connected. If you connect with the punch while still in the air you will find that the aerial punch KO numbers should look like this.

2/178, 3/150, 4/127, 5/110, 6/95, 7/83, 8/72, 9/63

I did not list all of them because I am going by your numbers and applying the pattern that an aerial # punch is the same as a (#-2) punch which works except on the fully charged punch which your damage numbers also support. This means that the 0 punch and 1 punch in the air should have ridiculously high %'s. You should also know that the damages in training mode (and knockback) are slightly off from versus mode so for most of your damage numbers you should add 1% of damage. I hope this helps.
 

Kashakunaki

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I see. Thanks. I'll be sure to fix it.

However, I have a couple questions.

1. If you start the punch in the air and land it in the air or on the ground it will still do the same amount of damage. Are you sure whether or not you finish the punch in the air or ground makes a difference?

2. These numbers should be taken loosely as is, so even if there is a slight difference between training and versus (which there shouldn't be) it still doesn't matter.
 

Cyphus

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i personally dont bother with reverse punches.
I dont save giant punch for KOs..i use it for its damage anytime i have the opportunity for it, especially in trading hits.
i occasionally go for 9-wind punch KO from a headbutt though. Usually can kill from 50% before headbutt.
 

Ripple

ᗣᗣᗣᗣ ᗧ·····•·····
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I just destroyed 7734 with a whole bunch of these uncharged punches, I love them
 

Big O

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I see. Thanks. I'll be sure to fix it.

However, I have a couple questions.

1. If you start the punch in the air and land it in the air or on the ground it will still do the same amount of damage. Are you sure whether or not you finish the punch in the air or ground makes a difference?

2. These numbers should be taken loosely as is, so even if there is a slight difference between training and versus (which there shouldn't be) it still doesn't matter.
I am 100% positive that starting the punch in the air and landing before completing the punch will make it a grounded punch which means there is a difference. You can always test it yourself to confirm this.
 
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