Editing Wild Gunman

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|caption=Wild Gunman being performed in ''Super Smash Bros. Ultimate''.
|caption=Wild Gunman being performed in ''Super Smash Bros. Ultimate''.
|user=[[Duck Hunt]]
|user=[[Duck Hunt]]
|universe={{uv|Duck Hunt}}<br>{{uvm|Wild Gunman}}
|universe={{uv|Duck Hunt}}
}}
}}


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==Overview==
==Overview==
[[File:DH_All_Wild_Gunman.png|thumb|center|400px|All five of the wild gunmen.]]
When used, the dog summons one of five 8-bit gunmen, who will stand still for a moment before their eyes flash and then proceed to exclaim, "Fire!". Then, the gunman will face the direction the dog was facing and fire a single shot. This move has start-up lag, and the time before it fires depends on each gunman. Each gunman also has different damage outputs, ranging from 4% to 7%, with each gunman's damage output varying by 1%. These attacks deal very little knockback, only being able to KO when the opponent has reached anywhere from 200% to 300% damage. In addition, opponents can attack the various gunmen. Doing this temporarily stuns them and prevents them from firing their weapons, and they won't fire at all if they take 5% damage or more; each gunman has 5 HP. However, this allows them to function as a type of shield and thus protect Duck Hunt. The gunmen are summoned in a random cycle, each appearing once with every use of the move until all of them have appeared and the cycle resets. As such, the fifth and final gunman in a cycle can be predetermined based on the four preceding them.
When used, the dog summons one of five 8-bit gunmen, who will stand still for a moment before his eyes flash and he yells, "Fire!". Then, the gunman will face the direction the dog was facing and fire a single shot. The gunmen that can be summoned are: a white-suited short gunman, a white-suited tall gunman, a black-suited gunman, an orange-suited gunman (described in the in-game trophy as the leader), and a sombrero gunman. The gunmen are summoned in a random cycle, each appearing once with every use of the move until all of them have appeared and the cycle resets. As such, the fifth and final gunman in a cycle can be predetermined based on the four preceding him.
[[File:All_wildgunman.png|thumb|center|400px|All five of the wild gunmen.]]
 
This move has start-up lag, and the time before it fires depends on each gunman. Each gunman also has different damage outputs, ranging from 4% to 7%, with each gunman's damage output varying by 1%. These attacks deal very little knockback, only being able to KO when the opponent has reached anywhere from 200% to 300% damage. In addition, opponents can attack the various gunmen. Doing this temporarily stuns them and prevents them from firing their weapons, and they will not fire at all if they take 5% damage or more; each gunman has 5 HP. However, this allows gunmen to function as a type of shield and thus protect Duck Hunt.
 
In ''[[Super Smash Bros. Ultimate]]'', the gunmen have slightly faster startup when firing, and each of them has been buffed to deal more damage, with gunmen's damage now varying between 8% to 11%, and each gunman's damage output still varying by 1%. Due to their improved damage output, the gunmen now possess some degree of KO potential, especially the leader and the sombrero gunman. Additionally, using the move has slightly less ending lag, making it a safer option in the neutral game.


==Instructional quote==
==Instructional quote==
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==Gunmen==
==Gunmen==
KO percents were tested against {{SSB4|Mario}} while near the edge of {{SSB4|Final Destination}} in {{forwiiu}}, and {{SSBU|Mario}} at the center of {{SSBU|Final Destination}} in ''[[Super Smash Bros. Ultimate]]''.
KO percents were tested against {{SSBU|Mii Swordfighter}} at the center of {{SSBU|Final Destination}} in ''[[Super Smash Bros. Ultimate]]''.
{| class="wikitable"
{| class="wikitable"
|-
|-
!Gunman!!Damage dealt (''SSB4'')!!KO percent (''SSB4'')!!Damage dealt (''Ultimate'')!!KO percent (''Ultimate'')!!Properties
!'''Gunman'''!!'''Damage dealt'''!!'''KO percent'''!!'''Properties'''
|-
|-
|[[File:DHBigHeadGunman.png|75px]]||4%||304%||8%||196%||
|[[File:DHBigHeadGunman.png|75px]]||8%||197%||The slowest gunman. Launches at 50°.
*Second slowest gunman
*Launches at 65°
|-
|-
|[[File:DHWhiteGunman.png|75px]]||4%||309%||8%||182%||
|[[File:DHWhiteGunman.png|75px]]||8%||182%||The second slowest gunman. However, he has the highest knockback growth, and his range is longer than the others. Launches at 65°.
*Slowest gunman  
*Highest range and [[knockback]] growth out of all the gunmen
*Launches at 65°
|-
|-
|[[File:DHBlackGunman.png|75px]]||5%||259%||9%||194%||
|[[File:DHBlackGunman.png|75px]]||9%||192%||The second fastest gunman. Launches at 50°.
*Second fastest gunman
*Shot is too high to hit a grounded [[Trick Shot]] can
*Launches at 50°
|-
|-
|[[File:DHOrangeGunman.png|75px]]||6%||246%||10%||160%||
|[[File:DHOrangeGunman.png|75px]]||10%||161%||The fastest gunman. He is the only one that will appear in [[Home-Run Contest]]. Launches at 65°.
*Fastest gunman
*Only one that will appear in [[Home-Run Contest]]
*Launches at 65°
|-
|-
|[[File:DHSombreroGunman.png|75px]]||7%||222%||11%||148%||
|[[File:DHSombreroGunman.png|75px]]||11%||149%||The third fastest gunman. However, his range is shorter than the others. Unlike the others, his bullets have a [[flame]] [[effect]] instead of a [[normal]] effect. Launches at 70°.
*Third fastest gunman
*Deals the highest damage and knockback
*Shortest range out of all the gunmen
*Bullets have a [[flame]] [[effect]], instead of a [[normal]] effect
*Launches at 70°
|}
|}


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| {{s|wikipedia|Wild Gunman}}
| {{s|wikipedia|Wild Gunman}}
| {{SortKey|AttackSpecialsIndirect+005}}[[File:SpecialsIndirect.png|16px|link=Specials: Indirect]] Attack +5
| {{SortKey|AttackSpecialsIndirect+005}}[[File:SpecialsIndirect.png|16px|link=Specials: Indirect]] Attack +5
| {{StickerHead|Ice Climbers|Mr. Game & Watch|Pit|R.O.B.}}
| {{SortKey|Ice Climbers Mr. Game & Watch Pit R.O.B.}}{{StickerHead|Ice Climbers|Mr. Game & Watch|Pit|R.O.B.}}
|}
|}
{{StickerPicBox|Wild Gunman}}
{{StickerPicBox|Wild Gunman}}


==Trophy==
==Trophy==
{{Trophy
[[File:WildGunmanTrophy3DS.png|thumb|left|100px|Trophy in ''for 3DS''.]]
|name=Wild Gunmen
[[File:WildGunmenTrophyWiiU.png|thumb|100px|Trophy in ''for Wii U''.]]
|image-3ds=WildGunmenTrophy3DS.png
:'''Wild Gunmen'''
|image-wiiu=WildGunmenTrophyWiiU.png
::'''NTSC:''' ''A gang of five outlaws from the Wild West, these fellows are quick to brandish their pistols. In fact, the moment they hear "Fire!" they start shooting. A member of the gang will show up whenever Duck Hunt does a down special move. Watch out for the gang's leader—he's quick!''
|desc-3ds-ntsc=A gang of five outlaws from the Wild West, these fellows are quick to brandish their pistols. In fact, the moment they hear "Fire!" they start shooting. A member of the gang will show up whenever Duck Hunt does a down special move. Watch out for the gang's leader—he's quick!
::'''PAL:''' ''A group of five quick-drawin' outlaws from the American frontier. The second they hear "FIRE!", they'll whip out their trusty pistols and start shooting. A member of the gang'll show up whenever the Duck Hunt Duo uses a down special move. Keep an eye out for the fastest of these rapscallions - that one's their boss!''
|desc-wiiu-ntsc=A gang of five outlaws from the Wild West, these fellows are quick to brandish their pistols. In fact, the moment they hear "Fire!" they start shooting. A member of the gang will show up whenever Duck Hunt does a down-special move. Watch out for the gang's leader—he's quick!
{{Trophy games|console1=NES|game1=Wild Gunman (10/1985)}}
|desc-pal=A group of five quick-drawin' outlaws from the American frontier. The second they hear "FIRE!", they'll whip out their trusty pistols and start shooting. A member of the gang'll show up whenever the Duck Hunt Duo uses a down special move. Keep an eye out for the fastest of these rapscallions that one's their boss!
{{clr}}
|gamelist-ntsc={{Trophy games|console1=NES|game1=Wild Gunman|release1=10/1985}}
|gamelist-pal={{Trophy games|console1=NES|game1=Wild Gunman|release1=02/1988}}
}}
{{clrl}}


==Spirit==
==Spirit==
The Wild Gunman also appears as an Advanced-class [[primary spirit]].
In [[Adventure Mode: World of Light]], the Wild Gunman is presumably one of the countless spirits captured by [[Galeem]] during his takeover of the universe. After Galeem's defeat, [[Dharkon]] takes control of Galeem's spirits, including the Wild Gunman. The Wild Gunman's spirit is located in the southeastern section of [[The Dark Realm]].
The Wild Gunman's Spirit Battle uses an army of {{SSBU|Duck Hunt}} puppet fighters and is fought on the [[Gerudo Valley]] stage's [[Ω form]]. During the battle, Shooting Type items appear and all fighters start off with 300% damage and occasionally become invincible, referencing the gameplay of ''Wild Gunman'' where the player must shoot a Gunman first in a game of reaction time.
{|class="wikitable"
{|class="wikitable"
! No. !! Image !! Name !! Type !! Class !! Slots
! No. !! Image !! Name !! Type !! Class !! Slots
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==Origin==
==Origin==
[[File:NESwildgunman.png|thumb|One of the original Gunmen, as shown in ''Wild Gunman''.]]
[[File:NESwildgunman.png|thumb|One of the original Gunmen, as shown in ''Wild Gunman''.]]
The gunmen that Duck Hunt summons are taken directly from the classic NES title ''{{s|wikipedia|Wild Gunman}}'', which uses the {{s|wikipedia|NES Zapper}} to play. The game's objective is to square off against various gunmen in a classic Wild West quick draw showdown. When the gunman's eyes flashes and the word "Draw!" appears on the screen, the player has a small time frame to draw and shoot the gunman. Failing to do so will result in the gunman yelling "Fire!", and proceed to shoot the player, causing a game over; drawing before being prompted to do so will have the same effect.
The gunmen that Duck Hunt summons are taken directly from the classic NES title ''{{s|wikipedia|Wild Gunman}}'', which uses the {{s|wikipedia|NES Zapper}} to play. The game's objective is to square off against various gunmen in a classic Wild West quick draw showdown. When the gunman's eyes flashes and the word "Draw!" appears onscreen, the player has a small time frame to draw and shoot the gunman. Failing to do so will result in the gunman yelling "Fire!!", and proceed to shoot the player, causing a game over; drawing before being prompted to do so will have the same effect.
{{clr}}
{{clear}}


==Gallery==
==Gallery==

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