Editing Wild Gunman

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==Overview==
==Overview==
[[File:DH_All_Wild_Gunman.png|thumb|center|400px|All five of the wild gunmen.]]
[[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 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.
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. 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 them.


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.
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.


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.
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 their 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 gunmen. 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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!Gunman!!Damage dealt (''SSB4'')!!KO percent (''SSB4'')!!Damage dealt (''Ultimate'')!!KO percent (''Ultimate'')!!Properties
!Gunman!!Damage dealt (''SSB4'')!!KO percent (''SSB4'')!!Damage dealt (''Ultimate'')!!KO percent (''Ultimate'')!!Properties
|-
|-
|[[File:DHBigHeadGunman.png|75px]]||4%||304%||8%||196%||
|[[File:DHBigHeadGunman.png|75px]]||4%||304%||8%||196%||The second slowest gunman. Launches at 65°.
*Second slowest gunman
*Launches at 65°
|-
|-
|[[File:DHWhiteGunman.png|75px]]||4%||309%||8%||182%||
|[[File:DHWhiteGunman.png|75px]]||4%||309%||8%||182%||The slowest gunman. However, he has the highest [[knockback]] growth out of all the gunmen, and his range is also 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]]||5%||259%||9%||194%||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]]||6%||246%||10%||160%||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]]||7%||222%||11%||148%||The third fastest gunman. Deals the highest damage and knockback. However, his range is shorter than the others, and 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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