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Wild Gunman: Difference between revisions

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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 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.
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.


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.
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 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.
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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!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%||The second slowest gunman. Launches at 50°.
|[[File:DHBigHeadGunman.png|75px]]||4%||304%||8%||196%||
*Second slowest gunman
*Launches at 65°
|-
|-
|[[File:DHWhiteGunman.png|75px]]||4%||309%||8%||182%||The slowest gunman. However, he has the highest knockback growth, and his range is longer than the others. Launches at 65°.
|[[File:DHWhiteGunman.png|75px]]||4%||309%||8%||182%||
*Slowest gunman  
*Highest range and [[knockback]] growth out of all the gunmen
*Launches at 65°
|-
|-
|[[File:DHBlackGunman.png|75px]]||5%||259%||9%||194%||The second fastest gunman. Launches at 50°.
|[[File:DHBlackGunman.png|75px]]||5%||259%||9%||194%||
*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%||The fastest gunman. He is the only one that will appear in [[Home-Run Contest]]. Launches at 65°.
|[[File:DHOrangeGunman.png|75px]]||6%||246%||10%||160%||
*Fastest gunman
*Only one that will appear in [[Home-Run Contest]]
*Launches at 65°
|-
|-
|[[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. Unlike the others, his bullets have a [[flame]] [[effect]] instead of a [[normal]] effect. Launches at 70°.
|[[File:DHSombreroGunman.png|75px]]||7%||222%||11%||148%||
*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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{{Trophy
{{Trophy
|name=Wild Gunmen
|name=Wild Gunmen
|image-3ds=WildGunmanTrophy3DS.png
|image-3ds=WildGunmenTrophy3DS.png
|image-wiiu=WildGunmenTrophyWiiU.png
|image-wiiu=WildGunmenTrophyWiiU.png
|desc-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!
|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!
|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_ntsc=Wild Gunman (10/1985)|game1_pal=Wild Gunman (02/1988)}}
|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!
|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}}
{{clrl}}

Latest revision as of 14:50, September 14, 2024

Wild Gunman
Duck Hunt Down B SSBU.gif
Wild Gunman being performed in Super Smash Bros. Ultimate.
User Duck Hunt
Universe Duck Hunt
Wild Gunman

Wild Gunman (ワイルドガンマン, Wild Gunman) is Duck Hunt's down special move.

Overview[edit]

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.

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[edit]

Super Smash Bros. Ultimate Move List Duck Hunt (SSBU) Calls one of five gunmen who each have a different style. They can be defeated.

Gunmen[edit]

KO percents were tested against Mario while near the edge of Final Destination in Super Smash Bros. for Wii U, and Mario at the center of Final Destination in Super Smash Bros. Ultimate.

Gunman Damage dealt (SSB4) KO percent (SSB4) Damage dealt (Ultimate) KO percent (Ultimate) Properties
DHBigHeadGunman.png 4% 304% 8% 196%
  • Second slowest gunman
  • Launches at 65°
DHWhiteGunman.png 4% 309% 8% 182%
  • Slowest gunman
  • Highest range and knockback growth out of all the gunmen
  • Launches at 65°
DHBlackGunman.png 5% 259% 9% 194%
  • Second fastest gunman
  • Shot is too high to hit a grounded Trick Shot can
  • Launches at 50°
DHOrangeGunman.png 6% 246% 10% 160%
DHSombreroGunman.png 7% 222% 11% 148%
  • 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°

Customization[edit]

Special Move customization was added in Super Smash Bros. 4. These are the variations:

1. Wild Gunman 2. Quick Draw Aces 3. Mega Gunman
Wild Gunman
Quick Draw Aces
Mega Gunman
"Call one of five gunmen who each shoot at different speeds. They can be defeated." "Call one of five gunmen. They fire more quickly, but their shots don't travel very far." "Call a bigger but slower gunman with high defense to aid you."
  1. Wild Gunman: Default.
  2. Quick Draw Aces: Decreases the start-up lag and slightly increases the damage output, but reduces the shot distance of the gunmen, and the shots deal less knockback as well. Each gunman only has 1 HP, so they can be defeated by any kind of attack, regardless of damage dealt.
  3. Mega Gunman: The gunmen are considerably larger, and their ability to act as a shield is improved by increasing their HP amount to 40. The start-up lag is greatly increased and they will only fire if nothing hits them after some time. The shots fired deal slightly less damage than the standard variation.

Sticker[edit]

Name Game Effect Characters
Wild Gunman Wild Gunman AttackSpecialsIndirect+005Specials: Indirect Attack +5 Ice Climbers Mr. Game & Watch Pit R.O.B. Ice Climbers (SSBB)Mr. Game & Watch (SSBB)Pit (SSBB)R.O.B. (SSBB)
Brawl Sticker Wild Gunman.png
Wild Gunman

Trophy[edit]

Wild Gunmen's trophy in Super Smash Bros. for Nintendo 3DS
Wild Gunmen's trophy in Super Smash Bros. for Wii U
Wild Gunmen
NTSCSuper Smash Bros. for Nintendo 3DS 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!
NTSCSuper Smash Bros. for Wii U 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!
NES: Wild Gunman (10/1985)
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!
NES: Wild Gunman (02/1988)

Spirit[edit]

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 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.

No. Image Name Type Class Slots Base Power Max Power Base Attack Max Attack Base Defense Max Defense Ability Series
975
SSBU spirit Wild Gunman.png
Wild Gunman
Attack
★★ 3 1424 5699 1033 4132 391 1567 No Effect Wild Gunman

Origin[edit]

One of the original Gunmen, as shown in Wild Gunman.

The gunmen that Duck Hunt summons are taken directly from the classic NES title Wild Gunman, which uses the 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.

Gallery[edit]

Names in other languages[edit]

Language Name
Japan Japanese ワイルドガンマン, Wild Gunman
UK English Wild Gunman
France French (PAL) Wild Gunman
Quebec French (NTSC) Wild Gunmen
Germany German Wild Gunman
Spain Spanish Wild Gunman
Italy Italian Sparatore folle
China Chinese (Simplified) 西部快枪手
Taiwan Chinese (Traditional) 西部快槍手
South Korea Korean 와일드 건맨, Wild Gunman
Netherlands Dutch Cowboybende
Russia Russian Вольный стрелок

Trivia[edit]

  • With the exception of the first gunman, the sprites of them facing sideways were created for SSB4 as all the other gunmen sidestep in the original game.
  • In Wild Gunman, the outlaw with the sombrero is the second fastest and the outlaw in the suit is the third fastest of the gunmen. In SSB4, their roles are reversed.
  • One of Duck Hunt's victory poses has them summoning the gunmen twice. As in gameplay, which gunmen show up is also random, but never the same two.
  • Two of the gunmen have unique sprites in certain circumstances: Attacking the lanky gunman's legs or the gunman in the suit's head will cause his pants to drop and his hat to fly off, respectively. This reflects these gunmen's loss sprites in the original Wild Gunman.