Wild Gunman: Difference between revisions
Writted the exact resistance of the gunmen in Overview.
(Uptated the properties, corrected a mistake with the word "Third" written "3nd".) |
(Writted the exact resistance of the gunmen in Overview.) |
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==Overview== | ==Overview== | ||
When used, the dog summons one of five 8-bit gunmen, who will stand 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 startup lag, and the time before it fires depends on the gunman. Each gunman also has different amounts of damage, ranging from 4% to 7%, with each gunman's damage output varying by 1%. These attacks deal very little knockback, only being able to K.O. when the opponent has reached anywhere from 200% to 300% damage. In addition, opponents can attack the various gunmen, temporarily stunning them and preventing them from firing their weapons; | When used, the dog summons one of five 8-bit gunmen, who will stand 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 startup lag, and the time before it fires depends on the gunman. Each gunman also has different amounts of damage, ranging from 4% to 7%, with each gunman's damage output varying by 1%. These attacks deal very little knockback, only being able to K.O. when the opponent has reached anywhere from 200% to 300% damage. In addition, opponents can attack the various gunmen, temporarily stunning them and preventing them from firing their weapons; if they take 6% of damage, they will fail to fire at all. | ||
[[File:All_wildgunman.png|thumb|center|400px|All five of the wild gunmen.]] | [[File:All_wildgunman.png|thumb|center|400px|All five of the wild gunmen.]] | ||