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Wild Gunman: Difference between revisions
(→Trivia) |
BaconMastre (talk | contribs) (Undid edit by 71.85.30.145: Not very good trivia.) |
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*One of Duck Hunt's victory poses has them summoning the gunmen twice. As in gameplay, which gunmen show up is also random. | *One of Duck Hunt's victory poses has them summoning the gunmen twice. As in gameplay, which gunmen show up is also random. | ||
*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''. | *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''. | ||
==Gallery== | ==Gallery== |
Revision as of 19:46, February 16, 2016
Wild Gunman | |
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Wild Gunman being performed in Super Smash Bros. for Wii U. | |
User | Duck Hunt |
Universe | Duck Hunt |
Wild Gunman (ワイルドガンマン, Wild Gunman) is Duck Hunt's down special move in Super Smash Bros. 4.
Overview
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 if they take 6% of damage, they will fail to fire at all. However, this allows them to function as a type of shield and thus protect Duck Hunt.
Gunmen
Kill percents were tested with Zero Suit Samus from the center of Final Destination 3DS.
Customization
Special Move customization was added in Super Smash Bros. 4. These are the known variations:
1. Wild Gunman | 2. Quick Draw Aces | 3. Mega Gunman |
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"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." |
- Wild Gunman: Default.
- Quick Draw Aces: Decreases the start-up lag and slightly increases the damage output, but reduces the shot distance of the gunmen.
- Mega Gunman: The gunmen are considerably larger and their ability to act as a shield is improved. The start-up lag is greatly increased and they will only fire if nothing hits them after some time. The shots fired are no stronger than the standard variation.
Origin
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 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.
Trivia
- 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.
- 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.