Super Smash Bros. 4

Wild Gunman: Difference between revisions

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|[[File:DHBlackGunman.png|75px]]||5%||300%||Second fastest gunman. Knockback is more horizontal when compared to the other gunmen.
|[[File:DHBlackGunman.png|75px]]||5%||300%||Second fastest gunman. Knockback is more horizontal when compared to the other gunmen.
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|[[File:DHSombreroGunman.png|75px]]||7%||203%||Third fastest gunman and has lesser range, but has the strongest knockback. Bullets generate fire when hitting an object or an opponent.
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|[[File:DHOrangeGunman.png|75px]]||6%||238%||Fastest gunman. This gunman will be the only one that appears in the [[Home-Run Contest]].
|[[File:DHOrangeGunman.png|75px]]||6%||238%||Fastest gunman. This gunman will be the only one that appears in the [[Home-Run Contest]].
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|[[File:DHSombreroGunman.png|75px]]||7%||203%||Third fastest gunman and has lesser range, but has the strongest knockback. Bullets generate fire when hitting an object or an opponent.
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Revision as of 12:56, November 28, 2016

This article is about a special move in Super Smash Bros. 4. For a sticker in Super Smash Bros. Brawl, see here.
Wild Gunman
SSB4 - Duck Hunt screen-2.jpg
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.

File:All wildgunman.png
All five of the wild gunmen.

Gunmen

Kill percents were tested with Zero Suit Samus from the center of Final Destination 3DS.

Gunman Damage dealt KO percent Properties
DHBigHeadGunman.png 4% 321% Slowest gunman. Has the worst knockback.
DHWhiteGunman.png 4% 298% Second slowest gunman, but has greater range than others.
DHBlackGunman.png 5% 300% Second fastest gunman. Knockback is more horizontal when compared to the other gunmen.
DHOrangeGunman.png 6% 238% Fastest gunman. This gunman will be the only one that appears in the Home-Run Contest.
DHSombreroGunman.png 7% 203% Third fastest gunman and has lesser range, but has the strongest knockback. Bullets generate fire when hitting an object or an opponent.

Customization

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.
  3. 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.

Trophy

File:WildGunmanTrophy3DS.png
Trophy in for 3DS.
Trophy in for Wii U.
Wild Gunmen
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!
NES: Wild Gunman (10/1985)

Gallery

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.