Wild Gunman: Difference between revisions
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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% | 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; continued damage to them will cause them to 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.]] | ||
==Gunman Attributes== | |||
Kill percents were tested with [[SSB4|Zero Suit Samus]] from the center of [[Final Destination]]. | |||
{| class="wikitable" | |||
|- | |||
! '''Gunman''' !! '''Damage dealt''' !! '''Kill Percent''' | |||
|- | |||
| [[File:DHBigHeadGunman.png]] || 4% || 321% | |||
|- | |||
| [[File:DHWhiteGunman.png]] || 4% || 298% | |||
|- | |||
| [[File:DHBlackGunman.png]] || 5% || 300% | |||
|- | |||
| [[File:DHOrangeGunman.png]] || 6% || 238% | |||
|- | |||
| [[File:DHSombreroGunman.png]] || 7% || 203% | |||
|} | |||
==Customization== | ==Customization== |
Revision as of 13:57, November 1, 2014
Wild Gunman | |
---|---|
Wild Gunman being performed in Super Smash Bros. for Nintendo 3DS. | |
User | Duck Hunt |
Universe | Duck Hunt |
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 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; continued damage to them will cause them to fail to fire at all.
Gunman Attributes
Kill percents were tested with Zero Suit Samus from the center of Final Destination.
Gunman | Damage dealt | Kill Percent |
---|---|---|
4% | 321% | |
4% | 298% | |
5% | 300% | |
6% | 238% | |
7% | 203% |
Customization
Customization was added in Super Smash Bros. 4. Wild Gunman has two variations:
- Quick Draw Aces: Shortens the startup lag, but reduces the shot distance of the gunman, as well as reducing the damage inflicted.
- Mega Gunman: The gunmen are considerably larger, and act as a shield. The startup lag is greatly increased, and will only fire if nothing hits them after some time. The shots fired are stronger than the standard variation.
Origin
The gunman that Duck Hunt summons are 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 old western showdown. When the gunman's eyes flashes, 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.