Wild Gunman: Difference between revisions
(→Gunmen) Tag: Mobile edit |
(Odd that this wasn't here already. It's mentioned in Smash 4's tips even.) |
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==Overview== | ==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 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. | 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 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. 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. | ||
[[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.]] | ||
Revision as of 22:39, August 2, 2019
Wild Gunman | |
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Wild Gunman being performed in Super Smash Bros. for Wii U. | |
User | Duck Hunt |
Universe | Duck Hunt |
“ | Calls one of five gunmen who each have a different style. They can be defeated. | ” |
—Description from Ultimate's Move List |
Wild Gunman (ワイルドガンマン, Wild Gunman) is Duck Hunt's down special move in Super Smash Bros. 4 and Super Smash Bros. Ultimate.
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 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. 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.
Gunmen
KO percents were tested against Mario while near the edge of Final Destination in Super Smash Bros. for Wii U.
Gunman | Damage dealt | KO percent | Properties |
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4% | 304% | The slowest gunman. Launches at 50°. | |
4% | 309% | The second slowest gunman. However, he has the highest knockback growth, and his range is longer than the others. Launches at 65°. | |
5% | 259% | The second fastest gunman. Launches at 50°. | |
6% | 246% | The fastest gunman. He is the only one that will appear in Home-Run Contest. Launches at 65°. | |
7% | 222% | The third fastest gunman. 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°. |
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 |
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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, 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.
- 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.
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.
Sticker
Name | Game | Effect | Characters |
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Wild Gunman | Wild Gunman | Attack +5 |
Wild Gunman |
Trophy
- 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!
- : Wild Gunman (10/1985)
Spirit
No. | Image | Name | Type | Class | Slot | Ability | Series |
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975 | Wild Gunman | ★★ | 3 | No Effect | Wild Gunman |
Gallery
Wild Gunman in Super Smash Bros. for Nintendo 3DS.
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.