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 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. | 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: | [[File:DH All Wild Gunman.png|thumb|center|400px|All five of the wild gunmen.]] | ||
==Instructional quote== | ==Instructional quote== |
Revision as of 21:42, November 22, 2021
Wild Gunman | |
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Wild Gunman being performed in Super Smash Bros. Ultimate. | |
User | Duck Hunt |
Universe | Duck Hunt Wild Gunman |
Wild Gunman (ワイルドガンマン, Wild Gunman) is Duck Hunt's down special move.
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.
Instructional quote
Move List | Calls one of five gunmen who each have a different style. They can be defeated. |
Gunmen
KO percents were tested against Mii Swordfighter at the center of Final Destination in Super Smash Bros. Ultimate.
Gunman | Damage dealt | KO percent | Properties |
---|---|---|---|
8% | 197% | The second slowest gunman. Launches at 50°. | |
8% | 182% | The slowest gunman. However, he has the highest knockback growth, and his range is longer than the others. Launches at 65°. | |
9% | 192% | The second fastest gunman. Launches at 50°. | |
10% | 161% | The fastest gunman. He is the only one that will appear in Home-Run Contest. Launches at 65°. | |
11% | 149% | The third fastest gunman. Deals the highest damage and knockback. 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.
Sticker
Name | Game | Effect | Characters |
---|---|---|---|
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
The Wild Gunman also appears as an Advanced-class primary spirit.
In Adventure Mode: World of Light, the Wild Gunman is presumably one of the countless spirits captured by Galeem during his takeover of the universe. After Galeem's defeat, Dharkon takes control of Galeem's spirits, including the Wild Gunman. The Wild Gunman's spirit is located in the southeastern section of The Dark Realm.
The Wild Gunman uses an army of Duck Hunt puppet fighters and is fought on the Gerudo Valley stage's Ω form. During the battle, Shooting Type items appear and all fighters start off with 300% damage and occasionally become invincible, referencing the gameplay of Wild Gunman where the player must shoot a Gunman first in a game of reaction time.
No. | Image | Name | Type | Class | Slots | Base | Max | Base | Max | Base | Max | Ability | Series |
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975 | Wild Gunman | ★★ | 3 | 1424 | 5699 | 1033 | 4132 | 391 | 1567 | No Effect | Wild Gunman |
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 on the screen, 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.
Gallery
Wild Gunman in Super Smash Bros. for Nintendo 3DS.
Wild Gunman in Super Smash Bros. for Wii U.
Wild Gunman as shown by the Move List in Ultimate.
Names in other languages
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, but never the same two.
- 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.
Duck Hunt universe | |
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Fighter | Duck Hunt (SSB4 · SSBU) |
Stage | Duck Hunt |
Other | Wild Gunmen |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |