Super Smash Bros. 4

Wild Gunman: Difference between revisions

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(Customization info was incorrect. New info provided as tested on Sandbag.)
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==Customization==
==Customization==
Customization was added in ''Super Smash Bros. 4''. Wild Gunman has two variations:
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.
#'''Quick Draw Aces''': Shortens the startup lag and slightly increases the damage inflicted, but reduces the shot distance of the gunman.
#'''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.
#'''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 no stronger than the standard variation.


==Origin==
==Origin==

Revision as of 14:17, November 10, 2014

This article is about a special move in Super Smash Bros. 4. For a sticker in Super Smash Bros. Brawl, see here.
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Information may change rapidly as it becomes available. All information in this article must be verifiable.
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 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.

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

Gunman Attributes

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

Gunman Damage dealt Kill Percent
DHBigHeadGunman.png 4% 321%
DHWhiteGunman.png 4% 298%
DHBlackGunman.png 5% 300%
DHOrangeGunman.png 6% 238%
DHSombreroGunman.png 7% 203%

Customization

Customization was added in Super Smash Bros. 4. Wild Gunman has two variations:

  1. Quick Draw Aces: Shortens the startup lag and slightly increases the damage inflicted, but reduces the shot distance of the gunman.
  2. 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 no 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.

Gallery