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. The gunmen that can be summoned are: a white-suited short gunman, a white-suited tall gunman, a black-suited gunman, an orange-suited gunman (described in the in-game trophy as the leader), and a sombrero gunman. 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.
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.
In Super Smash Bros. Ultimate, the gunmen have slightly faster startup when firing, and each of them has been buffed to deal more damage, with their damage now varying between 8% to 11%, and each gunman's damage output still varying by 1%. Due to their improved damage output, the gunmen now possess some degree of KO potential, especially the leader and the sombrero gunmen. Additionally, using the move has slightly less ending lag, making it a safer option in the neutral game.
Special Move customization was added in Super Smash Bros. 4. These are the variations:
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's Spirit Battle 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.
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.
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