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Wild Gunman: Difference between revisions

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(Grammar tweaks)
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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%. 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; if they take 6% of damage, they will fail to fire at all.
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 if they take 6% of damage, they will fail to fire at all. However, this allows them to function as a type of shield and thus protect Duck Hunt.
[[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.]]


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{| class="wikitable"
{| class="wikitable"
|-
|-
! '''Gunman''' !! '''Damage dealt''' !! '''Kill Percent''' !! '''Properties'''
! '''Gunman''' !! '''Damage dealt''' !! '''KO percent''' !! '''Properties'''
|-
|-
| [[File:DHBigHeadGunman.png|75px]] || 4% || 321% || Slowest gunman. Has the worst knockback.
| [[File:DHBigHeadGunman.png|75px]] || 4% || 321% || Slowest gunman. Has the worst knockback.
|-
|-
| [[File:DHWhiteGunman.png|75px]] || 4% || 298% || 2nd slowest gunman, has greater range than others.
| [[File:DHWhiteGunman.png|75px]] || 4% || 298% || Second slowest gunman, but has greater range than others.
|-
|-
| [[File:DHBlackGunman.png|75px]] || 5% || 300% || 2nd fastest gunman.
| [[File:DHBlackGunman.png|75px]] || 5% || 300% || Second fastest gunman.
|-
|-
| [[File:DHOrangeGunman.png|75px]] || 6% || 238% || Fastest gunman.
| [[File:DHOrangeGunman.png|75px]] || 6% || 238% || Fastest gunman.
|-
|-
| [[File:DHSombreroGunman.png|75px]] || 7% || 203% || 3rd fastest gunman, has lesser range but has the best knockback. Bullets generates fire when hitting an object or an opponent.
| [[File:DHSombreroGunman.png|75px]] || 7% || 203% || Third fastest gunman and has lesser range, but has the strongest knockback. Bullets generate fire when hitting an object or an opponent.
|}
|}


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{{CustomSet|DuckHunt|Down|name1=Wild Gunman|desc1=Call one of five gunmen who each shoot at different speeds. They can be defeated.|name2=Quick Draw Aces|desc2=Call one of five gunmen. They fire more quickly, but their shots don't travel very far.|name3=Mega Gunman|desc3=Call a bigger but slower gunman with high defense to aid you.}}
{{CustomSet|DuckHunt|Down|name1=Wild Gunman|desc1=Call one of five gunmen who each shoot at different speeds. They can be defeated.|name2=Quick Draw Aces|desc2=Call one of five gunmen. They fire more quickly, but their shots don't travel very far.|name3=Mega Gunman|desc3=Call a bigger but slower gunman with high defense to aid you.}}
#'''Wild Gunman''': Default.
#'''Wild Gunman''': Default.
#'''Quick Draw Aces''': Shortens the startup lag and slightly increases the damage inflicted, but reduces the shot distance of the gunman.
#'''Quick Draw Aces''': Decreases the start-up lag and slightly increases the damage output, but reduces the shot distance of the gunmen.
#'''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.
#'''Mega Gunman''': The gunmen are considerably larger and their ability to act as a shield is improved. The start-up lag is greatly increased and they will only fire if nothing hits them after some time. The shots fired are no stronger than the standard variation.


==Origin==
==Origin==
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== Trivia ==
== Trivia ==
*With the exception of the first Wild Gunman, the sprites of them facing sideways were created for ''SSB4'' as all the other gunmen sidestep in the original game.
*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 ''Smash Bros.'', their roles are reversed.
*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.
*One of Duck Hunt's victory poses has them summoning the gunmen twice. As in gameplay, which gunmen show up is also random.



Revision as of 23:29, October 30, 2015

This article is about a special move in Super Smash Bros. 4. For a sticker in Super Smash Bros. Brawl, see here.
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 (ワイルドガンマン, 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 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 if they take 6% of damage, they will fail to fire at all. However, this allows them to function as a type of shield and thus protect Duck Hunt.

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

Gunmen

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

Gunman Damage dealt KO percent Properties
DHBigHeadGunman.png 4% 321% Slowest gunman. Has the worst knockback.
DHWhiteGunman.png 4% 298% Second slowest gunman, but has greater range than others.
DHBlackGunman.png 5% 300% Second fastest gunman.
DHOrangeGunman.png 6% 238% Fastest gunman.
DHSombreroGunman.png 7% 203% Third fastest gunman and has lesser range, but has the strongest knockback. Bullets generate fire when hitting an object or an opponent.

Customization

Special Move customization was added in Super Smash Bros. 4. These are the known variations:

1. Wild Gunman 2. Quick Draw Aces 3. Mega Gunman
DuckHuntDown1-SSB4.png
DuckHuntDown2-SSB4.png
DuckHuntDown3-SSB4.png
"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."
  1. Wild Gunman: Default.
  2. Quick Draw Aces: Decreases the start-up lag and slightly increases the damage output, but reduces the shot distance of the gunmen.
  3. Mega Gunman: The gunmen are considerably larger and their ability to act as a shield is improved. The start-up lag is greatly increased and they will only fire if nothing hits them after some time. The shots fired are no stronger 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.

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.

Gallery