Editing Duck Hunt (SSB4)

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|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Scratch ({{ja|ひっかき|Hikkaki}}) / Headbutt ({{ja|頭突き|Zutsuki}}) / Double-Footed Kick ({{ja|両足蹴り|Ryōashi Geri}}) / Woodpecker Rush ({{ja|キツツキラッシュ|Kitsutsuki Rasshu}}) / Duck Finish ({{ja|ダックフィニッシュ|Dakku Finisshu}})
|neutralname= 
|neutral1dmg=2%
|neutral1dmg=2%
|neutral2dmg=3%
|neutral2dmg=3%
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|neutralinfdmg=0.8% (loop), 3% (last)
|neutralinfdmg=0.8% (loop), 3% (last)
|neutraldesc=The dog performs a paw swipe, followed by a headbutt, followed by a double-footed side kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]], a variation of the freeze breakdancing move. If button mashed, the duck pecks repeatedly at alternating angles, and then thrusts its wings and beak forward. It is one of Duck Hunt's most useful moves, thanks to its damage racking and spacing potentials.
|neutraldesc=The dog performs a paw swipe, followed by a headbutt, followed by a double-footed side kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]], a variation of the freeze breakdancing move. If button mashed, the duck pecks repeatedly at alternating angles, and then thrusts its wings and beak forward. It is one of Duck Hunt's most useful moves, thanks to its damage racking and spacing potentials.
|ftiltname=Duck Attack ({{ja|ダックアタック|Dakku Atakku}})
|ftiltname= 
|ftiltdmg=8%
|ftiltdmg=8%
|ftiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It can be angled and is decent for spacing, while its horizontal angle allows it to propel [[Trick Shot]]'s tin can a long distance forward while it is in front of themselves.
|ftiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It can be angled and is decent for spacing, while its horizontal angle allows it to propel [[Trick Shot]]'s tin can a long distance forward while it is in front of themselves.
|utiltname=Feather Attack ({{ja|羽根アタック|Hane Atakku}})
|utiltname= 
|utiltdmg=7%
|utiltdmg=7%
|utiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back upward and propel the duck, who performs an upward headbutt while thrusting its wings upward. It can combo into itself from 0%-28% on middleweights (and up to 35% on heavyweights and fast-fallers); into an up smash and into a short hopped neutral aerial at low percentages; and into a short hopped up aerial at medium percentages. In addition to its combo potential, its very high knockback growth and fairly minimal start-up lag make it Duck Hunt's most consistent KOing option. It KOs middleweights at 157%/149% (''3DS''/''Wii U'') from anywhere on {{SSB4|Final Destination}}. However, it has very minimal horizontal range, which forces Duck Hunt to practically stand next to a grounded opponent in order to land it.
|utiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back upward and propel the duck, who performs an upward headbutt while thrusting its wings upward. It can combo into itself from 0%-28% on middleweights (and up to 35% on heavyweights and fast-fallers); into an up smash and into a short hopped neutral aerial at low percentages; and into a short hopped up aerial at medium percentages. In addition to its combo potential, its very high knockback growth and fairly minimal start-up lag make it Duck Hunt's most consistent KOing option. It KOs middleweights at 157%/149% (''3DS''/''Wii U'') from anywhere on {{SSB4|Final Destination}}. However, it has very minimal horizontal range, which forces Duck Hunt to practically stand next to a grounded opponent in order to land it.
|dtiltname=Duck Leg Sweep ({{ja|ダック足ばらい|Dakku Ashibarai}})
|dtiltname= 
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=The dog swings his lower back forward to propel the duck, who performs a turning peck. Due to being a [[semi-spike]], it is very useful for moving Trick Shot's tin can while it is in front of themselves, especially since it launches the can faster than pressing the special button does. It is also decent for spacing and [[shield stab]]bing. Despite being a semi-spike, its average damage output and below-average knockback growth make it unsuitable for edge-guarding.
|dtiltdesc=The dog swings his lower back forward to propel the duck, who performs a turning peck. Due to being a [[semi-spike]], it is very useful for moving Trick Shot's tin can while it is in front of themselves, especially since it launches the can faster than pressing the special button does. It is also decent for spacing and [[shield stab]]bing. Despite being a semi-spike, its average damage output and below-average knockback growth make it unsuitable for edge-guarding.
|dashname=Dash Thrust ({{ja|ダッシュ突き|Dasshu Tsuki}})
|dashname= 
|dashdmg=10% (clean), 7% (late)
|dashdmg=10% (clean), 7% (late)
|dashdesc=The dog slides onto his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It covers a fair amount of distance and its very high base knockback makes it decent at warding off an opponent. However, it has noticeable ending lag.
|dashdesc=The dog slides onto his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It covers a fair amount of distance and its very high base knockback makes it decent at warding off an opponent. However, it has noticeable ending lag.
|fsmashname=Zapper ({{ja|ザッパー|Zappā}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|4}} (hits 1-2), {{ChargedSmashDmgSSB4|9}} (hit 3), {{ChargedSmashDmgSSB4|17}} (all hits connect)
|fsmashdmg={{ChargedSmashDmgSSB4|4}} (hits 1-2), {{ChargedSmashDmgSSB4|9}} (hit 3), {{ChargedSmashDmgSSB4|17}} (all hits connect)
|fsmashdesc=The dog and duck look forward before the {{s|wikipedia|NES Zapper}} fires three shots in front of them while they comically dodge the shots. It is a semi-spike and the longer it is charged, the larger its range becomes. However, its first two hits are unreliable, as their angles and very high knockback growth can occasionally launch opponents too early, and thus allow them to evade its last hit. As a result, it is preferable to space accordingly in order to simply use the last hit when attempting to score a KO. Its last hit KOs middleweights at 102%/91% (''3DS''/''Wii U'') while near the edge of Final Destination.
|fsmashdesc=The dog and duck look forward before the {{s|wikipedia|NES Zapper}} fires three shots in front of them while they comically dodge the shots. It is a semi-spike and the longer it is charged, the larger its range becomes. However, its first two hits are unreliable, as their angles and very high knockback growth can occasionally launch opponents too early, and thus allow them to evade its last hit. As a result, it is preferable to space accordingly in order to simply use the last hit when attempting to score a KO. Its last hit KOs middleweights at 102%/91% (''3DS''/''Wii U'') while near the edge of Final Destination.
|usmashname=Anti-Air Zapper ({{ja|対空ザッパー|Taikū Zappā}})
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|2.4}} (hit 2), {{ChargedSmashDmgSSB4|10}} (hit 3), {{ChargedSmashDmgSSB4|14.4}} (all hits connect)
|usmashdmg={{ChargedSmashDmgSSB4|2}} (hit 1), {{ChargedSmashDmgSSB4|2.4}} (hit 2), {{ChargedSmashDmgSSB4|10}} (hit 3), {{ChargedSmashDmgSSB4|14.4}} (all hits connect)
|usmashdesc=The dog and duck look upward before the NES Zapper fires three shots upward while they comically dodge the shots. Like forward smash, its range increases the longer it is charged. Although its first two hits are unreliable because of their angles and very high knockback growth, they are slightly more reliable compared to forward smash and down smash's first two hits. Its last hit KOs middleweights at 124%/112% (''3DS''/''Wii U'') from anywhere on Final Destination.
|usmashdesc=The dog and duck look upward before the NES Zapper fires three shots upward while they comically dodge the shots. Like forward smash, its range increases the longer it is charged. Although its first two hits are unreliable because of their angles and very high knockback growth, they are slightly more reliable compared to forward smash and down smash's first two hits. Its last hit KOs middleweights at 124%/112% (''3DS''/''Wii U'') from anywhere on Final Destination.
|dsmashname=Defense Zapper ({{ja|防衛ザッパー|Bōei Zappā}})
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|5}} (hits 1-2), {{ChargedSmashDmgSSB4|6}} (hit 3), {{ChargedSmashDmgSSB4|16}} (all hits connect)
|dsmashdmg={{ChargedSmashDmgSSB4|5}} (hits 1-2), {{ChargedSmashDmgSSB4|6}} (hit 3), {{ChargedSmashDmgSSB4|16}} (all hits connect)
|dsmashdesc=The dog and duck look at the ground before the NES Zapper fires three shots around them while they comically dodge the shots. Its first and last hits are in front of the dog, while the second hit is behind him. Its last hit launches the opponent behind the dog, and as a result, Duck Hunt must face away from the edge when attempting to use this move in order to properly launch the opponent off-stage. Like forward and up smashes, its range increases the longer it is charged, but its first two hits are unreliable because of their angles and very high knockback growth. Its last hit KOs middleweights at 118%/108% (''3DS''/''Wii U'') while near the edge of Final Destination.
|dsmashdesc=The dog and duck look at the ground before the NES Zapper fires three shots around them while they comically dodge the shots. Its first and last hits are in front of the dog, while the second hit is behind him. Its last hit launches the opponent behind the dog, and as a result, Duck Hunt must face away from the edge when attempting to use this move in order to properly launch the opponent off-stage. Like forward and up smashes, its range increases the longer it is charged, but its first two hits are unreliable because of their angles and very high knockback growth. Its last hit KOs middleweights at 118%/108% (''3DS''/''Wii U'') while near the edge of Final Destination.
|nairname=Bow-Wow Wheel ({{ja|ワンワン車輪|Wanwan Sharin}})
|nairname= 
|nairdmg=11% (clean), 5% (late)
|nairdmg=11% (clean), 5% (late)
|nairdesc=The dog performs an {{s|wikipedia|aerial cartwheel}}. It functions like a [[sex kick]] and hits on frame 6, which ties it with up aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. When coupled with its clean hitbox's decent damage output and very high knockback growth, it is one of Duck Hunt's most viable KOing options, and is decent at breaking out of combos and juggles. Its clean hitbox KOs middleweights at 133%/121% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its late hitbox is useful for [[lock]]ing at low percentages, it lacks KO potential.
|nairdesc=The dog performs an {{s|wikipedia|aerial cartwheel}}. It functions like a [[sex kick]] and hits on frame 6, which ties it with up aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. When coupled with its clean hitbox's decent damage output and very high knockback growth, it is one of Duck Hunt's most viable KOing options, and is decent at breaking out of combos and juggles. Its clean hitbox KOs middleweights at 133%/121% (''3DS''/''Wii U'') while near the edge of Final Destination. Although its late hitbox is useful for [[lock]]ing at low percentages, it lacks KO potential.
|fairname=Duck Shoot ({{ja|ダックシュート|Dakku Shūto}})
|fairname= 
|fairdmg=6.5% (duck), 10% (duck's beak), 7.5% (late duck's beak)
|fairdmg=6.5% (duck), 10% (duck's beak), 7.5% (late duck's beak)
|fairdesc=The dog thrusts his lower back forward to propel the duck, who performs a corkscrew peck. It hits on frame 7, which ties it with back aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. It also has the lowest amount of landing lag out of Duck Hunt's aerials. When coupled with its range and the duck's beak functioning as a sweetspot, these traits make it useful for spacing, edge-guarding, and combos. However, its sweetspot's average damage output and knockback growth make it unsuitable for KOing outright.
|fairdesc=The dog thrusts his lower back forward to propel the duck, who performs a corkscrew peck. It hits on frame 7, which ties it with back aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. It also has the lowest amount of landing lag out of Duck Hunt's aerials. When coupled with its range and the duck's beak functioning as a sweetspot, these traits make it useful for spacing, edge-guarding, and combos. However, its sweetspot's average damage output and knockback growth make it unsuitable for KOing outright.
|bairname=Rear Duck Shoot ({{ja|後方ダックシュート|Kōhō Dakku Shūto}})
|bairname= 
|bairdmg=10% (duck), 12% (duck's beak), 10.5% (late duck's beak)
|bairdmg=10% (duck), 12% (duck's beak), 10.5% (late duck's beak)
|bairdesc=The dog thrusts his lower back backward to propel the duck, who performs a turning peck. It hits on frame 7, which ties it with forward aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. Like forward aerial, the duck's beak is a sweetspot, though it is much stronger in comparison, to the point that it actually possesses KO potential. Sweetspotted back aerial KOs middleweights at 133%/126% (''3DS''/''Wii U'') while near the edge of Final Destination. However, its other hitboxes have much lower KO potential, and it has the second highest amount of landing lag out of Duck Hunt's aerials.
|bairdesc=The dog thrusts his lower back backward to propel the duck, who performs a turning peck. It hits on frame 7, which ties it with forward aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. Like forward aerial, the duck's beak is a sweetspot, though it is much stronger in comparison, to the point that it actually possesses KO potential. Sweetspotted back aerial KOs middleweights at 133%/126% (''3DS''/''Wii U'') while near the edge of Final Destination. However, its other hitboxes have much lower KO potential, and it has the second highest amount of landing lag out of Duck Hunt's aerials.
|uairname=Wild Duck ({{ja|暴れダック|Abare Dakku}})
|uairname= 
|uairdmg=3% (hits 1-2), 6% (hit 3)
|uairdmg=3% (hits 1-2), 6% (hit 3)
|uairdesc=The duck pecks upward three times while carrying the dog in tow. It hits on frame 6, which ties it with neutral aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. Its last hit has the highest knockback growth out of Duck Hunt's aerials, which makes it one of Duck Hunt's most viable KOing options. Its last hit KOs middleweights at 117%/105% (''3DS''/''Wii U'') while near the upper [[blast line]] of Final Destination. It also auto-cancels with a short hop.
|uairdesc=The duck pecks upward three times while carrying the dog in tow. It hits on frame 6, which ties it with neutral aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. Its last hit has the highest knockback growth out of Duck Hunt's aerials, which makes it one of Duck Hunt's most viable KOing options. Its last hit KOs middleweights at 117%/105% (''3DS''/''Wii U'') while near the upper [[blast line]] of Final Destination. It also auto-cancels with a short hop.
|dairname=Cooperation Meteor ({{ja|協力メテオ|Kyūryoku Meteo}})
|dairname= 
|dairdmg=5% (hit 1), 10% (hit 2)
|dairdmg=5% (hit 1), 10% (hit 2)
|dairdesc=The dog somersaults to perform a headbutt, followed by the duck immediately performing a somersaulting peck. It has an excellent auto-cancel window, which allows it to auto-cancel even after fast falling at the peak of their [[double jump]]. Its second hit can also [[meteor smash]] airborne opponents. However, landing before the second hit comes out results in Duck Hunt enduring very high landing lag, which makes it unsafe to use before landing.
|dairdesc=The dog somersaults to perform a headbutt, followed by the duck immediately performing a somersaulting peck. It has an excellent auto-cancel window, which allows it to auto-cancel even after fast falling at the peak of their [[double jump]]. Its second hit can also [[meteor smash]] airborne opponents. However, landing before the second hit comes out results in Duck Hunt enduring very high landing lag, which makes it unsafe to use before landing.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname= 
|grabdesc=The dog bites the opponent and holds them with his mouth. Despite their animations, Duck Hunt's grabs have deceptively long ranges, especially their pivot grab.
|grabdesc=The dog bites the opponent and holds them with his mouth. Despite their animations, Duck Hunt's grabs have deceptively long ranges, especially their pivot grab.
|pummelname=Grab Duck Headbutt ({{ja|つかみダック頭突き|Tsukami Dakku Zutsuki}})
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=The duck performs a headbutt. It is one of the most damaging pummels in the game, but is tied with {{SSB4|Mega Man}}'s pummel as the fifth slowest in the game.
|pummeldesc=The duck performs a headbutt. It is one of the most damaging pummels in the game, but is tied with {{SSB4|Mega Man}}'s pummel as the fifth slowest in the game.
|fthrowname=Bow-Wow Throw ({{ja|ワンワン投げ|Wanwan Nage}})
|fthrowname= 
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=The dog rears his head back and sways it forward to throw the opponent. It can combo into a dash attack or Clay Shooting from 0% to very low percentages, and a forward aerial from low to medium percentages. It can also be used to throw an opponent toward Trick Shot's tin can if the tin can is still on-stage.
|fthrowdesc=The dog rears his head back and sways it forward to throw the opponent. It can combo into a dash attack or Clay Shooting from 0% to very low percentages, and a forward aerial from low to medium percentages. It can also be used to throw an opponent toward Trick Shot's tin can if the tin can is still on-stage.
|bthrowname=Back Bow-Wow Throw ({{ja|後ろワンワン投げ|Ushiro Wanwan Nage}})
|bthrowname= 
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw and, like forward throw, it can be used to throw the opponent into the trajectory of Trick Shot's tin can if it is still on-stage.
|bthrowdesc=The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw and, like forward throw, it can be used to throw the opponent into the trajectory of Trick Shot's tin can if it is still on-stage.
|uthrowname=Double-Footed Bow-Wow Throw げ({{ja|両足ワンワン投|Ryuashi Wanwan Nage}})
|uthrowname= 
|uthrowdmg=6%
|uthrowdmg=6%
|uthrowdesc=The dog performs a handstand kick. It can lead into an up aerial at low percentages. Despite having the highest knockback growth out of Duck Hunt's throws, it lacks KO potential because of its low damage output.
|uthrowdesc=The dog performs a handstand kick. It can lead into an up aerial at low percentages. Despite having the highest knockback growth out of Duck Hunt's throws, it lacks KO potential because of its low damage output.
|dthrowname=Bow-Wow Slam ({{ja|ワンワン叩きつけ|Wanwan Tatakitsuki}})
|dthrowname= 
|dthrowdmg=5%
|dthrowdmg=5%
|dthrowdesc=The dog sways his head downward to slam the opponent onto the ground. It is Duck Hunt's least damaging throw, but can function as a set-up into up aerial at high percentages for a potential KO combo. Outside of this, it can combo into Trick Shot and a forward aerial at low to medium percentages. However, these combos are largely ineffective, as the former is risky because of Trick Shot's explosion also being capable of harming Duck Hunt, whereas the latter requires a hard read.
|dthrowdesc=The dog sways his head downward to slam the opponent onto the ground. It is Duck Hunt's least damaging throw, but can function as a set-up into up aerial at high percentages for a potential KO combo. Outside of this, it can combo into Trick Shot and a forward aerial at low to medium percentages. However, these combos are largely ineffective, as the former is risky because of Trick Shot's explosion also being capable of harming Duck Hunt, whereas the latter requires a hard read.

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