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:''This article is about Duck Hunt's appearance in ''Super Smash Bros. 4''. For the characters in other contexts, see [[Duck Hunt]]. For other uses, see [[Duck Hunt (disambiguation)]].'' | :''This article is about Duck Hunt's appearance in ''Super Smash Bros. 4''. For the characters in other contexts, see [[Duck Hunt]]. For other uses, see [[Duck Hunt (disambiguation)]].'' | ||
{{Infobox Character | {{Infobox Character | ||
|name = Duck Hunt | |name = Duck Hunt | ||
|image = [[ | |image = [[Image:Duck Hunt SSB4.png|250px|Duck Hunt]] | ||
| | |universe = {{uv|Duck Hunt}} | ||
| | |game = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = D | |tier = D | ||
|ranking = | |ranking = 37 | ||
}} | }} | ||
:{{cquote| | :{{cquote|Duck Hunt Takes Aim!|cite=Introduction tagline}} | ||
'''Duck Hunt''' ({{ja|ダックハント|Dakku Hanto}}, ''Duck Hunt''), rendered in-game as '''Duckhunt''' in the Japanese version and known as '''Duck Hunt Duo''' in the [[PAL]] version, are playable characters in ''[[Super Smash Bros. 4]]''. | '''Duck Hunt''' ({{ja|ダックハント|Dakku Hanto}}, ''Duck Hunt''), rendered in-game as '''Duckhunt''' in the Japanese version and known as '''Duck Hunt Duo''' in the [[PAL]] version, are playable characters in ''[[Super Smash Bros. 4]]''. Initially [[leak]]ed on August 19th, 2014 as part of the [[ESRB leak]], and then hinted at by [[Masahiro Sakurai]] himself on October 22nd, 2014,<ref>[https://miiverse.nintendo.net/posts/AYMHAAACAABnUYoTUvptDQ Sakurai's post on Miivserse, October 22nd, 2014]</ref> Duck Hunt were formally revealed via a reveal trailer on November 5th, 2014 during a [[Nintendo Direct]] presentation. In addition to their titular game, Duck Hunt reference two other "Light Gun Series" games, ''Hogan's Alley'' and ''Wild Gunmen'', via their [[neutral special move]], [[side special move]], and [[Final Smash]]. | ||
Duck Hunt | Duck Hunt are currently ranked 37th out of 58 on the [[tier list]], placing them in the D tier. Duck Hunt have a very capable zoning game thanks to their three versatile [[projectile]]s, with the remote controllable [[Trick Shot]] being especially useful. Their fast air speed and useful aerial attacks also grant them a decent air game, which in turn syncs well with their projectiles' ability to maintain stage control. Duck Hunt's frame data is also quite good: nearly all of their moves have less than 10 frames of start-up lag and possess very high knockback growth, which makes them generally capable of fighting in close quarters combat when necessary. | ||
Duck Hunt's | However, Duck Hunt's most glaring flaw is their KO potential, as their overall very high knockback growth is offset by their overall low damage output and overall very low base knockback. By extension, their smash attacks are infamously unreliable: despite having multiple hitboxes, respectable overall damage outputs, and the ability to increase their ranges via charging, their initial hitboxes' knockback and launching angles can result in opponents inadvertently evading their concluding hitboxes. | ||
Duck Hunt's endurance is also unimpressive, due to their above average falling speed and them being tied for the third lightest middleweights. By extension, their recovery's overall mediocrity compounds this flaw: although [[Duck Jump]] covers a decent amount of vertical distance and the dog is capable of [[wall jump]]ing, Duck Jump covers a minimal amount of horizontal distance, is slow overall, and offers no protection. | |||
Although Duck Hunt's flaws have resulted in them attaining minimal tournament representation, they have achieved respectable results regardless, thanks to {{Sm|You3}}, {{Sm|Dandy Penguin}}, {{Sm|ImHip}}, {{Sm|Raito}}, {{Sm|Brood}} and Ozone each achieving top 10 placings at regional tournaments. In addition, Dandy Penguin and ImHip have achieved top 10 placings at the national level, while Brood has taken a set a off of {{Sm|ZeRo}}. As a result of Duck Hunt achieving better results in comparison to a number of characters that are considered much better than them, their tier placement is debatable. | |||
Although Duck Hunt's flaws have resulted in them attaining minimal tournament representation, they have | |||
==How to unlock== | ==How to unlock== | ||
==={{for3ds}}=== | ==={{for3ds}}=== | ||
*Play 110 VS Matches. | * Play 110 VS Matches. | ||
*Complete {{SSB4-3DS|Classic Mode}} with 8 characters. | * Complete {{SSB4-3DS|Classic Mode}} with 8 characters. | ||
After completing one of the two methods, Duck Hunt must then be defeated on | After completing one of the two methods, Duck Hunt must then be defeated on [[Battlefield (SSB4)|Battlefield]], even if their [[home stage]] [[Duck Hunt (stage)|of the same name]] is present in the game's system as of update [[List of updates (SSB4-3DS)#1.1.1|1.1.1]]. | ||
==={{forwiiu}}=== | ==={{forwiiu}}=== | ||
*Play 100 VS Matches. | * Play 100 VS Matches. | ||
*KO 1 opponent in [[Cruel mode|Cruel Smash]]. | * KO 1 opponent in [[Cruel mode|Cruel Smash]]. | ||
After completing one of the two methods, Duck Hunt must then be defeated on | After completing one of the two methods, Duck Hunt must then be defeated on [[Duck Hunt (stage)|Duck Hunt]]. | ||
==Attributes== | ==Attributes== | ||
Duck Hunt | As their name in the PAL version suggests, Duck Hunt is not a single entity, but rather a team of characters like the [[Ice Climbers]] in [[Ice Climbers (SSBM)|''Melee'']] and [[Ice Climbers (SSBB)|''Brawl'']], the [[Pokémon Trainer]] in [[Pokémon Trainer (SSBB)|''Brawl'']] and {{SSB4|Rosalina & Luma}} in ''SSB4''. In Duck Hunt's case, the team consists of the dog and a duck from ''{{s|wikipedia|Duck Hunt}}'', as well as an unseen person using the {{s|wikipedia|NES Zapper}}. The dog and duck comprise the majority of the team's moveset, such as using spins, paw swipes, headbutts and pecks. The dog also initiates their neutral special, [[Trick Shot]], and performs their down special, [[Wild Gunman]], while the duck performs their up special, [[Duck Jump]]. Conversely, the unseen person with the Zapper is involved with only five moves: their [[smash attack]]s, the remainder of Trick Shot, and their side special, [[Clay Shooting]]. Duck Hunt's overall mobility is rather average: they are [[Weight|middleweights]] that have above average [[walking]], [[air speed|air]] and [[falling speed]]s, above average [[air acceleration]], and average [[dash]]ing speed, but below average [[gravity]] and [[traction]]. Aside from these general attributes, the dog and duck each possess specific traits: the dog can [[Crawling|crawl]] and [[wall jump]], while the duck has a [[hurtbox]] just like the dog. | ||
Duck Hunt's | |||
Duck Hunt's offensive special moves are oriented at zoning and stage control. Trick Shot is useful for not only playing mindgames, but also helping Duck Hunt with edgeguarding. However, the explosion also damages Duck Hunt, which forces careful spacing between them and the tin can. Clay Shooting's long range makes it useful for luring opponents from a distance, and especially for hindering an opponent's approach. Wild Gunman is best suited for mindgames like Trick Shot, and both moves can synchronize rather well with each other. In addition to this, it has defensive value due to each gunman being able to block attacks, similarly to {{SSB4|Link}} and {{SSB4|Toon Link}}'s {{b|Bomb|Link}}s. Unlike Trick Shot, Wild Gunman has little offensive use, due to its varying damage outputs, unimpressive knockback and each gunman being unable to fire if they are dealt at least 5%. [[Duck Jump]] rounds out Duck Hunt's special moves: while it covers a decent amount of vertical distance and can be controlled horizontally, it cannot be stopped upon being initiated, covers a minimal amount of horizontal distance, and offers no protection. However, the dog's aforementioned ability to wall jump can aid Duck Jump's recovery. | |||
As zoning-oriented characters, Duck Hunt's grounded attacks are a mixed bag, though they still have their uses. Their neutral infinite is perhaps their best grounded attack, due to its hits connecting together well even at high percentages (especially against heavyweights and fast-fallers) and its finisher's very high knockback growth making it useful for damage racking and spacing, respectively. Their up tilt is their only consistent combo starter, as it can chain into itself until almost 30% on middleweights and even higher on heavyweights and fast-fallers depending on their DI, after which it can act as a set-up for a short hopped up aerial. Their down tilt is an excellent way for moving Trick Shot's tin can back into the line of fire, their dash attack has impressive range and decent power, and all of their smash attacks have good ranges and respectable power. | |||
Fittingly enough for a team with a bird, Duck Hunt's air game is perhaps the strongest aspect of their offense after their projectiles, and it typically synchronizes well with their projectiles due to the latter's suitability for stage control. Their neutral aerial comes out fast and functions like a [[sex kick]], making it useful for KOing and edgeguarding when it hits clean. Both their forward and back aerials are useful for edgeguarding, while their up aerial is one of their best KOing options, especially near the upper blast line. Lastly, their down aerial is their most damaging aerial and is able to [[meteor smash]]. | |||
Duck Hunt's endurance is also unremarkable | However, Duck Hunt possess glaring weaknesses. The most notable one is their KO potential: even though almost the entirety of their moveset has very high knockback growth, this is offset by their overall low damage output and overall very low base knockback. To compound this, their smash attacks are inconsistent due to their awkward hitboxes, while their aerials have short ranges and are best suited for edgeguarding. Duck Hunt's endurance is also unremarkable: in addition to their aforementioned above average falling speed, they are tied with {{SSB4|Palutena}} as the third lightest middleweights in the game, and their overall recovery is only mediocre at best. These traits also make Duck Hunt susceptible to rushdowns and combos, although their neutral aerial and Trick Shot can help them ward off these types of pressure. | ||
While it is not as burdensome as their KO potential and recovery, Duck Hunt's grab game is | While it is not as burdensome as their KO potential and recovery, Duck Hunt's grab game is nonetheless a mixed bag. Their grabs' ranges are deceptively good, their pummel is among the most damaging in the game, and their forward and back throws can help them launch an opponent into Trick Shot's trajectory in the event they initially dodged the tin can. Forward throw can also combo into a dash attack beginning at 0%, and then into a dashing, short hopped forward aerial beginning at very low percentages, the latter of which can be performed up to medium percentages. However, their up and down throws are extremely ineffective at KOing and starting combos, respectively, while their pummel's impressive damage output is somewhat counterbalanced by its moderately slow speed. | ||
Duck Hunt possess a few | Duck Hunt possess a few noteworthy [[Character customization|custom moves]]. Zigzag Shot is very unpredictable and travels an impressive distance upward. When the shots are timed correctly, it also gives them another good, albeit gimmicky, KOing option. Super Duck Jump has more start-up lag and grants less horizontal maneuverability, but grants a decently higher vertically distance and has a windbox that makes them more difficult to edgeguard. Their variations of Wild Gunman are the most promising, however: Quick Draw Aces makes Duck Hunt's zoning game more powerful and even more difficult to counter at the cost of covering less distance, whereas Mega Gunman's improved defense and larger hurtbox gives them a way to ward off pressure at the cost of weakening their zoning and stage control games. | ||
Overall, Duck Hunt | Overall, Duck Hunt are very capable at playing mindgames due to their projectiles' virtual unpredictability, and they can be a force to be reckoned with when their strengths are played to the fullest. However, due to heavily relying on their projectiles in order to maintain an offensive presence, they can be very vulnerable to characters that counteract them, such as those capable of [[reflection]] and especially {{SSB4|Rosalina & Luma}}'s [[Gravitational Pull]]. As a result, players must properly synchronize the team's offensive special moves with their capable air game in order to deal precise and varied offensive pressure both on the ground and in the air. | ||
==Update history== | ==Update history== | ||
Duck Hunt have | Duck Hunt have been slightly buffed via game updates. Their neutral aerial's landing lag was decreased in update [[1.0.8]], making it safer and slightly more viable as a KOing option. Hitbox adjustments brought about by update [[1.1.0]] slightly improved their forward smash's KO potential and their neutral attack's utility. Lastly, update 1.1.5 marginally increased the knockback growth of Duck Hunt's smash attacks, which slightly improved their KO potential. | ||
'''{{GameIcon|ssb4}} [[1.0.8]]''' | '''{{GameIcon|ssb4}} [[1.0.8]]''' | ||
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'''{{GameIcon|ssb4}} [[1.1.0]]''' | '''{{GameIcon|ssb4}} [[1.1.0]]''' | ||
*{{buff|Neutral attack improved. Its third hit deals 1% more damage|4%|5%, its third hit's knockback increased: 40 (base)/125 (growth) → 50/130, its third hit's hitbox size increased: 5u → 5.8u, and its third hit's vertical displacement increased: 4.5u → 5.5u.}} | |||
*{{change|Neutral attack's first and second hits have received two hitboxes with differing angles.}} | *{{change|Neutral attack's first and second hits have received two hitboxes with differing angles.}} | ||
*{{nerf|Neutral infinite finisher's hitbox no longer stretches vertically.}} | |||
*{{nerf|Neutral infinite | |||
*{{buff|Forward smash's second and third hits' hitbox sizes increased|4.5u (second)/5.1u (third)|5.2u/7u.}} | *{{buff|Forward smash's second and third hits' hitbox sizes increased|4.5u (second)/5.1u (third)|5.2u/7u.}} | ||
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==Moveset== | ==Moveset== | ||
*Duck Hunt can [[Crawling|crawl]] and [[wall jump]]. | *Duck Hunt can [[Crawling|crawl]] and [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=ssb4 | |game=ssb4 | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=3% | |neutral2dmg=3% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutralinfdmg= | |neutralinfdmg=1% (loop), 3% (last) | ||
|neutraldesc=The dog performs a paw swipe, followed by a headbutt, followed by a | |neutraldesc=The dog performs a paw swipe, followed by a headbutt, followed by a {{s|wikipedia|dropkick}} 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 best moves, thanks to its damage racking potential and its last hits being useful for spacing due to their very high knockback growth. | ||
|ftiltname= | |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 | |ftiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back forward and propel the duck, who attacks with a peck. It can be angled and is decent for spacing. | ||
|utiltname= | |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 | |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 and thrusts its wings upward. It has decent combo potential, as it can combo into itself beginning at 0% and up to 28% on middleweights and 35% on heavyweights, into an up smash, and into a short hopped neutral aerial. Additionally, it can act as a set-up for a short hopped up aerial beginning at medium percentages depending on the opponent's DI, and even KO at very high percentages due to its very high knockback growth. 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= | |dtiltname= | ||
|dtiltdmg=8% | |dtiltdmg=8% | ||
|dtiltdesc=The dog swings his lower back forward to propel the duck, who | |dtiltdesc=The dog swings his lower back forward to propel the duck, who then attacks with a turning peck. Due to being a [[semi-spike]], it is arguably their best move for launching [[Trick Shot]]'s tin can while it is in front of them, especially since it launches the can faster than pressing the special button does. Outside of this, it is decent for [[shield stab]]bing. | ||
|dashname= | |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 | |dashdesc=The dog slides onto his chest and forepaws in order to thrust his lower back forward and propel the duck, who then attacks with a peck. It covers a fair amount of distance and is decent at warding off the opponent. | ||
|fsmashname= | |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 | |fsmashdesc=The dog barks to signal the off-screen hunter to fire the NES Zapper three times in front of the duo while the dog and duck 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 due to their angles and very high knockback growth occasionally launching opponents too early, and thus allowing them to evade the 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. | ||
|usmashname= | |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 | |usmashdesc=The dog looks upward to signal the off-screen hunter to fire the NES Zapper upward three times while the dog and duck comically dodge the shots. Like forward smash, its range increases the longer it is charged, but its first two hits are unreliable due to their angles and very high knockback growth. | ||
|dsmashname= | |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 | |dsmashdesc=The dog looks at the ground to signal the off-screen hunter to fire at both sides while the dog and duck 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 result, Duck Hunt must face away from the edge when attempting to use this move to 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 due to their angles and very high knockback growth. | ||
|nairname= | |nairname= | ||
|nairdmg=11% (clean), 5% (late) | |nairdmg=11% (clean), 5% (late) | ||
|nairdesc=The dog performs | |nairdesc=The dog performs a cartwheel. It functions like a [[sex kick]] and is decent at breaking out of combos or juggles. Its clean hit KOs at 126% while near the edge, making it one of Duck Hunt's very few reliable KOing options. | ||
|fairname= | |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 | |fairdesc=The dog thrusts his lower back forward to propel the duck, who then attacks with a corkscrewing peck. Good for spacing, edgeguarding and aerial follow-ups due to its speed and range. | ||
|bairname= | |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 | |bairdesc=The dog thrusts his lower back backward to propel the duck, who then attacks with a turning peck. The duck's beak is a sweetspot and KOs at 125% while near the edge, making it one of Duck Hunt's very few reliable KOing options. | ||
|uairname= | |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 | |uairdesc=The duck pecks upward three times while carrying the dog in tow. Its last hit has the highest knockback out of Duck Hunt's aerials, making it one of their very few reliable KOing options, especially while near the upper [[blast line]]. Autocancels with a short hop. | ||
|dairname= | |dairname= | ||
|dairdmg=5% (hit 1), 10% (hit 2) | |dairdmg=5% (hit 1), 10% (hit 2) | ||
|dairdesc=The dog somersaults to | |dairdesc=The dog somersaults to propel the duck, who then attacks with a somersaulting peck. Its second hit [[meteor smash]]es airborne opponents. It has an excellent autocancel window, which allows it to autocancel even after fast falling at the peak of their [[double jump]]. However, landing before the second hit comes out results in Duck Hunt enduring very high ending lag, which makes it unsafe to use before landing. | ||
|grabname= | |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= | |pummelname= | ||
|pummeldmg=3% | |pummeldmg=3% | ||
|pummeldesc=The duck performs a headbutt. | |pummeldesc=The duck performs a headbutt. Moderately slow, but one of the most damaging pummels in the game. | ||
|fthrowname= | |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 | |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 at low percentages, and a forward aerial at medium percentages. Additionally, if Trick Shot's tin can is still on-stage, it can be used to throw the opponent into the can's trajectory. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=9% | |bthrowdmg=9% | ||
|bthrowdesc=The dog spins around to throw the opponent. | |bthrowdesc=The dog spins around to throw the opponent. 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= | |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 | |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 will not KO until around 225% due to its low damage output. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=The dog sways his head downward to slam the opponent onto the ground. It | |dthrowdesc=The dog sways his head downward to slam the opponent onto the ground. It can combo into Trick Shot and a forward aerial at low to medium percentages. However, the former is risky due to the explosion also being capable of harming Duck Hunt, whereas the latter requires a hard read. It can also combo into an up aerial at high percentages. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
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|edgename= | |edgename= | ||
|edgedmg=7% | |edgedmg=7% | ||
|edgedesc=The dog climbs up and leans on his chest and forepaws in order to thrust his lower back forward to propel the duck, who | |edgedesc=The dog climbs up and leans on his chest and forepaws in order to thrust his lower back forward to propel the duck, who attacks with a peck. | ||
|nsdefname=Trick Shot | |nsdefname=Trick Shot | ||
|nsdefdmg=8% (explosion), 1.8%-2% (contact | |nsdefdmg=8% (explosion), 1.8%-2% (contact) | ||
|nsdefdesc=The dog kicks away a tin can from the ''Hogan's Alley'' game mode of the same name. The can is explosive and subsequent neutral special button presses alert the player with the Zapper to shoot the can forward | |nsdefdesc=The dog kicks away a tin can from the ''Hogan's Alley'' game mode of the same name. The can is explosive and subsequent neutral special button presses alert the player with the Zapper to shoot the can forward. After enough button presses, the can starts to emit smoke and will then explode. The can is able to be manipulated by the dog and duck's attacks outside of the special button. However, this also applies to the opponent's attacks, while the explosion will also hurt the dog and duck if it hits them. It is Duck Hunt's best edgeguarding option, and KOs at 145% while near the left or right blast lines. | ||
|nsc1name=High-Explosive Shot | |nsc1name=High-Explosive Shot | ||
|nsc1dmg=7%/12% (explosion), 1% (contact) | |nsc1dmg=7%/12% (explosion), 1% (contact) | ||
|nsc1desc=The tin can is kicked only once upon its initial activation. It | |nsc1desc=The tin can is kicked only once upon its initial activation. It has greater distance and speed and can potentially deal more damage than the default version. However, pressing the special button again at any time will make the can explode immediately, making it less suitable for edgeguarding. | ||
|nsc2name=Zigzag Shot | |nsc2name=Zigzag Shot | ||
|nsc2dmg=6% (shot), 6% (explosion), 2% (contact) | |nsc2dmg=6% (shot), 6% (explosion), 2% (contact) | ||
|nsc2desc=The tin can's direction alternates in the air for each special button press. Getting hit by the explosion launches the opponent directly upward, while the tin can's contact hitbox can lead into juggling combos that can potentially KO | |nsc2desc=The tin can's direction alternates in the air for each special button press. Getting hit by the explosion launches the opponent directly upward, while the tin can's contact hitbox can lead into juggling combos that can potentially KO near the upper blast line. However, the explosion deals less damage. | ||
|ssdefname=Clay Shooting | |ssdefname=Clay Shooting | ||
|ssdefdmg=2% (hit 1), 1.8% (hits 2-4), 5% (hit 5) | |ssdefdmg=2% (hit 1), 1.8% (hits 2-4), 5% (hit 5) | ||
|ssdefdesc=The dog throws a clay pigeon, based on the Clay Shooting sub-game (Game C) from ''Duck Hunt''. It has two flight trajectories: a | |ssdefdesc=The dog throws a clay pigeon, based on the Clay Shooting sub-game (Game C) from ''Duck Hunt''. It has two flight trajectories: a slow, higher arc and a faster, straight arc. Moving while performing the move initiates the former, whereas standing still and performing the move initiates the latter. Pressing the special button again causes the off-screen hunter to destroy it with a barrage of shots from the NES Zapper, making it a [[natural combo]]. It is useful for hindering approaches, but can also act as a set-up into a dash attack beginning at 0% and up to medium percentages, or into a forward aerial at high percentages. Although somewhat situational, the clay pigeon can also act as a makeshift landmine by allowing it to land on the ground, and then destroying it to surprise an opponent. | ||
|ssc1name=Rising Clay | |ssc1name=Rising Clay | ||
|ssc1dmg=2%-8% | |ssc1dmg=2%-8% | ||
|ssc1desc=The clay pigeon slowly rises into the air | |ssc1desc=The clay pigeon slowly rises into the air and deals more damage the farther it travels. However, it is thrown slower and cannot be shot at. It retains Clay Shooting's trajectory influence. | ||
|ssc2name=Clay Break | |ssc2name=Clay Break | ||
|ssc2dmg=7% (hit 1), 7% (hit 2), 13% (hit 3) | |ssc2dmg=7% (hit 1), 7% (hit 2), 13% (hit 3) | ||
|ssc2desc=The clay pigeon | |ssc2desc=The clay pigeon is thrown faster and can be shot at three times, with each shot being stronger than the default version's. However, each shot has varying accuracy. It retains Clay Shooting's trajectory influence. | ||
|usdefname=Duck Jump | |usdefname=Duck Jump | ||
|usdefdmg=— | |usdefdmg=— | ||
|usdefdesc=The duck flies upward while carrying the dog before getting tired and falling to the ground. | |usdefdesc=The duck flies upward while carrying the dog before getting tired and falling to the ground. The move cannot be used again if it is interrupted, unless the dog lands on the ground. | ||
|usc1name=Duck Jump Snag | |usc1name=Duck Jump Snag | ||
|usc1dmg=1% (hits 1-6), 2% (hit 7) | |usc1dmg=1% (hits 1-6), 2% (hit 7) | ||
|usc1desc=The dog bites any nearby opponents repeatedly as the duck carries him upward, which can potentially | |usc1desc=The dog bites any nearby opponents repeatedly as the duck carries him upward, which can potentially gimp the opponent. However, it covers much less vertical distance and somewhat less horizontal distance. | ||
|usc2name=Super Duck Jump | |usc2name=Super Duck Jump | ||
|usc2dmg=— | |usc2dmg=— | ||
|usc2desc=Covers more vertical distance | |usc2desc=Covers more vertical distance and also has a strong [[push]] effect upon ascending due to the gust caused by the duck flapping its wings. The dog and duck ascend faster as well, making it less susceptible to being gimped from above. However, it has more start-up lag and grants even less horizontal distance. | ||
|dsdefname=Wild Gunman | |dsdefname=Wild Gunman | ||
|dsdefdmg=4%-7% | |dsdefdmg=4%-7% | ||
|dsdefdesc=The dog summons an 8-bit | |dsdefdesc=The dog summons an 8-bit gunman from ''Wild Gunman''. The gunman will fire his gun after a set amount of time, which is dependent on the gunman that appears, and then disappear in a puff of smoke. The gunman can also block attacks, but if he receives at least 5%, he will fall and thus not fire his gun. Once a gunman falls, Duck Hunt must wait for very briefly before they can summon another one. | ||
|dsc1name=Quick Draw Aces | |dsc1name=Quick Draw Aces | ||
|dsc1dmg=6%-9% | |dsc1dmg=6%-9% | ||
|dsc1desc= | |dsc1desc=Each gunman has less start-up lag, while their shots' damage outputs and base knockback are slightly higher. However, their shots' ranges are shorter and their knockback growth is lower. The gunmen also have much less durability, as they will fall if they receive 1%. | ||
|dsc2name=Mega Gunman | |dsc2name=Mega Gunman | ||
|dsc2dmg=3%-6% | |dsc2dmg=3%-6% | ||
|dsc2desc= | |dsc2desc=Each gunman has much better defensive potential, due to being significantly larger and having much more durability, to the point that they are able to receive 40% before falling. However, their damage outputs are slightly lower, and they will only fire after a considerable delay if nothing hits them. | ||
|fsname=NES Zapper Posse | |fsname=NES Zapper Posse | ||
|fsdmg=45% | |fsdmg=45% | ||
|fsdesc=The dog barks to call in a flock of 8-bit ducks. The flock tackles the opponent, launching them into a Wild West-styled field from ''Wild Gunman''. The opponent is then repeatedly fired at by the gunmen, who are also shooting at the cardboard cutout gangsters and tin cans from ''Hogan's Alley''. It | |fsdesc=The dog barks to call in a flock of 8-bit ducks. The flock tackles the opponent, launching them into a Wild West-styled field from ''Wild Gunman''. The opponent is then repeatedly fired at by the gunmen, who are also shooting at the cardboard cutout gangsters and tin cans from ''Hogan's Alley''. It KOs at 75%. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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|victory-theme=Victory! (Duck Hunt).ogg | |victory-theme=Victory! (Duck Hunt).ogg | ||
|victory-desc=A remix of the jingle that plays before a new game starts in ''Duck Hunt''. It begins with the original 8-bit rendition, then transitions to an orchestral rendition for the rest of its duration. | |victory-desc=A remix of the jingle that plays before a new game starts in ''Duck Hunt''. It begins with the original 8-bit rendition, then transitions to an orchestral rendition for the rest of its duration. | ||
|desc-1=The dog uses [[Wild Gunman]] to the left and then | |desc-1=The dog uses [[Wild Gunman]] to the left and then again to the right, while the duck either {{GameIcon|ssb4-3ds}}looks at the dog or {{GameIcon|ssb4-u}}looks at the Gunman. | ||
|desc-2=The dog [[dash]]es on-screen, turns around to | |desc-2=The dog [[dash]]es on-screen, turns around to use [[Trick Shot]], and then strikes a pose alongside the duck. | ||
|desc-3=The dog leaps into an 8-bit sprite of grass, | |desc-3=The dog leaps into an 8-bit sprite of grass, then rises from the grass while performing his signature laugh as the duck flies out and either {{GameIcon|ssb4-3ds}}looks off into the distance or {{GameIcon|ssb4-u}}looks at the camera. It is almost identical to their on-screen appearance. | ||
|char=DuckHunt}} | |char=DuckHunt}} | ||
==In [[competitive play]]== | ==In [[competitive play]]== | ||
===[[Official Custom Moveset Project]]=== | ===[[Official Custom Moveset Project]]=== | ||
{{OfficialCustomMoves | {{OfficialCustomMoves | ||
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|set10=3323 | |set10=3323 | ||
}} | }} | ||
=== | ===Notable players=== | ||
====Active==== | |||
*{{Sm|Beer|Australia}} - The best Duck Hunt player in Western Australia. The tournament organizer of the Big Win Beer Smash Extravaganza weekly events in Perth. | |||
*{{Sm|Brood|Japan}} - Placed 13th at [[Smash of the Titans 15]], 25th at [[GENESIS 4]], and has achieved several top 10 placings at [[Umebura (disambiguation)|Umebura]] tournaments. He is the seventeenth player to take a set off of {{Sm|ZeRo}}. | |||
*{{Sm|Dandy Penguin|USA}} - Placed 13th at [[Super Smash Con 2015]], 9th at [[Tipped Off 11]], 5th at [[Glitch (tournament)|Glitch]], and 33rd at [[CEO Dreamland]]. | |||
*{{Sm|ImHip|USA}} - Placed 9th at both [[Final Battle]] and [[2GGT: Fatality Saga]], and 5th at both [[2GGT: The False Awakens]] and [[2GGT: Mexico Saga]]. | |||
*{{Sm|Ozone|USA}} - Placed 9th at [[Midwest Mayhem#Midwest Mayhem 7: Mexico Invasion (February 4th, 2017)|Midwest Mayhem 7: Mexico Invasion]] and 17th at [[Midwest Mayhem#Midwest Mayhem 8: North American Tour (April 8th, 2017)|Midwest Mayhem 8: North American Tour]]. He has wins over {{Sm|falln}} and {{Sm|JJROCKETS}}. | |||
*{{Sm|Pawnch|USA}} | |||
*{{Sm|Purner|France}} | |||
*{{Sm|Raito|Japan}} - Placed 7th at [[Umebura 23]], 49th at GENESIS 4, 4th at [[Umebura 26]], and 9th at CEO Dreamland. He has wins over {{Sm|Dyr}} and {{Sm|ANTi}}. | |||
*{{Sm|Tamushika|Japan}} | |||
*{{Sm|You3|Japan}} - Placed 7th at both [[Hyper Sumabato]] and [[Sumabato 6]], 4th at [[Sumabato 11]], 3rd at Smash of the Titans 15, 33rd at GENESIS 4, and 7th at [[Sumabato 15]]. | |||
====Inactive==== | |||
*{{Sm|DunnoBro|USA}} - Placed 9th at Glitch and achieved several top 10 placings at [[Smash @ Xanadu]] tournaments before switching to {{SSB4|Mario}}. | |||
*{{Sm|MVD|USA}} - Placed 17th at Final Battle and 7th at [[Apex 2015]] before switching to {{SSB4|Diddy Kong}}. | |||
===Tier placement and history=== | |||
Duck Hunt's status in the ''SSB4'' metagame has been among the most contentious throughout the game's lifespan. They were initially considered to be among the best characters in the game, largely due to their great set-ups and zoning game offering them amazing stage control. Later, it would become clear their average mobility, smash attacks' awkward hitboxes, handful of KOing options, and over-reliance on set-ups all hindered them in competitive play. As a result, their playerbase in the Western scene declined dramatically, even in light the nerfs to {{SSB4|Diddy Kong}} and {{SSB4|Sheik}}, two of their most challenging matchups. Despite this, Duck Hunt achieved respectable tournament success in Japan thanks to {{Sm|Brood}}, {{Sm|Raito}} and {{Sm|You3}}, who also breathed life into their metagame by employing even smarter set-ups, frame traps and pressure options. Western players that continued to main Duck Hunt, such as {{Sm|Dandy Penguin}} and {{Sm|ImHip}}, would also achieve decent success in tournaments. | |||
These instances of success somewhat improved Duck Hunt's perception, to the point that they were tied with {{SSB4|Little Mac}} for the 42nd/43rd on the first [[tier list]], and then ranked 42nd on the second tier list. However, Brood, You3 and Raito placing 25th, 33rd and 49th respectively at [[GENESIS 4]] significantly improved Duck Hunt's perception. This, in turn, saw them ranked 37th on the third and current tier list, and thus be reassessed as mid-tier characters instead of low-tier characters. Despite this, some players argue that Duck Hunt should be ranked slightly lower, due to their results remaining rather sparse even in light of their notable flashes of success, in a similar vein to {{SSB4|Palutena}}. | |||
==[[List of Super Smash Bros. 4 character trailers#Duck Hunt|Reveal trailer]]== | ==[[List of Super Smash Bros. 4 character trailers#Duck Hunt|Reveal trailer]]== | ||
{{ | <youtube>6t5DetuBMOY</youtube> | ||
==Trophies== | |||
:'''Duck Hunt''' | |||
::{{flag|ntsc}} ''You could call these two the stars of the NES 1985 launch title Duck Hunt. The goofy dog would chase down any ducks hit by the Zapper. In Smash Bros., these two work as a team to fight. When a can or a clay pigeon is in play, hit the button again to fire at it. Show your foes how the ducks felt!'' | |||
::{{flag|pal}} ''Back in 1987, when Duck Hunt came out, these two might not have had the best relationship. That all seems to have changed now, and this unlikely pair are here to fight together. After throwing a can or a clay pigeon, press the button again to have a little helper fire the NES Zapper for extra damage!'' | |||
{{Trophy games|console1=NES|game1=Duck Hunt (10/1985)}} | |||
:'''Duck Hunt (Alt.)''' | |||
::{{flag|ntsc}} ''Duck Jump, an up special, has the charming twosome float up in an adorable fashion. It also makes getting back to the stage much easier. Their side smash can hit up to three times at close range, depending on your shooting skills. By charging up the attack, you can increase the range even further!'' | |||
::{{flag|pal}} ''Duck Jump Duo, an up special, has the charming twosome float up in an adorable fashion. It also makes getting back to the stage much easier. Their side smash can hit up to three times at close range, depending on your shooting skills, and by charging up the attack, you can increase the range even further!'' | |||
{{Trophy games|console1=NES|game1=Duck Hunt (10/1985)}} | |||
:'''NES Zapper Posse''' | |||
::''In this Final Smash, three games from the Light Gun Series team up: Duck Hunt, Hogan's Alley, and Wild Gunman. A flock of ducks fly by, warping anyone they hit to the Wild West. There, a posse of gunmen will use foes for target practice! If the ducks don't hit anyone, though, nothing happens besides some birds passing through.'' | |||
<center> | |||
| | <gallery> | ||
DuckHuntTrophy3DS.png|Classic (3DS) | |||
| | DuckHuntAllStarTrophy3DS.png|Alt. (3DS) | ||
| | DuckHuntTrophyWiiU.png|Classic (Wii U) | ||
| | DuckHuntAltTrophyWiiU.png|Alt. (Wii U) | ||
NESZapperPosseTrophyWiiU.png|[[NES Zapper Posse]] | |||
</gallery> | |||
</center> | |||
==In [[Event Match]]es== | ==In [[Event Match]]es== | ||
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* '''[[Duck Hunt!]]''': Duck Hunt must defeat ten background ducks in a row on {{b|Duck Hunt|stage}} while several {{SSB4|Falco}}s try to interfere. | * '''[[Duck Hunt!]]''': Duck Hunt must defeat ten background ducks in a row on {{b|Duck Hunt|stage}} while several {{SSB4|Falco}}s try to interfere. | ||
* '''[[Guardian of the Jungle]]''': As {{SSB4|Donkey Kong}}, the player must defeat three Duck Hunts. | * '''[[Guardian of the Jungle]]''': As {{SSB4|Donkey Kong}}, the player must defeat three Duck Hunts. | ||
* '''[[New Challengers 1]]''': Duck Hunt are among the opponents fought in this event, alongside {{SSB4|Rosalina & Luma}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Little Mac}}, {{SSB4|Villager}}, {{SSB4|Bowser Jr.}} | * '''[[New Challengers 1]]''': Duck Hunt are among the opponents fought in this event, alongside {{SSB4|Rosalina & Luma}}, {{SSB4|Wii Fit Trainer}}, {{SSB4|Little Mac}}, {{SSB4|Villager}}, {{SSB4|Bowser Jr.}} and {{SSB4|Lucina}}. | ||
===Co-op Events=== | ===Co-op Events=== | ||
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==[[Alternate costume (SSB4)#Duck Hunt|Alternate costumes]]== | ==[[Alternate costume (SSB4)#Duck Hunt|Alternate costumes]]== | ||
{|style="margin:1em auto 1em auto;text-align:center" | {|style="margin:1em auto 1em auto;text-align:center" | ||
|- | |- | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Duck Hunt poster.jpg|''Duck Hunt''-inspired artwork. | |||
SSB4_Newcomer_Introduction_Duck_Hunt.jpg|Duck Hunt's splash art. | |||
Duck Hunt amiibo.png|Duck Hunt's [[amiibo]]. | Duck Hunt amiibo.png|Duck Hunt's [[amiibo]]. | ||
Duck Hunt Duo Teaser Picture.jpg|Duck Hunt's trailer teaser posted on [https://miiverse.nintendo.net/posts/AYMHAAACAABnUYoTUvptDQ Miiverse] by [[Masahiro Sakurai]]. | |||
Duck Hunt Duo Teaser Picture.jpg| | |||
SSB4 - Duck Hunt Screen-1.jpg|On [[Onett]]. | SSB4 - Duck Hunt Screen-1.jpg|On [[Onett]]. | ||
SSB4 - Duck Hunt Screen-2.jpg|Using their side taunt after using [[Wild Gunman]]. | SSB4 - Duck Hunt Screen-2.jpg|Using their side taunt after using [[Wild Gunman]]. | ||
SSB4 - Duck Hunt Screen-3.jpg|Using [[Duck Jump]] alongside {{SSB4|Mega Man}} using [[Rush Coil|Beat]]. | SSB4 - Duck Hunt Screen-3.jpg|Using [[Duck Jump]] alongside {{SSB4|Mega Man}} using [[Rush Coil|Beat]]. | ||
SSB4 - Duck Hunt Screen-4.jpg|Two Duck Hunts alongside {{SSB4|Kirby}} after he [[Inhale (Kirby)|copied]] | SSB4 - Duck Hunt Screen-4.jpg|Two Duck Hunts alongside {{SSB4|Kirby}} after he [[Inhale (Kirby)|copied]] them. | ||
SSB4 - Duck Hunt Screen-5.jpg|Charging a smash attack. | SSB4 - Duck Hunt Screen-5.jpg|Charging a smash attack. | ||
SSB4 - Duck Hunt Screen-6.jpg|Using their up smash. | SSB4 - Duck Hunt Screen-6.jpg|Using their up smash. | ||
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SSB4 - Duck Hunt Screen-8.jpg|Using their up taunt alongside another Duck Hunt. | SSB4 - Duck Hunt Screen-8.jpg|Using their up taunt alongside another Duck Hunt. | ||
SSB4 - Duck Hunt Screen-9.jpg|Their [[on-screen appearance]]. | SSB4 - Duck Hunt Screen-9.jpg|Their [[on-screen appearance]]. | ||
SSB4 - Duck Hunt Screen-10.jpg| | SSB4 - Duck Hunt Screen-10.jpg|[[Floor recovery|Laying prone]] alongside Falco. | ||
SSB4-3DS - Takamaru and Duck Hunt.png|Duck Hunt being attacked by [[Takamaru]]. | SSB4-3DS - Takamaru and Duck Hunt.png|Duck Hunt being attacked by [[Takamaru]]. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
*Duck Hunt make a few references to their home game: | *Duck Hunt make a few references to their home game: | ||
**The dog | **The dog does his signature laugh during their [[on-screen appearance]], side [[taunt]] and one of their [[victory pose]]s. | ||
**The dog's [[ | **The dog's [[Walking|tiptoeing]] animation is almost identical to his animation seen in the beginning of each round of ''Duck Hunt''. | ||
**The dog | **The dog being targeted during their smash attacks is a reference to the fact that players can shoot the dog during a bonus game in ''VS. Duck Hunt''. | ||
**When they are rendered [[helpless]] after using [[Duck Jump]], the sound effect used when a duck falls after being shot in ''Duck Hunt'' is played. | **When they are rendered [[helpless]] after using [[Duck Jump]], the sound effect used when a duck falls after being shot in ''Duck Hunt'' is played. | ||
*The dog is the | *The dog is the third playable canid character after {{SSB4|Fox}} and {{SSBB|Wolf}} and the second quadrupedal character after {{SSBB|Ivysaur}}. The duck is the third playable avian character after {{SSB4|Falco}} and {{SSB4|King Dedede}}. | ||
** | **The dog is also capable of being bipedal, as he stands on his hind legs during their down taunt, losing animation, while swinging the [[Home-Run Bat]] and while carrying a heavy [[item]]. | ||
*Duck Hunt and {{SSB4|Dark Pit}} are the only [[newcomer]]s to not appear in the [[opening movie]]. | *Duck Hunt and {{SSB4|Dark Pit}} are the only [[newcomer]]s to not appear in the [[opening movie]]. Duck Hunt are also the only newcomers to not have footage from their reveal trailer in the movie. | ||
*Duck Hunt, {{SSB4|Pac-Man}} and {{SSB4|Villager}} are the only characters who have | *Duck Hunt, {{SSB4|Pac-Man}}, and {{SSB4|Villager}} are the only characters who have special moves based on another series. | ||
*Duck Hunt are the only | *Duck Hunt are the only unlockable newcomers who are the sole representatives of a new universe. | ||
*Duck Hunt are among the few characters who lack voice clips in [[Sound Test]]. Despite this, the dog barks during some of his attacks, laughs during their side taunt, on-screen appearance and one of their victory poses, yelps during their [[star KO]], and whines if [[NES Zapper Posse]] misses. The duck quacks during their up taunt, while each of the [[Wild Gunman|gunmen]] yell before firing. This could be because they are registered as sound effects rather than voice clips. Because of this, some, if not all, of these sounds can still be heard even if Duck Hunt are [[metal]]. | |||
*Duck Hunt are among the few characters who lack voice clips in [[Sound Test]]. Despite this, the dog barks during some of his attacks | *When the game is slowed down via [[Training]] mode, [[Special Smash]] or the [[Timer]], the number of hits for Duck Hunt's smash attacks will double from three to six if all of the hits connect, which results in their smash attacks dealing twice as much damage. Conversely, the last hit of each of their smash attacks will be more powerful when the game is sped up. These quirks technically make Duck Hunt's smash attacks the most damaging and among the most powerful in the game. | ||
*When the game is slowed down via [[Training]], [[Special Smash]] or the [[Timer]], the number of hits for Duck Hunt's smash attacks will double from three to six if all of | |||
*Duck Hunt are the only characters whose facial expressions change when their trailer's tagline is displayed. | *Duck Hunt are the only characters whose facial expressions change when their trailer's tagline is displayed. | ||
* | *Unlike in {{forwiiu}}, unlocking Duck Hunt in {{for3ds}} does not involve fighting them on [[Duck Hunt (stage)|their home stage of the same name]]. Instead, they are fought on [[Battlefield (SSB4)|Battlefield]] due to their [[home stage]] only being available in the latter version as [[downloadable content]]. Despite this, they are fought on their home stage in Classic Mode in both versions of ''SSB4''. | ||
==External links== | ==External links== | ||
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{{SSB4Characters}} | {{SSB4Characters}} | ||
{{Duck Hunt universe}} | {{Duck Hunt universe}} | ||
[[Category:Duck Hunt (SSB4) | [[Category:Duck Hunt (SSB4)]] | ||
[[Category:Trophies (SSB4-3DS)]] | [[Category:Trophies (SSB4-3DS)]] | ||