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|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = C- | |tier = C- | ||
|ranking = | |ranking = 67 | ||
}} | }} | ||
'''Duck Hunt''' ({{ja|ダックハント|Dakkuhanto}}, ''Duckhunt''), known in PAL versions as '''Duck Hunt Duo''', are playable fighters in ''[[Super Smash Bros. Ultimate]]''. They were officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|R.O.B.}}, and the rest of the returning roster. Although they are a team, Duck Hunt are collectively classified as [[Fighter number|Fighter #59]]. | '''Duck Hunt''' ({{ja|ダックハント|Dakkuhanto}}, ''Duckhunt''), known in PAL versions as '''Duck Hunt Duo''', and known as '''Duck and Dog''' are playable fighters in ''[[Super Smash Bros. Ultimate]]''. They were officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|R.O.B.}}, and the rest of the returning roster. Although they are a team, Duck Hunt are collectively classified as [[Fighter number|Fighter #59]]. | ||
Duck Hunt retain their realistic dog barks and duck quacks, using a combination of recycled voice clips from ''[[Super Smash Bros. 4]]'' along with additional new ones. | Duck Hunt retain their realistic dog barks and duck quacks, using a combination of recycled voice clips from ''[[Super Smash Bros. 4]]'' along with additional new ones. | ||
Duck Hunt is ranked | Duck Hunt is ranked 67th out of 82 on the current [[tier list]], placing them in the C- tier. This is a slight drop from their 30th out of 54 placement in ''SSB4''. | ||
==How to unlock== | ==How to unlock== | ||
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Duck Hunt are a duo that fight collectively as if they were a single character, much like {{SSBU|Banjo & Kazooie}}. They are lightweights, and specifically weigh as much as {{SSBU|Sonic}}, which places them among the bottom 20 in that category. Duck Hunt also have below-average height, above-average [[walk]]ing/[[dash]]ing speeds (being the 25th and 36th fastest, respectively), a slow [[initial dash]] (tied for the 12th slowest with {{SSBU|Incineroar}}, {{SSBU|Snake}}, {{SSBU|Bowser Jr.}}, and {{SSBU|Ryu}}), low [[traction]] (the 15th lowest), above-average [[air speed]] (tied for the 20th fastest with {{SSBU|Bowser}}, {{SSBU|Sheik}}, {{SSBU|Lucas}}, and {{SSBU|Mega Man}}), average [[air acceleration]] and [[falling speed]], and low [[gravity]] (the 14th lowest). Duck Hunt can also crawl and wall jump. These traits make Duck Hunt a character who, while lacking strong burst movement on the ground due to their slow dash, does a good job at maintaining aerial presence with their air speed and fairly high jumps. Collectively speaking, their overall mobility is average. | Duck Hunt are a duo that fight collectively as if they were a single character, much like {{SSBU|Banjo & Kazooie}}. They are lightweights, and specifically weigh as much as {{SSBU|Sonic}}, which places them among the bottom 20 in that category. Duck Hunt also have below-average height, above-average [[walk]]ing/[[dash]]ing speeds (being the 25th and 36th fastest, respectively), a slow [[initial dash]] (tied for the 12th slowest with {{SSBU|Incineroar}}, {{SSBU|Snake}}, {{SSBU|Bowser Jr.}}, and {{SSBU|Ryu}}), low [[traction]] (the 15th lowest), above-average [[air speed]] (tied for the 20th fastest with {{SSBU|Bowser}}, {{SSBU|Sheik}}, {{SSBU|Lucas}}, and {{SSBU|Mega Man}}), average [[air acceleration]] and [[falling speed]], and low [[gravity]] (the 14th lowest). Duck Hunt can also crawl and wall jump. These traits make Duck Hunt a character who, while lacking strong burst movement on the ground due to their slow dash, does a good job at maintaining aerial presence with their air speed and fairly high jumps. Collectively speaking, their overall mobility is average. | ||
Due to having three unique projectiles for special moves, Duck Hunt excel in zoning and stage control with an emphasis on setups. [[Trick Shot]] generates a tin can that explodes on contact, and the fact that it can be maneuvered by the player with | Due to having three unique projectiles for special moves, Duck Hunt excel in zoning and stage control with an emphasis on setups. [[Trick Shot]] generates a tin can that explodes on contact, and the fact that it can be maneuvered by the player with the press of the special button make it a key component of Duck Hunt's pressure, setups, and stage control. Additionally, the fact that the can is generated on frame 1 gives it utility as a combo breaker. [[Clay Shooting]] involves throwing a clay pigeon that can be detonated with the press of the special button. It not only has use as a zoning tool, but it also functions as Duck Hunt's most potent combo starter, as the fact that they can act out of the move before it detonates allows them to chain the move into itself, aerials, or a combination of the two. [[Wild Gunman]] summons a gunman that shoots from their respective gun after a delay. This further supplements their zoning and setup-centered playstyle, since they can act out of the move before the gunshot. In addition, the gunmen possess their own hurtboxes, giving it occasional use for blocking attacks. | ||
Duck Hunt's air game also has decent utility courtesy of their good air speed. Back aerial is a fast and powerful finisher that comes out at frame 7 and KOs middleweights as early as 120% from the edge of Final Destination, making it even deadlier in the context of [[edgeguarding]]. Neutral aerial also compliments their edgeguarding abilities, as it comes out fast at frame 6 and has lingering hitboxes that make it useful for gimps while the strong hit also functions as a passable KO move, KOing middleweights at 135% from the edge of Final Destination. Finally, up air is a good vertical finisher that starts KOing middleweights at around 135% near the blast zone, plus it comes out fast | Duck Hunt's air game also has decent utility courtesy of their good air speed. Back aerial is a fast and powerful finisher that comes out at frame 7 and KOs middleweights as early as 120% from the edge of Final Destination, making it even deadlier in the context of [[edgeguarding]]. Neutral aerial also compliments their edgeguarding abilities, as it comes out fast at frame 6 and has lingering hitboxes that make it useful for gimps while the strong hit also functions as a passable KO move, KOing middleweights at 135% from the edge of Final Destination. Finally, up air is a good vertical finisher that starts KOing middleweights at around 135% near the blast zone, plus it comes out fast a frame 6 and has a decent amount of active frames. | ||
Unfortunately, Duck Hunt's main weakness is that, outside of some | Unfortunately, Duck Hunt's main weakness is that, outside of some their aerials, the aspects of their kit that don't revolve around their versatile projectiles are rather lackluster. For example, while their aerials are undeniably the best parts of their kit outside of their special moveset, some aren't without their flaws. Although forward aerial is fairly fast at frame 7 and has decent [[range]], it has atrocious KO power; even with the sweetspot, the move doesn't start KOing middleweights until around 180% from the edge of Final Destination, and the fact that the move has sourspots adds a layer of inconsistency to its already poor KO power. In addition, down aerial has some inconsistencies of its own, as while it is a decent spike on paper, the two hits don't always connect into each other. Duck Hunt's endurance also leaves more to be desired due to their low weight and exploitable [[recovery]]; while [[Duck Jump]] covers good horizontal and vertical distance, its unremarkable speed and lack of protection make it prone to edge guards. While their recovery fares better than in ''SSB4'' due to it being able to be canceled into attacks and air dodges, the fact that Duck Hunt can only cancel their recovery 50 frames later still makes it fairly exploitable. | ||
However, the flaws of other aspects of Duck Hunt's kit are most apparent in their ground game, as their grounded normals are mediocre at best and well below average at worst. While their rapid jab is a good damage racking option, neither it nor the standard jab start KOing middleweights until 190%. Forward tilt, while being disjointed and having passable startup at frame 8, lacks range in comparison to other disjoints and doesn't start KOing middleweights until 150%. Up tilt, while in theory being a frame 7 combo starter into neutral and up aerial at low and mid percentages, isn't that consistent in practice due to the fact that its narrow hitbox struggles to hit grounded opponents even at point blank range. Even down tilt, which is among their best grounded moves due to being their fastest grounded poke (at frame 6) and being capable of starting tech chases, suffers from being an even worse disjoint than forward tilt in terms of both range and KO power. | However, the flaws of other aspects of Duck Hunt's kit are most apparent in their ground game, as their grounded normals are mediocre at best and well below average at worst. While their rapid jab is a good damage racking option, neither it nor the standard jab start KOing middleweights until 190%. Forward tilt, while being disjointed and having passable startup at frame 8, lacks range in comparison to other disjoints and doesn't start KOing middleweights until 150%. Up tilt, while in theory being a frame 7 combo starter into neutral and up aerial at low and mid percentages, isn't that consistent in practice due to the fact that its narrow hitbox struggles to hit grounded opponents even at point blank range. Even down tilt, which is among their best grounded moves due to being their fastest grounded poke (at frame 6) and being capable of starting tech chases, suffers from being an even worse disjoint than forward tilt in terms of both range and KO power. | ||
While the aforementioned moves are simply mediocre, the same cannot be said for | While the aforementioned moves are simply mediocre, the same cannot be said for dash attack, a move that is genuinely below average; it has slow startup at frame 10 while also having abysmal KO power, as it can't even KO middleweights past 200%. On top of having slow startup, Duck Hunt's poor initial dash further hinders its use as a burst option, a role that dash attacks are generally meant to fulfill. Duck Hunt's smash attacks don't do their ground game many favors either, as while they have good KO power and are disjointed for utilizing the NES Zapper, their startup is rather subpar and they have awkward hitboxes that prevent all the hits from connecting at times. Their grab game is also a contributor to their less than stellar strength on the ground; their standing and pivot grabs have deceptively good range, but the reward they get from a grab leaves more to be desired due to none of their throws leading to consistent combos or KOing at reasonable percentages. | ||
Overall, Duck Hunt excel at controlling the neutral by simultaneously controlling both the duo and their assortment of projectiles in order to generate setups, frame traps, and pressure whether the opponent is onstage, at ledge, or offstage while their good air mobility and fair share of fast aerials also give them a slight emphasis on offstage edgeguards. In exchange for these strengths, they have a notable lack of flexibility in other aspects of their kit due to their overall average recovery and ground game, meaning they have to be more reliant on crafty use of their projectiles in order to get things going compared to other zoners. | Overall, Duck Hunt excel at controlling the neutral by simultaneously controlling both the duo and their assortment of projectiles in order to generate setups, frame traps, and pressure whether the opponent is onstage, at ledge, or offstage while their good air mobility and fair share of fast aerials also give them a slight emphasis on offstage edgeguards. In exchange for these strengths, they have a notable lack of flexibility in other aspects of their kit due to their overall average recovery and ground game, meaning they have to be more reliant on crafty use of their projectiles in order to get things going compared to other zoners. | ||
Essentially, Duck Hunt are solid characters, yet other characters of a similar archetype simply have more flexibility in parts of their kits that don't revolve around their projectiles. For example, while {{SSBU|Link}} is good at zoning and creating setups with [[Boomerang]] and [[Remote Bomb]], he is considered to be a | Essentially, Duck Hunt are solid characters, yet other characters of a similar archetype simply have more flexibility in parts of their kits that don't revolve around their projectiles. For example, while {{SSBU|Link}} is good at zoning and creating setups with [[Boomerang]] and [[Remote Bomb]], he is considered to be a high tier character because he has notable strengths all across the board, such as a strong out of shield option in the form of [[Spin Attack]], safe and potent aerials in the form of his neutral and forward aerials, and an overall better ground game than Duck Hunt due to the greater reach and power of his disjoints, as well as his more combo-friendly grab game. While it is not entirely certain whether Duck Hunt's strengths outweigh their flaws or vice versa, Duck Hunt are generally considered to be viable. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Duck Hunt | Duck Hunt received a mix of buffs and nerfs in the transition to ''Ultimate'', but have been buffed significantly overall. Duck Hunt's notoriously inconsistent KO potential has been improved in many ways: their infamously unreliable smash attacks now connect much more reliably (though there are rare instances where their final hits may still fail to connect), while their forward tilt is now a situational KO option thanks to its much higher base knockback. | ||
[[Trick Shot]], which was already a powerful, versatile projectile, has been improved in many ways: it KOs earlier, travels further, has less endlag and can now be hit in air, all of which improve its utility. [[Clay Shooting]] has less ending lag and forces opponents to stay in place if they get hit, which make it an excellent combo tool. In addition, it now explodes into shrapnel that deals damage in many directions, increasing its effective range. | |||
[[Duck Jump]] now allows the duo to act out of it after at least 50 frames; when coupled with the reintroduction of directional air dodges, these changes somewhat improve the safety and reliability of their once-risky recovery. Lastly, [[Wild Gunman]] has less ending lag, higher damage outputs and knockback (to the point that the orange and sombrero gunmen boast KO potential at high percents), and the defeated gunmen each maintain a hurtbox that allow Duck Hunt to use them to block incoming attacks. | |||
Duck Hunt also benefit from the universal changes of ''Ultimate''. Their mobility has improved, particularly in regard to their dash/initial dash speeds and their aerials' reduced landing lag. These changes, when coupled with many of Duck Hunt's moves in general having less endlag, somewhat improves their combo game. | |||
However, Duck Hunt have received some nerfs. Their lighter weight further worsens their already poor endurance. Some of their aerials have also been worsened: clean neutral aerial's noticeably lower knockback growth hinders its KO potential, forward aerial has a slightly shorter duration, and down aerial no longer auto-cancels with a short hop. Lastly, Trick Shot has lost some of its set-ups into Clay Shooting, while the latter is harder to destroy and its shrapnel can also damage Duck Hunt. | |||
Overall, the changes to Duck Hunt greatly benefit them, as they are considered to be better than they were in ''SSB4''. These buffs and nerfs, however, also change their playstyle somewhat. When coupled with ''Ultimate''{{'}}s faster engine, the combination of Duck Hunt's lighter weight, improved mobility and generally improved normal moves gives them more a more aggressive playstyle than in ''SSB4''. Despite this, the large retention of their camping game also enables them to use it potently, despite the faster game engine favoring more offensive playstyles. | |||
Initially, Duck Hunt were believed to be considerably worse than in ''SSB4'', to the point that their playerbase was even smaller than it was in ''SSB4''. {{sm|Raito}}, the best Duck Hunt player in the world, most notably held this negative perception of them, and thus resorted to using secondaries, such as {{SSBU|Inkling}}. However, as time went on, Raito started achieving very strong results competitively with them, such as placing 3rd at both {{Trn|Albion 4}} and {{Trn|Umebura Japan Major 2019}}, placing 5th at {{Trn|EVO 2019}}, and taking sets off of notable players including {{sm|Dabuz}}, {{sm|Shuton}}, {{sm|Cosmos}}, and {{sm|Abadango}}. | |||
These commendable results indicate that Duck Hunt have maintained their viability, but have also potentially become even more viable than in ''SSB4''. Along with Raito, other Duck Hunt mains, such as {{sm|Ozone}} and {{sm|Vintendo}}, started achieving respectable results as of late. Although Duck Hunt's playerbase is still small, their impressive results, especially by Raito, indicate that they can be very potent when mastered. | |||
{{SSB4 to SSBU changelist|char=Duck Hunt}} | {{SSB4 to SSBU changelist|char=Duck Hunt}} | ||
==Update history== | ==Update history== | ||
Aside from glitch fixes, Duck Hunt have received a mix of buffs and nerfs from game updates | Aside from glitch fixes, Duck Hunt have received a mix of buffs and nerfs from game updates. | ||
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | ||
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|dairdesc=The dog somersaults to perform a headbutt, followed by the duck immediately performing a somersaulting peck. The second hit can [[meteor smash]] aerial opponents. | |dairdesc=The dog somersaults to perform a headbutt, followed by the duck immediately performing a somersaulting peck. The second hit can [[meteor smash]] aerial opponents. | ||
|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=The dog bites the opponent and holds them with his mouth | |grabdesc=The dog bites the opponent and holds them with his mouth. | ||
|pummelname=Grab Duck Headbutt ({{ja|つかみダック頭突き|Tsukami Dakku Zutsuki}}) | |pummelname=Grab Duck Headbutt ({{ja|つかみダック頭突き|Tsukami Dakku Zutsuki}}) | ||
|pummeldmg=1. | |pummeldmg=1.2% | ||
|pummeldesc=The duck headbutts the opponent | |pummeldesc=The duck headbutts the opponent. | ||
|fthrowname=Bow-Wow Throw ({{ja|ワンワン投げ|Wanwan Nage}}) | |fthrowname=Bow-Wow Throw ({{ja|ワンワン投げ|Wanwan Nage}}) | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
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|fsdmg=5% (flock of ducks), 10% (gunmen's initial shots), 24% (gunmen's final shots), 6% (ending) | |fsdmg=5% (flock of ducks), 10% (gunmen's initial shots), 24% (gunmen's final shots), 6% (ending) | ||
|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''. | |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''. | ||
}} | }} | ||
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Duck Hunt NA Announcer SSB4-SSBU.wav|North American/Japanese/Chinese | Duck Hunt NA Announcer SSB4-SSBU.wav|North American/Japanese/Chinese | ||
Duck Hunt EU Announcer SSB4-SSBU.wav|European | Duck Hunt EU Announcer SSB4-SSBU.wav|European | ||
</gallery> | </gallery> | ||
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*The dog scratches his ear. | *The dog scratches his ear. | ||
<gallery> | <gallery> | ||
SSBUDuckHuntIdle1.gif|Duck Hunt's first idle pose | SSBUDuckHuntIdle1.gif|Duck Hunt's first idle pose | ||
SSBUDuckHuntIdle2.gif|Duck Hunt's second idle pose | SSBUDuckHuntIdle2.gif|Duck Hunt's second idle pose | ||
</gallery> | </gallery> | ||
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|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Duck - Hunt! {{NTSC}} <br> Duck - Hunt Duo! {{PAL}} || Duck Hun - to! || Duo - Duck - Hunt! || Duck! *clap* Hunt! *clap* || Duck - Hunt! {{NTSC | |Duck - Hunt! {{NTSC}} <br> Duck - Hunt Duo! {{PAL}} || Duck Hun - to! || Duo - Duck - Hunt! || Duck! *clap* Hunt! *clap* || Duck - Hunt! {{NTSC}} | ||
|} | |} | ||
</div> | </div> | ||
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|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
|Duck - Hunt - Duo! || Duck - Hunt! Rah - Rah - Rah! {{NTSC}} <br> Duo - Duck - Hunt! Duo - Duck - Hunt! {{PAL}} || | |Duck - Hunt - Duo! || Duck - Hunt! Rah - Rah - Rah! {{NTSC}} <br> Duo - Duck - Hunt! Duo - Duck - Hunt! {{PAL}} || || | ||
|} | |} | ||
</div> | </div> | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
In the early metagame, most players believed Duck Hunt were worse than they were in ''SSB4'' due to ''Ultimate''{{'}}s game mechanics encouraging more aggressive gameplay, which contrasted Duck Hunt's more campy playstyle. Despite this, Duck Hunt's playerbase, most notably {{Sm|Raito}}, showed that their buffs from ''SSB4'' ensured their viability. As a result, Duck Hunt's perception in the community improved, with most people believing that they were as viable as they were in ''SSB4''. | |||
However, Duck Hunt's results have since seen a slow decline, due to their playerbase stagnating and Raito's results declining. When coupled with Duck Hunt's worst flaws remaining mostly unaddressed, such as their mediocre KO potential and below-average ground game, the current consensus is that they are lower mid tier characters. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
''See also:[[:Category:Duck Hunt | ''See also:[[:Category:Duck Hunt professionals (SSBU)]]'' | ||
Duck Hunt' | *{{Sm|ASA|Mexico}} - The best Duck Hunt player in Mexico. Placed 3rd at {{Trn|BIT MASTER MTY Round 4}}, 9th at {{Trn|SKL: Open Primavera 2020}}, 13th at both {{Trn|WeTecThose 9}} and {{Trn|BIT MASTER MTY 3rd IMPACT}}, and 25th at {{Trn|BIT MASTER MTY 8}} with wins over players such as {{Sm|Meme}}, {{Sm|Best Taco}}, and {{Sm|Vizard}}. Currently ranked 45th on the [[Mexican Power Rankings]]. | ||
*{{Sm|Ozone|USA}} - One of the best Duck Hunt players in the United States. Placed 5th at {{Trn|Paradigm Shift}}, 7th at {{Trn|Guardian I}}, 9th at {{Trn|Midwest Arena}}, and 49th at {{Trn|Smash 'N' Splash 5}} with wins over players such as {{Sm|Dark Wizzy}}, {{Sm|Myran}}, and {{Sm|Mr. E}}. Currently ranked 7th on the [[Michigan Power Rankings#Super Smash Bros. Ultimate|Michigan Ultimate Power Rankings]]. | |||
*{{Sm|Raito|Japan}} - The best Duck Hunt player in the world. Placed 3rd at {{Trn|Albion 4}}, {{Trn|Umebura Japan Major 2019}} and {{Trn|Umebura SP 7}}, as well as 5th at both {{Trn|EVO 2019}} and {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|Abadango}}, {{Sm|Dabuz}}, and {{Sm|Shuton}}. Ranked 17th on the [[Fall 2019 PGRU]]. | |||
*{{Sm|Sekai Doggo|Chile}} - The best Duck Hunt player in South America. Placed 1st at {{Trn|Ultra Hard}}, 4th at {{Trn|Royalty 3}}, 7th at {{Trn|Iwanna Torneo Nacional!}}, 9th at {{Trn|Smash Chile - Civil War}}, and 49th at {{Trn|Glitch 8}} with wins over players such as {{Sm|ApolloKage}}, {{Sm|Keen}} and {{Sm|PeW}}. Currently ranked 10th on [[Chilean Power Rankings]]. | |||
*{{Sm|SkWiirrel|Austria}} - Placed 25th at both {{Trn|Temple: Hermès Edition}}, {{Trn|VCA 2021}} and {{Trn|Ultimate WANTED 3}} and 33rd at {{Trn|Albion 4}} and {{Trn|VCA 2019}} with wins over players such as {{Sm|Elexiao}}, {{Sm|Jaka}}, and {{Sm|yetey}}. Currently ranked 3rd on the [[Austrian Power Rankings]]. | |||
*{{Sm|vinnihongo|USA}} - The best Duck Hunt player in [[SoCal]]. Placed 13th at {{Trn|2GG: SoCal Chronicles 2020}}, 25th at {{Trn|EVO 2019}}, and 33rd at {{Trn|2GG: SwitchFest 2019}} with wins over players such as {{Sm|Elegant}}, {{Sm|Kome}}, and {{Sm|Mew2King}}. | |||
*{{Sm|Wisdom|USA}} - One of the best Duck Hunt players in the United States. Placed 5th at {{Trn|Paradigm Shift 2019}}, 7th at {{Trn|Standoff 2019}}, 9th at both {{Trn|Sweet Spot 6}} and {{Trn|Smash Out 2019}}, and 13th at {{Trn|Heartland Showdown 2020}} with wins over players such as {{Sm|Dark Wizzy}}, {{Sm|Fatality}}, and {{Sm|SKITTLES!!}}. Currently ranked 4th on the [[Kansas Power Rankings#Super Smash Bros. Ultimate rankings|Kansas Ultimate Power Rankings]]. | |||
=={{SSBU|Classic Mode}}: Dog, Duck, Zapper== | =={{SSBU|Classic Mode}}: Dog, Duck, Zapper== | ||
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!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{CharHead|Donkey Kong|SSBU|hsize=20px}} and {{CharHead|Diddy Kong|SSBU|hsize=20px}}|| | |1||{{CharHead|Donkey Kong|SSBU|hsize=20px}} and {{CharHead|Diddy Kong|SSBU|hsize=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|Swinger Flinger}}''|| | ||
|- | |- | ||
|2||{{CharHead|Sonic|SSBU|hsize=20px}}||[[Windy Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Wonder World}}''|| | |2||{{CharHead|Sonic|SSBU|hsize=20px}}||[[Windy Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Wonder World}}''|| | ||
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|•The enemy is easily distracted by items | |•The enemy is easily distracted by items | ||
|{{SSBUMusicLink|Other|Monkey Watch}} | |{{SSBUMusicLink|Other|Monkey Watch}} | ||
| | |[https://nintendo.fandom.com/wiki/Baxter Baxter] | ||
|- | |- | ||
|1,255 | |1,255 |