Editing Duck Hunt (SSBU)

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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 are ranked 65th out of 82 on the current [[tier list]], placing them at the end of the C- tier. This is a considerable drop from their 30th out of 54 placement in ''SSB4''.
Duck Hunt is ranked 65th out of 82 on the current [[tier list]], placing them at the end of the C- tier. This is a considerable drop from their 30th out of 54 placement in ''SSB4''.


==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Duck Hunt being the 56th characters to be unlocked.
*Play [[VS. match]]es, with Duck Hunt being the 56th characters to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the last characters unlocked after {{SSBU|Diddy Kong}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Diddy Kong}}.
*Have Duck Hunt join the player's party in [[World of Light]].
*Have Duck Hunt join the player's party in [[World of Light]].
Duck Hunt must then be defeated on {{b|Duck Hunt|stage}} (the [[Ω form]] is used in World of Light).
Duck Hunt must then be defeated on {{b|Duck Hunt|stage}} (the [[Ω form]] is used in World of Light).
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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 their dash attack, a move that is genuinely below average; it has slow startup at frame 10 while also having abysmal KO power, as it is unable to 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.
While the aforementioned moves are simply mediocre, the same cannot be said for their 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 better 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]]''==
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|uthrowdesc=The dog performs a handstand kick. It has low knockback growth, KOing Mario from the top platform of Battlefield around 180%.
|uthrowdesc=The dog performs a handstand kick. It has low knockback growth, KOing Mario from the top platform of Battlefield around 180%.
|dthrowname=Bow-Wow Slam ({{ja|ワンワン叩きつけ|Wanwan Tatakitsuki}})
|dthrowname=Bow-Wow Slam ({{ja|ワンワン叩きつけ|Wanwan Tatakitsuki}})
|dthrowdmg=5% (throw), 4% (collateral)
|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 any of their aerials at mid to high percents. Possesses a collateral hitbox that can only hit bystanders when the opponent hits the ground, which does 4% damage and weak horizontal knockback.
|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 any of their aerials at mid to high percents.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
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===[[Taunt]]s===
===[[Taunt]]s===
*'''Up taunt''': The dog performs a frontal handstand, while the duck balances on one of the hind legs and quacks negatively in response.
*'''Up taunt''': The dog performs a frontal handstand, while the duck balances on one of the hind legs and quacks negatively in response.
*'''Side taunt''': The dog lays on his side and does his infamous laugh, while the duck flies next to him, quacking.
*'''Side taunt''': The dog lays on his side and does his infamous laugh, while the duck flies next to him.
*'''Down taunt''': The dog stands on his back legs and does a dance.
*'''Down taunt''': The dog stands on his back legs and does a dance.
<gallery>
<gallery>
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===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' The dog jumps into a patch of 8-bit grass. He then, along with the duck, pops up from the grass and proceeds to do his signature laugh.
*'''Left:''' The dog jumps into a patch of 8-bit grass. He then, along with the duck, pops up from the grass and proceeds to do his signature laugh.
*'''Up:''' Runs on screen and turns around to kick away a can from ''Hogan's Alley''. He then makes a cartoon running pose.
*'''Up:''' Runs on screen and turns around to kick away a can from ''Hogan's Alley''. He then assumes a pose in which he stands on his left hind leg while raising his right and brings his front legs towards himself.
*'''Right:''' Summons a Wild Gunman to shoot to the left, then another one to shoot to the right. He then continuously holds the pose used to summon them. The Wild Gunmen don't appear in Team Battles.
*'''Right:''' Summons a Wild Gunman to shoot to the left, then another one to shoot to the right. He then continuously holds the pose used to summon them. The Wild Gunmen don't appear in Team Battles.
[[File:DuckHuntVictoryThemeUltimate.ogg|thumb|The jingle that plays before a new game starts in ''Duck Hunt'', slightly sped up. It begins with the original 8-bit rendition, then transitions to a remixed version for the rest of the theme.]]
[[File:DuckHuntVictoryThemeUltimate.ogg|thumb|The jingle that plays before a new game starts in ''Duck Hunt'', slightly sped up. It begins with the original 8-bit rendition, then transitions to a remixed version for the rest of the theme.]]
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===Tier placement and history===
===Tier placement and history===
Initially, 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. However, Duck Hunt's overall perception remained somewhat positive thanks to {{Sm|Raito}}, who achieved a great deal of success throughout the early metgame, including winning the superregional {{Trn|Weds Night Fights x Orange County Spring 2019 2.6}} and placing top 8 at several majors, including 5th at both {{Trn|EVO 2019}} and {{Trn|EVO Japan 2020}}, two of the largest ''Ultimate'' events of all-time.  
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.
 
In spite of this perception, {{Sm|Raito}} achieved a great deal of success with the character, notably placing 5th at one of the most important events in the early metagame, {{Trn|EVO 2019}}. Outside of Raito, the character was largely limited to strong regional results and the occasional top 48 at a major.
 
Since 2020, Raito's success, and as a result, Duck Hunt's relevance in the metagame has gradually declined, with a few notable exceptions. Players like {{Sm|embo_z}} and {{Sm|Jagabata}} have achieved some significant regional results, with {{Sm|Sekai Doggo}}, notably winning the first, and to date only, superregional by a solo Duck Hunt player at {{Trn|Ultra Hard}} and {{Sm|mzk}} placing in the top 8 of the major {{Trn|Maesuma'GRAND WARS}}, marking the first top 8 at a major by a Duck Hunt player since {{Trn|EVO Japan 2020}}, where Raito placed 5th.


Even with this success, Raito's performances remained noticeably more inconsistent when compared to his performances in ''[[Smash 4]]'', and following the early metagame his results gradually became worse. As such, as time went on Duck Hunt's relevance in the metagame also declined despite efforts from dedicated mains at a regional level such as {{Sm|embo_z}}, {{Sm|Sekai Doggo}}, and {{Sm|SkWiirrel}}. A few Duck Hunt players were able to put up impressive performances from time to time, including Sekai Doggo winning {{Trn|Ultra Hard}}, {{Sm|Jagabata}} defeating {{Sm|MuteAce}} at {{Trn|Maesuma TOP 12}}, and {{Sm|mzk}} placing 7th {{Trn|Maesuma'GRAND WARS}}, the latter performance making mzk the only other Duck Hunt player to place top 8 at a major. However, their overall performances still pale in comparison to Raito's peak, and as Duck Hunt's worst flaws --  their mediocre KO potential and below-average ground game -- remained mostly unaddressed, most players agree that the duo were outclassed by other characters of a similar archetype who have more flexibility in parts of their kits that don't revolve around their projectiles. This is reflected in their tier list placements, where the duo were ranked 67th in the C- tier as a low-mid tier character on the first list, then rose slightly to 65th on the second list, albeit remaining in the C- tier.
Duck Hunt's worst flaws remain mostly unaddressed, such as their mediocre KO potential and below-average ground game, the current consensus is that they are lower mid tier characters, ranking 65th on the current tier list, despite the occasional strong result.


=={{SSBU|Classic Mode}}: Dog, Duck, Zapper==
=={{SSBU|Classic Mode}}: Dog, Duck, Zapper==
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*Duck Hunt, {{SSBU|Peach}}, {{SSBU|Zelda}}, {{SSBU|Falco}}, {{SSBU|Olimar}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in spirit battles.
*Duck Hunt, {{SSBU|Peach}}, {{SSBU|Zelda}}, {{SSBU|Falco}}, {{SSBU|Olimar}}, and {{SSBU|Dark Pit}} are the only fighters to appear as allies in spirit battles.
*In European Spanish, European French, German, and Italian, the name tag and voice clip from the [[Announcer]] on the victory screen is slightly different from the one used on the character select screen. Instead, a noticeable translation of "the" is featured ('''el''' Dúo Duck Hunt, '''le''' Duo Duck Hunt, '''das''' Duck Hunt Duo, '''il''' Duo Duck Hunt). This trait is shared with {{SSBU|Wii Fit Trainer}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Ice Climbers}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, and the {{SSBU|Mii Fighter}}s. Additionally, Duck Hunt and {{SSBU|King Dedede}} are the only fighters to have this trait in the European versions, but not in the American version.
*In European Spanish, European French, German, and Italian, the name tag and voice clip from the [[Announcer]] on the victory screen is slightly different from the one used on the character select screen. Instead, a noticeable translation of "the" is featured ('''el''' Dúo Duck Hunt, '''le''' Duo Duck Hunt, '''das''' Duck Hunt Duo, '''il''' Duo Duck Hunt). This trait is shared with {{SSBU|Wii Fit Trainer}}, {{SSBU|Pokémon Trainer}}, {{SSBU|Villager}}, {{SSBU|Ice Climbers}}, {{SSBU|Inkling}}, {{SSBU|Hero}}, and the {{SSBU|Mii Fighter}}s. Additionally, Duck Hunt and {{SSBU|King Dedede}} are the only fighters to have this trait in the European versions, but not in the American version.
*Duck Hunt, the Ice Climbers, {{SSBU|Daisy}}, {{SSBU|Ken}}, {{SSBU|R.O.B.}} and {{SSBU|Cloud}} are the only non-DLC characters who do not appear in more than one spirit battle from their respective home universes. {{SSBU|Dr. Mario}} does not appear in any {{uv|Mario}} universe spirit battles at all. This is not counting Olimar, who appears only in Mockiwi spirit battle as himself, but is fought in other spirit battles with Alph taking his place.
*Duck Hunt, the Ice Climbers, {{SSBU|Daisy}}, {{SSBU|Ken}}, {{SSBU|R.O.B.}} and {{SSBU|Cloud}} are only non-DLC characters who do not appear in more than one spirit battle from their respective home universes. {{SSBU|Dr. Mario}} does not appear in any {{uv|Mario}} universe spirit battles at all. This is not counting Olimar, who appears only in Mockiwi spirit battle as himself, but is fought in other spirit battles with Alph taking his place.
**While the Mii Fighters technically represent the {{uv|Super Smash Bros.}} universe, they appear in most of the Mii-related spirit battles.
**While the Mii Fighters technically represent the {{uv|Super Smash Bros.}} universe, they appear in most of the Mii-related spirit battles.
*If the player is only using VS. matches to unlock characters, like in ''SSB4'', the {{uv|Duck Hunt}} universe is the final one with playable representation to appear. Duck Hunt are the penultimate characters to unlock in ''Super Smash Bros. for Nintendo 3DS'' (with the final being Jigglypuff, whose universe already has unlocked playable representation in Pikachu, Charizard, Lucario, and Greninja), the final characters to unlock in ''Super Smash Bros. for Wii U'', and in ''Ultimate'', all other characters that follow Duck Hunt in the timed encounters are from universes that have already appeared.
*If the player is only using VS. matches to unlock characters, like in ''SSB4'', the {{uv|Duck Hunt}} universe is the final one with playable representation to appear. Duck Hunt are the penultimate characters to unlock in ''Super Smash Bros. for Nintendo 3DS'' (with the final being Jigglypuff, whose universe already has unlocked playable representation in Pikachu, Charizard, Lucario, and Greninja), the final characters to unlock in ''Super Smash Bros. for Wii U'', and in ''Ultimate'', all other characters that follow Duck Hunt in the timed encounters are from universes that have already appeared.
*Unlike in ''SSB4'', the duck does not blink in any animations that the dog does. This is similar to a situation in ''SSB4'' where R.O.B. does not emote in the Wii U version's Versus Mode.
*Unlike in ''SSB4'', the duck does not blink in any animations that the dog does. This is similar to a situation in ''SSB4'' where R.O.B. does not emote in the Wii U version's Versus Mode.
**While it does seems odd that the duck doesn't blink while the dog does, it's actually not an error because ducks in real life do not blink. Instead, their eyes stayed lubricated with their third eyelid, which is called the nictitating membrane.
**However, if Duck Hunt are trapped in a bind pose, the duck can be seen blinking.
**However, if Duck Hunt are trapped in a bind pose, the duck can be seen blinking.
*In almost all of their spirit battles, Duck Hunt is solely representing dog characters. Squawks' battle is the only one where Duck Hunt represents a bird character.
*In almost all of their spirit battles, Duck Hunt is solely representing dog characters. Squawks' battle is the only one where Duck Hunt represents a bird character.

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