Editing Duck Hunt (SSBU)
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|ssbgame1 = SSB4 | |ssbgame1 = SSB4 | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
'''Duck Hunt''' ({{ja|ダックハント|Dakkuhanto}}, ''Duckhunt''), known in PAL versions as '''Duck Hunt Duo''', are playable | {{cquote|''This duo excels at long-range attacks, like kicking exploding cans and throwing clay pigeons. For their Final Smash, three games from the Light Gun Series team up: Duck Hunt, Hogan's Alley, and Wild Gunman!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}} | ||
'''Duck Hunt''' ({{ja|ダックハント|Dakkuhanto}}, ''Duckhunt''), known in PAL versions as '''Duck Hunt Duo''', are playable characters in ''[[Super Smash Bros. Ultimate]]''. They were confirmed as playable characters on June 12, 2018. Although they are a team, Duck Hunt are collectively classified as fighter #59. | |||
==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}} | *Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} in his unlock tree, being the last characters unlocked. | ||
*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}} | With the exception of the third method, Duck Hunt must then be defeated on {{b|Duck Hunt|stage}}. | ||
== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Duck Hunt has been given a mix of buffs and nerfs from the transition to ''Ultimate'', but has been noticeably buffed overall. Duck Hunt's notoriously mediocre KO power in ''SSB4'' has been improved in many ways: dash attack, forward- and down tilts all have more knockback, while their infamously unreliable smash attacks now connect more reliably (though the final hit may still fail to connect in some instances) and have more knockback. In addition, [[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, increasing its utility even further. [[Clay Shooting]] also has been improved: It has less endlag and forces opponents to stay in place if they get hit, which makes it an amazing combo tool. Above that, it also explodes into particles that deal damage in many directions, increasing its effective range. In addition, [[Wild Gunman]] also has less endlag, deals more knockback, with orange and sombrero Gunmen being able to KO at realistic percents and the defeated gunmen each maintaining a hurtbox, which gives Duck Hunt a shield from enemy projectiles. | |||
Duck Hunt also benefits from the universal changes of ''Ultimate''. Duck Hunt's mobility is improved, and this coupled with universal 3-frame jumpsquat and reduced landing lag on aerials makes their aerial combat and movement safer. These changes combined with many Duck Hunt's moves in general having less endlag and their reworked up tilt improves their combo game somewhat. In addition, Duck Hunt benefits from the addition of directional air dodges, as they can now act out of [[Duck Jump]], making their previously very unsafe recovery a bit more reliable. | |||
However, Duck Hunt has received some nerfs. Their weight has been decreased, which reduces their already poor survivability. Duck Hunt's up tilt is a more effective combo tool, but its reduced knockback makes it no longer a viable KO option. This does not matter that much though, since it can combo into up air as a kill setup. Some of their aerials have been nerfed, with neutral air dealing less knockback, down air no longer auto-canceling from short hop and forward air having reduced range. Also, their Trick Shot has lost some of its setups into Clay Shooting, the latter is harder to destroy and its particles can hurt Duck Hunt. | |||
Duck Hunt | |||
Duck Hunt's | Overall, the changes to Duck Hunt greatly benefit them as they are considered to be better than they were in Smash 4. These buffs and nerfs however also change their playstyle somewhat. The faster engine of ''Ultimate'', Duck Hunt's reduced weight, as well as their improved mobility and generally improved normals that are stronger and/or safer gives them more an aggressive playstyle than in ''SSB4'', though their camping game also remains very potent, despite the faster game engine that favors more offensive playstyle. Initially Duck Hunt was believed to be way worse than their ''SSB4'' iteration, noted by {{Sm|Raito}} himself, the best Duck Hunt player in the world, which resulted him to use secondaries such as Inkling. This resulted in their playerbase becoming even smaller than it was in ''SSB4''. However, as time went on, Raito started achieving very strong results competitively with the character, placing 3rd at {{Trn|Albion 4}}, 3rd at {{Trn|Umebura Japan Major 2019}}, and 5th at {{Trn|EVO 2019}}, while also taking sets off of notable players including {{sm|Dabuz}}, {{sm|Shuton}}, {{sm|Cosmos}}, and {{sm|Abadango}}. These very potent results indicates that not only Duck Hunt is still viable, but also potentially 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 recent. Although Duck Hunt's playerbase is still small, their impressive results, especially by Raito, indicate that they can be very potent when mastered. | ||
===Aesthetics=== | |||
*{{change|Unlike other [[veteran]]s returning from ''Smash 4'', Duck Hunt's model is of a significantly higher visual quality, with the dog and duck featuring fur and feather detailing respectively. The dog's overall color scheme is more vibrant, better matching its sprite in ''Duck Hunt''; while the duck's color scheme is more subdue, as with the rest of the veterans returning from ''Smash 4''.}} | |||
*{{change|Duck Hunt is significantly more vocal. They have more voice clips during gameplay beyond their [[taunt]]s and [[Star KO]], consisting of bitcrushed realistic dog noises and duck quacks. These voice clips are also now available in the [[Sound Test]].}} | |||
*{{change|The duck no longer blinks during the duo's idle animation and on the results screen.}} | |||
===Attributes=== | |||
*{{buff|Like all characters, Duck Hunt's [[jumpsquat]] animation now takes three frames to complete (down from 4).}} | |||
*{{buff|Duck Hunt [[dash]]es faster (1.63 → 1.793).}} | |||
**{{buff|Duck Hunt's initial dash is faster (1.55 → 1.76), although it is now one of the slower initial dashes relative to the cast.}} | |||
*{{buff|Duck Hunt [[walk]]s faster (1.155 → 1.213).}} | |||
*{{buff|Duck Hunt's [[air speed]] is slightly faster (1.1 → 1.155).}} | |||
*{{change|Duck Hunt is [[weight|lighter]] (91 → 86), now only slightly heavier than {{SSBU|Zelda}}, which reduces their survivability, but also their susceptibility to combos.}} | |||
*{{nerf|[[Spotdodge]] has slightly more endlag (FAF 24 → 25), no longer being the best in the game.}} | |||
*{{nerf|Forward roll has more endlag (FAF 27 → 30).}} | |||
*{{nerf|Back roll has more startup lag (frames 4-15 → 5-16) and endlag (FAF 27 → 35).}} | |||
*{{nerf|Neutral air dodge has more start-up lag (frame 2 → 3), and significantly more endlag (FAF 31 → 50).}} | |||
*{{buff|Neutral air dodge has less landing lag (22 frames → 10).}} | |||
*{{buff|Neutral air dodge has a slightly longer duration (frames 2-25 → 3-27).}} | |||
===Ground Attacks=== | |||
*[[Neutral attack]]: | |||
**{{buff|Neutral attack's animation is faster and the rapid jab and rapid finisher have less startup lag, making them connect more reliably.}} | |||
**{{buff|Neutral attack 2's largest hitbox is bigger (4.2u → 5u).}} | |||
**{{nerf|Neutral attack 3 has a smaller hitbox (5.8u → 5u).}} | |||
**{{nerf|Neutral attack 1 and 2 and neutral infinite deal less damage (2% (first)/3% (second) → 1.5% each, 0.8% → 0.4% (infinite)).}} | |||
**{{change|Neutral attack 1 has its two larger hitboxes replaced with four smaller ones (3u/3u → 1.8u/1.8u/2u/2u).}} | |||
*[[Forward tilt]]: | |||
**{{buff|Forward tilt deals more base knockback (15 → 35).}} | |||
*[[Up tilt]]: | |||
**{{buff|Up tilt has less startup (frame 7 → 6) and ending lag (FAF 34 → 28).}} | |||
**{{nerf|Up tilt is harder to connect on grounded opponents, since characters can no longer run through each other.}} | |||
**{{change|Up tilt deals significantly more base knockback (35 → 95), but has much less knockback scaling (130 → 40), removing its KO potential, but increasing its combo potential.}} | |||
*[[Down tilt]] | |||
**{{buff|Down tilt has less ending lag (FAF 35 → 28).}} | |||
**{{buff|Down tilt sends at a slightly more horizontal angle that is more desirable for edgeguarding (30° → 25°).}} | |||
*[[Forward smash]]: | |||
**{{buff|Forward smash's first and second hits launch at a higher angle (5° → 45°) and deal more set knockback (60 → 66 (hit 1), 60 → 69 (hit 2)), making them connect more reliably.}} | |||
**{{buff|It has larger hitboxes (3.8u → 4.7u (hit 1), 5.2u → 6.9u (hit 2), 7u → 7.8u (hit 3)).}} | |||
*[[Up smash]]: | |||
**{{buff|The first two hits no longer have set knockback (72/60 → 0), and use an autolink angle (140°/150° → 368° (hit 1), 115° → 368° (hit 2)), allowing them to connect more reliably.}} | |||
**{{buff|Up smash's first and second hit deal slightly more damage (2%/2.4% → 2.5% each).}} | |||
**{{buff|Up smash's final hit deals more knockback (40 base/112 scaling → 45/120).}} | |||
*[[Down smash]]: | |||
**{{buff|The first two hits no longer have set knockback (115 → 0), and use an autolink angle (165° → 368°), allowing them to connect more reliably.}} | |||
**{{buff|Down smash's final hit deals more base knockback (32 → 37).}} | |||
{{ | ===Aerial Attacks=== | ||
*{{buff|All aerials have less landing lag (17 frames → 10 (neutral), 15 → 9 (forward), 24 → 14 (back), 18 → 11 (up), 34 → 15 (down)).}} | |||
*[[Neutral aerial]]: | |||
**{{change|Neutral aerial's clean hit has less knockback scaling (100 → 86). This reduces its KO potential, but combined with the landing lag reduction grants it combo potential when landing.}} | |||
*[[Forward aerial]]: | |||
**{{buff|Forward aerial has marginally less ending lag (FAF 46 → 45).}} | |||
**{{buff|Its sweetspot comes out slightly earlier (frame 9 → 8).}} | |||
**{{nerf|It has a slightly shorter duration overall (frames 7-12 → 7-11).}} | |||
*[[Back aerial]]: | |||
**{{buff|Back aerial's sweetspot deals slightly more damage (12% → 12.5%) with no compensation on knockback, causing it to KO slightly earlier.}} | |||
*[[Up aerial]]: | |||
**{{buff|The first hit sends the opponent at a lower angle (145° → 95°), the second hit launches at an autolink angle (145° → 363°), both hits deal more set knockback (40 → 50) and have a reduced hitlag multiplier (1× → 0.5×), allowing them to connect more reliably overall.}} | |||
**{{buff|All hits have larger hitboxes (5.5u → 6u (hits 1-2), 8u → 8.5u (hit 3)) and the second hit and third hit's hitboxes have been moved upward (Y offset: 20u → 21.5u (hits 2), 21u → 22.5u (hit 3)), improving its range overall.}} | |||
**{{nerf|The first hit's hitbox has been moved lower (Y offset: 20u → 18.5u), slightly reducing its range overall.}} | |||
*[[Down aerial]]: | |||
**{{buff|Down aerial has considerably less ending lag (FAF 60 → 50).}} | |||
**{{buff|Both hits have a slightly longer duration (frames 14/20 → 14-15/20-21).}} | |||
**{{nerf|Down aerial [[auto-cancel]]s later (frame 33 → 45), preventing it from doing so in a short hop.}} | |||
== | ===Throws/other attacks=== | ||
*{{buff|Standing [[grab]] and dash grab have less startup lag (stand/dash: frame 8/10 → 6/9)}}. | |||
*{{nerf|All grabs have more ending lag (stand/dash/pivot: FAF 29/36/34 → 36/43/38)}}. | |||
*{{nerf|All grabs have less range (Z2 offset: 11.7u → 11.2u (standing), 13.9u → 12.9u (dash), -19.2u → -18.5u (pivot)).}} | |||
*{{buff|[[Back throw]] has less ending lag (FAF 44 → 40).}} | |||
===Special Moves=== | |||
*[[Trick Shot]]: | |||
**{{change|Trick Shot's can is slower and more floaty, but starts further forward.}} | |||
**{{change|Trick Shot's can travels more distance every time it is shot. This increases its effective range, but also means it will fly over grounded opponents more often.}} | |||
**{{change|Trick Shot's explosion sends the opponent flying in the direction of the side of the can that hit them, instead of sending them the direction Duck Hunt is facing.}} | |||
**{{change|Trick Shot's can has bullet holes appear every time the special button is pressed.}} | |||
**{{change|Trick Shot's can auto explodes more quickly after the eighth shot (76 frames → 60).}} | |||
**{{buff|Trick Shot's can is able to be hit with an attack midair, allowing Duck Hunt to cover more options.}} | |||
**{{buff|Trick Shot's can and its explosion deal more damage (1.8%-2% → 1.6%-4.4% (contact), 8% → 10% (explosion)), without full compensation for knockback on the explosion (110 scaling → 100), improving its KO potential.}} | |||
**{{buff|Trick Shot's can can be shot even when it is about to explode, increasing the amount of time it can be maneuvered.}} | |||
**{{buff|Trick Shot has less ending lag (FAF 46 → 42).}} | |||
**{{nerf|Trick Shot has lost some setups in combination with Clay Shooting.}} | |||
*[[Clay Shooting]]: | |||
**{{change|Shooting Clay Shooting's pigeon with Special Move works differently. Instead of always getting destroyed immediately, it will only be shot once per input made. If it is moving too fast, it will not be destroyed, but it will always be destroyed in one shot if it is moving slowly enough.}} | |||
**{{buff|Clay Shooting has slightly less ending lag (FAF 66 → 64).}} | |||
**{{buff|Clay Shooting forces the opponent to stay in place if they get hit, making it a significantly better combo starter.}} | |||
**{{buff|When Clay Shooting's pigeon is destroyed, debris that deals damage flies in multiple directions.}} <ref>https://www.youtube.com/watch?v=OuedeEtB7FI&feature=youtu.be&t=7177</ref> | |||
***{{nerf|However, these particles will damage Duck Hunt if the pigeon is destroyed by the opponent.}} | |||
***{{nerf|This means a pigeon that missed and was thrown with the smash input takes longer to destroy, reducing its safety.}} | |||
**{{change|Clay Shooting faces the screen more.}} | |||
*[[Duck Jump]]: | |||
**{{buff|After 50 frames, Duck Jump can be cancelled with an attack or [[air dodge]], though Duck Hunt will still be [[helpless]] afterwards.}} | |||
**{{buff|If Duck Hunt gets hit by a [[windbox]] or an attack that deals no knockback (like Fox's laser) after cancelling Duck Jump but before entering helpless state, Duck Jump can be used again. This can be repeated indefinitely.}} <ref>https://www.youtube.com/watch?v=4rfpvvfNsKA</ref> | |||
*[[Wild Gunman]]: | |||
**{{change|The Wild Gunmen's eyes flash before they are about to shoot, instead of flashing immediately after spawning.}} | |||
**{{buff|Wild Gunman has less ending lag (FAF 45 → 42).}} | |||
**{{buff|Each Gunman fires three frames earlier.}} | |||
**{{buff|Each Gunman deals 4% more damage (4%-7% → 8%-11%) with no compensation on knockback, granting them KO potential at high percents, especially the Sombrero Gunman.}} | |||
**{{nerf|When a Gunman is defeated, it will take longer for him to disappear and for another Gunman to be spawned.}} | |||
***{{buff|However, the Gunman's defeated body has a tangible hurtbox, which allows Duck Hunt to use it as a shield from projectile attacks.}} | |||
**{{change|The Wild Gunmen have visual bullet tracers when shooting their guns, allowing players to see how far each gunman will shoot.}} | |||
**{{change|The Gunmen have a soft, CRT-like glow.}} | |||
*[[Final Smash]]: | |||
**{{buff|[[NES Zapper Posse]] has a larger hitbox.}} | |||
**{{nerf|It has altered knockback (60 base/180 scaling → 70/160), dealing less knockback overall and KOing later even at the ledge.}} | |||
==Update History== | |||
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|1.2.0}}''' | ||
*Duck Hunt has been affected in the 1.2.0 update. How exactly it has been changed is unknown. | |||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
{{ | *{{bugfix|Fixed a game crash along with {{SSBU|Mii Swordfighter}} where Wild Gunman and the Mii Swordfighter’s [[Gale Stab]] were used at the same time.}} | ||
*{{change|Corrupt save data occurs along with Mii Swordfighter if they play Century Smash.}} | |||
*{{buff|Trick Shot has less ending lag (FAF 46 → 42).}} | |||
*{{nerf|Clay Shooting has more ending lag (FAF 60 → 64).}} | |||
*{{nerf|Clay Shooting causes less hitlag.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.0.0}}''' | ||
{{ | *{{nerf|Trick Shot deals less shield damage.}} | ||
**{{buff|However, this also makes it safer for Duck Hunt to shield the can himself (after the opponent hits it back for example).}} | |||
*{{buff|Because perfecting shielding projectiles has less ending lag, Duck Hunt can act before the opponent if he perfect shields a can from Trick Shot that his opponent shields. This allows him to start a variety of combos.}} <ref>https://twitter.com/pyro_magic/status/1118796305361330176</ref> | |||
*{{nerf|Clay Shooting deals less shield damage.}} | |||
*{{buff|The shots from Wild Gunman will no longer sometimes go through opponents.}} | |||
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|3.1.0}}''' | ||
{{ | *{{buff|Up aerial's hits connect more reliably.}} | ||
==Moveset== | ==Moveset== | ||
*Duck Hunt can [[Crawling|crawl]] and [[wall jump]]. | *Duck Hunt can [[Crawling|crawl]] and [[wall jump]]. | ||
{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=1.5% | |neutral1dmg=1.5% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
|neutral3dmg=5% | |neutral3dmg=5% | ||
|neutralinfdmg=0.4% (loop), 3% ( | |neutralinfdmg=0.4% (loop), 3% (final hit) | ||
|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 double-footed side kick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]] (a variation of the freeze breakdancing move). If button mashed, the duck pecks repeatedly at alternating angles, and then thrusts its wings and beak forward. | ||
|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 performs a peck. It can be angled and is decent for spacing, while its horizontal angle allows it to propel [[Trick Shot]]'s tin can a long | |ftiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It can be angled and is decent for spacing, while its horizontal angle allows it to propel [[Trick Shot]]'s tin can a long distance forward while it is in front of themselves. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=7% | |utiltdmg=7% | ||
|utiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back upward and propel the duck, who performs an upward headbutt while thrusting its wings upward | |utiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back upward and propel the duck, who performs an upward headbutt while thrusting its wings upward. | ||
|dtiltname= | |dtiltname= | ||
|dtiltdmg=8% | |dtiltdmg=8% | ||
|dtiltdesc=The dog swings his lower back forward to propel the duck, who performs a turning peck | |dtiltdesc=The dog swings his lower back forward to propel the duck, who performs a turning peck. | ||
|dashname= | |dashname= | ||
|dashdmg=10% (clean), 7% (late) | |dashdmg=10% (clean), 7% (late) | ||
|dashdesc=The dog slides | |dashdesc=The dog slides onto his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It covers a fair amount of distance and its very high base knockback makes it decent at warding off an opponent. However, it has noticeable ending lag. The late hit knocks opponent over and behind Duck Hunt. | ||
|fsmashname=Zapper | |fsmashname=Zapper | ||
|fsmashdmg={{ChargedSmashDmgSSBU|4}} (hits 1 and 2), {{ChargedSmashDmgSSBU|9}} (hit 3) | |fsmashdmg={{ChargedSmashDmgSSBU|4}} (hits 1 and 2), {{ChargedSmashDmgSSBU|9}} (hit 3) | ||
|fsmashdesc=The dog and duck look forward before the {{s|wikipedia|NES Zapper}} fires three shots in front of them while they comically | |fsmashdesc=The dog and duck look forward before the {{s|wikipedia|NES Zapper}} fires three shots in front of them while they comically dodge the shots. It is a semi-spike and the longer it is charged, the larger its range becomes. However, its first two hits are unreliable, as their angles and very high knockback growth can occasionally launch opponents too early, and thus allow them to evade its last hit. This move can be angled. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|10}} (hit 3) | |usmashdmg={{ChargedSmashDmgSSBU|2.5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|10}} (hit 3) | ||
|usmashdesc=The dog and duck look upward before the NES Zapper fires three shots | |usmashdesc=The dog and duck look upward before the NES Zapper fires three shots upward while they comically dodge the shots. Like forward smash, its range increases the longer it is charged. Although its first two hits are unreliable because of their angles and very high knockback growth, they are slightly more reliable compared to forward smash and down smash's first two hits. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3) | |dsmashdmg={{ChargedSmashDmgSSBU|5}} (hits 1 and 2), {{ChargedSmashDmgSSBU|6}} (hit 3) | ||
|dsmashdesc=The dog and duck look at the ground before the NES Zapper fires three shots around them while they comically dodge the shots | |dsmashdesc=The dog and duck look at the ground before the NES Zapper fires three shots around them while they comically dodge the shots. Its first and last hits are in front of the dog, while the second hit is behind him. Its last hit launches the opponent behind the dog, and as a result, Duck Hunt must face away from the edge when attempting to use this move in order to properly launch the opponent off-stage. Like forward and up smashes, its range increases the longer it is charged, but its first two hits are unreliable because of their angles and very high knockback growth. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|5}} (late) | |nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|5}} (late) | ||
|nairdesc=The dog performs an {{s|wikipedia|aerial cartwheel}} | |nairdesc=The dog performs an {{s|wikipedia|aerial cartwheel}}, which functions like a [[sex kick]]. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|6.5}} (duck), {{ShortHopDmgSSBU|10}} (duck's beak, clean), {{ShortHopDmgSSBU|7.5}} (duck's beak, late) | |fairdmg={{ShortHopDmgSSBU|6.5}} (duck), {{ShortHopDmgSSBU|10}} (duck's beak, clean), {{ShortHopDmgSSBU|7.5}} (duck's beak, late) | ||
|fairdesc=The dog thrusts his lower back forward to propel the duck, who performs a corkscrew peck | |fairdesc=The dog thrusts his lower back forward to propel the duck, who performs a corkscrew peck. | ||
|bairname= | |bairname= | ||
|bairdmg=10% (duck), 12.5% (duck's beak) | |bairdmg=10% (duck), 12.5% (duck's beak) | ||
|bairdesc=The dog thrusts his lower back backward to propel the duck, who performs a turning peck | |bairdesc=The dog thrusts his lower back backward to propel the duck, who performs a turning peck. | ||
|uairname=Wild Duck | |uairname=Wild Duck | ||
|uairdmg={{ShortHopDmgSSBU|3}} (hits 1 and 2), {{ShortHopDmgSSBU|6}} (hit 3) | |uairdmg={{ShortHopDmgSSBU|3}} (hits 1 and 2), {{ShortHopDmgSSBU|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. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2) | |dairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2) | ||
|dairdesc=The dog somersaults to | |dairdesc=The dog somersaults to propel the duck, who performs a somersaulting peck. The second hit can also [[meteor smash]] opponents, whether on the ground or in midair. | ||
|grabname= | |grabname= | ||
|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= | |pummelname= | ||
|pummeldmg=1. | |pummeldmg=1.2% | ||
|pummeldesc=The duck headbutts the opponent | |pummeldesc=The duck headbutts the opponent. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=8% | |fthrowdmg=8% | ||
|fthrowdesc=The dog rears his head back and sways it forward to throw the opponent | |fthrowdesc=The dog rears his head back and sways it forward to throw the opponent. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=9% | |bthrowdmg=9% | ||
|bthrowdesc=The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw | |bthrowdesc=The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=6% | |uthrowdmg=6% | ||
|uthrowdesc=The dog performs a handstand kick | |uthrowdesc=The dog performs a handstand kick. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=5% | |dthrowdmg=5% | ||
|dthrowdesc=The dog sways his head downward to slam the opponent onto the ground. It is Duck Hunt's least damaging throw, but can function as a set-up into any of | |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 his aerials at mid to high percents. | ||
|floorfname= | |floorfname= | ||
|floorfdmg=7% | |floorfdmg=7% | ||
Line 164: | Line 235: | ||
|nsname=Trick Shot | |nsname=Trick Shot | ||
|nsdmg=10% (explosion), 1.8% (shots), 1.8%-4.4% (contact) | |nsdmg=10% (explosion), 1.8% (shots), 1.8%-4.4% (contact) | ||
|nsdesc=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 | |nsdesc=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 9 button presses, the can starts to emit smoke and will then explode. The can is also capable of being manipulated by the dog and duck's attacks, with its tilt attacks being especially useful in this regard. However, this also applies to the opponent's attacks. The explosion can also damage Duck Hunt. Overall, it is Duck Hunt's most versatile projectile, and their most useful edge-guarding option. Although its explosion has very high knockback growth, it lacks KO potential out of edge-guarding because of its average damage output and low base knockback. | ||
|ssname=Clay Shooting | |ssname=Clay Shooting | ||
|ssdmg=2% (clay pigeon), 1.8% (shot 1), 2.5% (shots 2-4) 3% (shot 5) | |ssdmg=2% (clay pigeon), 1.8% (shot 1), 2.5% (shots 2 - 4) 3% (shot 5) | ||
|ssdesc=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 | |ssdesc=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 5 quick 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 from 0% 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. Alternatively, Duck Hunt can attack the pigeon, causing it to explode into fragments that will damage nearby opponents. However, opponents can attack the pigeon as well, which will damage Duck Hunt. | ||
|usname=Duck Jump | |usname=Duck Jump | ||
|usdmg=— | |usdmg=— | ||
|usdesc=The duck flies upward while carrying the dog before getting tired and falling to the ground. It is maneuverable and covers a decent amount of vertical and horizontal distance depending on how it is maneuvered. After a short while, Duck Hunt can interrupt the move with an attack or an air dodge, but doing so will | |usdesc=The duck flies upward while carrying the dog before getting tired and falling to the ground. It is maneuverable, and covers a decent amount of vertical and horizontal distance depending on how it is maneuvered. After a short while, Duck Hunt can interrupt the move with an attack or an air dodge, but doing so will put him in helpless state. | ||
|dsname=Wild Gunman | |dsname=Wild Gunman | ||
|dsdmg=8 | |dsdmg=8-11% | ||
|dsdesc=The dog summons an 8-bit version of one of the five gunmen from ''Wild Gunman''. Each gunman will fire their gun after a set amount of time and then disappear in a puff of smoke. Each gunman's firing time, damage output, knockback growth | |dsdesc=The dog summons an 8-bit version of one of the five gunmen from ''Wild Gunman''. Each gunman will fire their gun after a set amount of time and then disappear in a puff of smoke. Each gunman's firing time, damage output, knockback growth and launching angle varies. The gunmen can also block attacks, but if any of them receive at least 5%, they will fall and not fire their guns. Once a gunman falls, Duck Hunt must wait for very briefly before they can summon another one. | ||
|fsname=NES Zapper Posse | |fsname=NES Zapper Posse | ||
|fsdmg= | |fsdmg=45% (entire move) | ||
|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''. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
The dog leaps into an 8-bit sprite of grass with the duck on his back before they both rise from the grass while the dog performs his signature laugh. The grass then disappears in a puff of smoke. | |||
===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up taunt''': The dog performs a frontal | *'''Up taunt''': The dog performs a frontal hand stand, while the duck negatively responds to him. | ||
*'''Side taunt''': The dog lays on his side and does his infamous laugh, while the duck flies next to him | *'''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> | ||
Line 232: | Line 266: | ||
*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> | ||
===[[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 | *'''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.]] | ||
Line 284: | Line 281: | ||
</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''Any number following the Smasher name indicates placement on the [[Spring 2019 PGRU]], which recognizes the official top 50 players in the world in [[Super Smash Bros. Ultimate]] from February 1st, 2019 to July 7th, 2019.'' | |||
*{{Sm|Ozone|USA}} - The best Duck Hunt player in the Midwest. Placed 9th at {{Trn|Midwest Arena}} and 49th at {{Trn|Smash 'N' Splash 5}}. Ranked 7th on the [[Michigan Power Rankings#Super Smash Bros. Ultimate|Michigan Ultimate Power Rankings]]. | |||
*{{Sm|Raito|Japan}} (#20) - The best Duck Hunt player in the world. Placed 5th at {{Trn|EVO 2019}}, 17th at {{Trn|Umebura SP 2}}, 9th at {{Trn|Umebura SP 3}}, 2nd at {{Trn|Come to Papa 3}}, and 3rd at {{Trn|Umebura Japan Major 2019}}. Has wins over {{Sm|Cosmos}}, {{Sm|Dabuz}}, and {{Sm|Abadango}}. | |||
*{{Sm|Vintendo|USA}} - The best Duck Hunt player in [[SoCal]]. Placed 25th at {{Trn|EVO 2019}}. Has wins over {{Sm|Elegant}}, {{Sm|Kome}}, and {{Sm|Mew2King}}. | |||
*{{Sm|Wisdom|USA}} - Notable Duck Hunt player from the Midwest who has placed 5th at {{Trn|Paradigm Shift 2019}} and 65th at {{Trn|Frostbite 2019}}, with a win over {{Sm|Dark Wizzy}}. | |||
=={{SSBU|Classic Mode}}: Dog, Duck, Zapper== | =={{SSBU|Classic Mode}}: Dog, Duck, Zapper== | ||
[[File:SSBU Congratulations Duck Hunt.png|thumb|Duck Hunt's congratulations screen.]] | [[File:SSBU Congratulations Duck Hunt.png|thumb|Duck Hunt's congratulations screen.]] | ||
Duck Hunt's opponents are animals | Duck Hunt's opponents are all animals or {{SSBU|Mii Fighter}}s with animal costumes. Due to it being an animal, Duck Hunt fights [[Rathalos]] as the boss of their route. | ||
{|class="wikitable" style="text-align:center" | {|class="wikitable sortable" style="text-align:center" | ||
!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{ | |1||{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20px}} and {{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px}}||{{SSB|Kongo Jungle}}||''{{SSBUMusicLink|Donkey Kong|Swinger Flinger}}''|| | ||
|- | |- | ||
|2||{{ | |2||{{SSBU|Sonic}} {{Head|Sonic|g=SSBU|s=20px}}||[[Windy Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Wonder World}}''|| | ||
|- | |- | ||
|3||{{ | |3||{{SSBU|Fox}} {{Head|Fox|g=SSBU|s=20px}}, {{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px}}, and {{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px}}||[[Garden of Hope]]||''{{SSBUMusicLink|Pikmin|Garden of Hope}}''|| | ||
|- | |- | ||
|4||Giant {{ | |4||Giant {{SSBU|King K. Rool}} {{Head|King K. Rool|g=SSBU|s=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Snakey Chantey}}''|| | ||
|- | |- | ||
|5||{{ | |5||{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (x2), {{SSBU|Mii Gunner}} {{Head|Mii Gunner|g=SSBU|s=20px}} (x2) and {{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}}||[[Green Greens]]||''{{SSBUMusicLink|Kirby|Floral Fields}}''||Horde Battle. | ||
*Mii Brawler costume combinations: Cat Hat and Cat Suit (x2) | *{{SSBU|Mii Brawler}} costume combinations: Cat Hat and Cat Suit (x2) | ||
*Mii Gunner costumes: Bear Hat and Bear Suit (x2) | *{{SSBU|Mii Gunner}} costumes: Bear Hat and Bear Suit (x2) | ||
*Mii Swordfighter costumes: Monkey Hat and Monkey Suit | *{{SSBU|Mii Swordfighter}} costumes: Monkey Hat and Monkey Suit | ||
|- | |- | ||
|6||{{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Blue}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Brown}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=White}}{{ | |6||Duck Hunt (x6) {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Blue}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Brown}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=White}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}||[[Living Room]]||''{{SSBUMusicLink|Nintendo|Duck Hunt Medley (for 3DS / Wii U)}}''|| | ||
|- | |- | ||
|colspan="5"|[[Bonus Stage]] | |colspan="5"|[[Bonus Stage]] | ||
|- | |- | ||
|Final||[[Rathalos]]|| | |Final||[[Rathalos]]||Forest Hill||''{{SSBUMusicLink|Nintendo|Roar/Rathalos}}''|| | ||
|} | |} | ||
Line 333: | Line 325: | ||
==Role in [[World of Light]]== | ==Role in [[World of Light]]== | ||
[[File:WoL-59DuckHunt.jpg|thumb|Finding Duck Hunt in World of Light|left]] | [[File:WoL-59DuckHunt.jpg|thumb|Finding Duck Hunt in World of Light|left]] | ||
Duck Hunt | Duck Hunt was among the fighters that were summoned to fight the army of [[Master Hand]]s. | ||
During the opening cutscene, Duck Hunt | During the opening cutscene, Duck Hunt was present when [[Galeem]] unleashed his beams of light. The duo was seen panicking alongside {{SSBU|Villager}} and a composed {{SSBU|Wii Fit Trainer}}, with the dog covering his eyes and the duck attempting to lift the dog off the floor with [[Duck Jump]]. The duo was then placed under Galeem's imprisonment alongside the rest of the fighters, excluding {{SSBU|Kirby}}. | ||
In the mode proper, Duck Hunt can be found inside a forest covered in fog to be challenged and recruited. | In the mode proper, Duck Hunt can be found inside a forest covered in fog to be challenged and recruited. | ||
Line 341: | Line 333: | ||
===Fighter Battle=== | ===Fighter Battle=== | ||
{|class="wikitable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |- | ||
!style="width:5%;"|No. | ! style="width:5%;"|No. | ||
!style="width:5%;"|Image | ! style="width:5%;"|Image | ||
!Name | ! Name | ||
!Type | ! Type | ||
!Power | ! Power | ||
!Stage | ! Stage | ||
!Music | ! Music | ||
|- | |- | ||
|59 | | 59 | ||
|[[File:Duck Hunt SSBU.png|center|108x108px]] | | [[File:Duck Hunt SSBU.png|center|108x108px]] | ||
| {{SSBU|Duck Hunt}} | |||
|{{ | | {{color|#17ba17|Grab}} | ||
|3,300 | | 3,300 | ||
| | | [[Duck Hunt]] ([[Ω form]]) | ||
|''{{SSBUMusicLink|Duck Hunt|Duck Hunt Medley}}'' | | ''{{SSBUMusicLink|Duck Hunt|Duck Hunt Medley}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]s== | ||
Duck Hunt's | Duck Hunt's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Duck Hunt in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
Spirits duck hunt.png|974. '''''Duck Hunt''''' | |||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponents=== | ===As the main opponents=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
|- | |- | ||
! style="width:5%;"|No. | ! style="width:5%;"|No. | ||
Line 388: | Line 380: | ||
! Conditions | ! Conditions | ||
! Music | ! Music | ||
|- | |- | ||
|122 | |122 | ||
|{{ | |[[File:Polterpup.png|center|64x64px]] | ||
|''Luigi's Mansion'' | |{{anchor|Polterpup}}Polterpup | ||
|''Luigi's Mansion series'' | |||
|•Clear {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}} | |•Clear {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,600 | |3,600 | ||
|[[Luigi's Mansion]] | |[[Luigi's Mansion]] | ||
Line 400: | Line 392: | ||
|•The enemy is invisible | |•The enemy is invisible | ||
|{{SSBUMusicLink|Super Mario Bros.|On the Hunt - Gloomy Manor Ver.- (Instrumental)}} | |{{SSBUMusicLink|Super Mario Bros.|On the Hunt - Gloomy Manor Ver.- (Instrumental)}} | ||
|- | |- | ||
|152 | |152 | ||
|{{ | |[[File:Squawks Parrot.png|center|64x64px]] | ||
|''Donkey Kong'' | |{{anchor|Squawks}}Squawks | ||
|''Donkey Kong series'' | |||
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|4,400 | |4,400 | ||
|[[The Great Cave Offensive]] | |[[The Great Cave Offensive]] | ||
|•Hazard: Fog | |•Hazard: Fog | ||
|•The stage is covered in fog<br>•Timed battle | |•The stage is covered in fog<br>•Timed battle | ||
|{{SSBUMusicLink|Donkey Kong|Ice Cave Chant}} | |{{SSBUMusicLink|Donkey Kong|Ice Cave Chant}} | ||
|- | |- | ||
|322 | |322 | ||
|{{ | |[[File:Poochy.png|center|64x64px]] | ||
|''Yoshi'' | |{{anchor|Yarn Poochy}}Yarn Poochy | ||
|•{{SSBU|Duck Hunt}} Team {{Head|Duck Hunt|g=SSBU|s=20px|cl=Blue}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Brown}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=White}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}} | |''Yoshi series'' | ||
| | |•{{SSBU|Duck Hunt}} Team (×4) ({{Head|Duck Hunt|g=SSBU|s=20px|cl=Blue}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Brown}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=White}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}) | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|4,600 | |4,600 | ||
|{{SSBB|Yoshi's Island}} | |{{SSBB|Yoshi's Island}} | ||
Line 424: | Line 416: | ||
|•The floor is lava<br>•The enemy can deal damage by dashing into you | |•The floor is lava<br>•The enemy can deal damage by dashing into you | ||
|{{SSBUMusicLink|Yoshi|Main Theme - Yoshi's Woolly World (Remix)}} | |{{SSBUMusicLink|Yoshi|Main Theme - Yoshi's Woolly World (Remix)}} | ||
|- | |- | ||
|435 | |435 | ||
|{{ | |[[File:ArcanineSpirit.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Arcanine}}Arcanine | ||
|''Pokémon series'' | |||
|•Giant {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}} | |•Giant {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|4,600 | |4,600 | ||
|[[Gaur Plain]] ([[Battlefield form]]) | |[[Gaur Plain]] ([[Battlefield form]]) | ||
|•Hazard: Lava Floor | |•Hazard: Lava Floor | ||
|•The floor is lava<br>•The enemy is giant<br>•The enemy has increased | |•The floor is lava<br>•The enemy is giant<br>•The enemy has increased power | ||
|{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | |{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}} | ||
|- | |- | ||
|583 | |583 | ||
| | |[[File:Boney.png|center|64x64px]] | ||
|'' | |[[Boney]] | ||
|''Earthbound series'' | |||
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Brown}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Green}} | |•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Brown}}<br>•{{SSBU|Lucas}} {{Head|Lucas|g=SSBU|s=20px|cl=Green}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|1,500 | |1,500 | ||
|[[Onett]] | |[[Onett]] | ||
Line 448: | Line 440: | ||
|•Take your strongest team into this no-frills battle | |•Take your strongest team into this no-frills battle | ||
|{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}} | |{{SSBUMusicLink|EarthBound|Mother 3 Love Theme}} | ||
|- | |- | ||
|712 | |712 | ||
|{{ | |{{anchor|Twinbellows}}[[File:Twinbellows Spirit.png|center|64x64px]] | ||
|''Kid Icarus'' | |Twinbellows | ||
|''Kid Icarus series'' | |||
|•Giant {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}} | |•Giant {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}} | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|4,100 | |4,100 | ||
|[[Find Mii]] ([[Ω form]]) | |[[Find Mii]] ([[Ω form]]) | ||
Line 460: | Line 452: | ||
|•The enemy breathes fire<br>•The enemy is giant | |•The enemy breathes fire<br>•The enemy is giant | ||
|{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising}} | |{{SSBUMusicLink|Kid Icarus|Boss Fight 1 - Kid Icarus: Uprising}} | ||
|- | |- | ||
|831 | |831 | ||
| | |[[File:Spirit DJ KK.png|center|64x64px]] | ||
|''Animal Crossing'' | |DJ K.K. | ||
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Yellow}}{{Head|Villager|g=SSBU|s=20px|cl=Green}}{{Head|Villager|g=SSBU|s=20px|cl=Purple}} | |''Animal Crossing series'' | ||
| | |•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}}<br>•{{SSBU|Villager}} (x3) ({{Head|Villager|g=SSBU|s=20px|cl=Yellow}}{{Head|Villager|g=SSBU|s=20px|cl=Green}}{{Head|Villager|g=SSBU|s=20px|cl=Purple}}) | ||
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | |||
|3,900 | |3,900 | ||
|[[Fourside]] | |[[Fourside]] | ||
|•Assist Trophy Enemies | |•Assist Trophy Enemies<br>•Temporary Invincibility | ||
|•Defeat the main fighter to win<br>•The enemy will occasionally be | |•Defeat the main fighter to win<br>•The enemy will occasionally be invisible after a little while<br>•Hostile assist trophies will appear after a little while | ||
|{{SSBUMusicLink|Animal Crossing|2:00 a.m. - Animal Crossing: Wild World}} | |{{SSBUMusicLink|Animal Crossing|2:00 a.m. - Animal Crossing: Wild World}} | ||
|- | |- | ||
|841 | |841 | ||
| | |[[File:Bookercopper.png|center|64x64px]] | ||
|''Animal Crossing'' | |Copper & Booker | ||
|''Animal Crossing series'' | |||
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}} | |•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|2,600 | |2,600 | ||
|[[Bridge of Eldin]] | |[[Bridge of Eldin]] | ||
Line 484: | Line 476: | ||
|•The enemy shields often<br>•The enemy's shield has extra durability<br>•The enemy has increased defense when badly damaged | |•The enemy shields often<br>•The enemy's shield has extra durability<br>•The enemy has increased defense when badly damaged | ||
|{{SSBUMusicLink|Animal Crossing|Tour - Animal Crossing: New Leaf}} | |{{SSBUMusicLink|Animal Crossing|Tour - Animal Crossing: New Leaf}} | ||
|- | |- | ||
|975 | |975 | ||
| | |[[File:Spirits wild gunman.png|center|64x64px]] | ||
|[[Wild Gunman]] | |||
|''Wild Gunman'' | |''Wild Gunman'' | ||
|•{{SSBU|Duck Hunt}} Team {{Head|Duck Hunt|g=SSBU|s=20px|cl=Brown}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Red}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Duck Hunt}} Team (×5) ({{Head|Duck Hunt|g=SSBU|s=20px|cl=Brown}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Red}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}}{{Head|Duck Hunt|g=SSBU|s=20px|cl=Blue}}) | ||
| | |[[File:SpiritTypeAttack.png|20px|center|Attack]] | ||
|3,400 | |3,400 | ||
|[[Gerudo Valley]] ([[Ω form]]) | |[[Gerudo Valley]] ([[Ω form]]) | ||
|•Temporary Invincibility<br>•Item: Shooting Types | |•Temporary Invincibility<br>•Item: Shooting Types | ||
|•Start with 300% damage<br>•All fighters will occasionally be invincible<br>•Reinforcements will appear after an enemy is KO'd | |•Start with 300% damage<br>•All fighters will occasionally be invincible<br>•Reinforcements will appear after an enemy is KO'd | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Dillon's Rolling Western: The Last Ranger}} | ||
|- | |- | ||
|1,199 | |1,199 | ||
|{{ | |{{anchor|Baxter and Forthington}}[[File:Baxter&co.png|center|64x64px]] | ||
|'' | |Baxter & Forthington | ||
|''Rythm Heaven series'' | |||
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}}<br>•Tiny {{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=Orange}} | |•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}}<br>•Tiny {{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20px|cl=Orange}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|1,500 | |1,500 | ||
|[[Pilotwings]] | |[[Pilotwings]] | ||
|•Item: Throwing Types | |•Item: Throwing Types | ||
|•The enemy is easily distracted by items | |•The enemy is easily distracted by items | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Monkey Watch}} | ||
|- | |- | ||
|1,255 | |1,255 | ||
|{{ | |{{anchor|French Bulldog}}[[File:Bulldog Nintendogs.png|center|64x64px]] | ||
|''Nintendogs'' | |French Bulldog | ||
|''Nintendogs series'' | |||
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeShield.png|20px|center|Shield]] | ||
|3,400 | |3,400 | ||
|[[Living Room]] | |[[Living Room]] | ||
| | |•[[Assist Trophy]] Enemies ([[Nintendog]]) | ||
|•Hostile assist trophies will appear | |•Hostile assist trophies will appear | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Bathtime Theme}} | ||
|- | |- | ||
|1,275 | |1,275 | ||
|{{ | |{{anchor|Inuji Darumeshi}}[[File:InujiSpirit.png|center|64x64px]] | ||
|Inuji Darumeshi | |||
|''Darumeshi Sports Store'' | |''Darumeshi Sports Store'' | ||
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}} | |•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|1,900 | |1,900 | ||
|[[Saffron City]] ([[Battlefield form]]) | |[[Saffron City]] ([[Battlefield form]]) | ||
|•Item: | |•Item: Beastball | ||
|•The enemy is easily distracted by items | |•The enemy is easily distracted by items | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Title Theme - Nintendo Badge Arcade}} | ||
|- | |- | ||
|1,276 | |1,276 | ||
|{{ | |{{anchor|Rusty Slugger}}[[File:RustySpirit.png|center|64x64px]] | ||
|Rusty Slugger | |||
|''Rusty's Real Deal Baseball'' | |''Rusty's Real Deal Baseball'' | ||
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}} | |•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}} | ||
| | |[[File:SpiritTypeGrab.png|20px|center|Grab]] | ||
|1,900 | |1,900 | ||
|[[Fourside]] ([[Battlefield form]]) | |[[Fourside]] ([[Battlefield form]]) | ||
|•Item: [[Home-Run Bat]] | |•Item: [[Home-Run Bat]] | ||
|•The enemy is easily distracted by items | |•The enemy is easily distracted by items | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Title Theme - Nintendo Badge Arcade}} | ||
|} | |} | ||
===As minions=== | ===As minions=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 596: | Line 559: | ||
|- | |- | ||
|525 | |525 | ||
|{{ | |[[File:Cobalion Spirit.png|center|64x64px]] | ||
|''Pokémon'' | |{{anchor|Cobalion, Terrakion, & Virizion}}Cobalion, Terrakion, & Virizion | ||
|''Pokémon series'' | |||
|•{{SSBU|Lucario}} {{Head|Lucario|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}} | |•{{SSBU|Lucario}} {{Head|Lucario|g=SSBU|s=20px|cl=Green}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Yellow}}<br>•{{SSBU|Yoshi}} {{Head|Yoshi|g=SSBU|s=20px|cl=Blue}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|9,000 | |9,000 | ||
|[[Kalos Pokémon League]] | |[[Kalos Pokémon League]] | ||
Line 608: | Line 572: | ||
|- | |- | ||
|866 | |866 | ||
|{{ | |{{anchor|Bass}}[[File:Bass.png|center|64x64px]] | ||
|''Mega Man'' | |[[Bass]] | ||
|•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Grey}} | |''Mega Man series'' | ||
| | |•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Grey}}<br>•Metal {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Red}} | ||
|[[File:SpiritTypeAttack.png|20px|center|Attack]] | |||
|9,100 | |9,100 | ||
|[[Wily Castle]] ([[Battlefield form]]) | |[[Wily Castle]] ([[Battlefield form]]) | ||
Line 620: | Line 585: | ||
|- | |- | ||
|1,130 | |1,130 | ||
|{{ | |{{anchor|Donbe & Hikari}}[[File:Donbe hikari.png|center|64x64px]] | ||
|''Famicom Mukashibanashi'' | |Donbe & Hikari | ||
|''Famicom Mukashibanashi series'' | |||
|•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}} | |•{{SSBU|Young Link}} {{Head|Young Link|g=SSBU|s=20px|cl=Cyan}}<br>•{{SSBU|Villager}} {{Head|Villager|g=SSBU|s=20px|cl=Pink}}<br>•{{SSBU|Falco}} {{Head|Falco|g=SSBU|s=20px|cl=Orange}}<br>•{{SSBU|Diddy Kong}} {{Head|Diddy Kong|g=SSBU|s=20px|cl=Blue}}<br>•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Tan}} | ||
| | |[[File:SpiritTypeNeutral.png|20px|center|Neutral]] | ||
|3,500 | |3,500 | ||
|{{b|Duck Hunt|stage}} (hazards off) | |{{b|Duck Hunt|stage}} (hazards off) | ||
|N/A | |N/A | ||
|•Defeat an army of fighters | |•Defeat an army of fighters | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Shin Onigashima Medley}} | ||
|[https://nintendo.fandom.com/wiki/Shin_Onigashima Ringo] | |[https://nintendo.fandom.com/wiki/Shin_Onigashima Ringo] | ||
|} | |} | ||
===As | ===As an ally=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
|- | |||
! colspan=4|Spirit | ! colspan=4|Spirit | ||
! colspan=7|Battle parameters | ! colspan=7|Battle parameters | ||
Line 664: | Line 619: | ||
|- | |- | ||
|1,254 | |1,254 | ||
|{{ | |{{anchor|Toy Poodle}}[[File:Toy Poodle Spirit.png|center|64x64px]] | ||
|''Nintendogs'' | |Toy Poodle | ||
|•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Orange}}×3<br>•Ally: {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}} | |''Nintendogs series'' | ||
| | |•{{SSBU|Wolf}} {{Head|Wolf|g=SSBU|s=20px|cl=Orange}} (×3)<br>•Ally: {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}} | ||
|[[File:SpiritTypeShield.png|20px|center|Shield]] | |||
|3,900 | |3,900 | ||
|[[Living Room]] | |[[Living Room]] | ||
| | |•[[Assist Trophy]] Enemies ([[Nintendog]]) | ||
|•Join forces with a CPU ally<br>•Hostile assist trophies will appear<br>•The enemy has increased move speed | |•Join forces with a CPU ally<br>•Hostile assist trophies will appear<br>•The enemy has increased move speed | ||
|{{SSBUMusicLink| | |{{SSBUMusicLink|Nintendo|Bathtime Theme}} | ||
| | |Black-and-tan "phantom" Poodle | ||
|} | |} | ||
Line 694: | Line 650: | ||
<gallery> | <gallery> | ||
SSBU Duck Hunt Number.png|Duck Hunt's fighter card. | SSBU Duck Hunt Number.png|Duck Hunt's fighter card. | ||
SSBUWebsiteDuckHunt1.jpg|Duck Hunt [[taunting]] on {{b|Duck Hunt|stage}}. | |||
SSBUWebsiteDuckHunt2.jpg|Running towards a [[Smart Bomb]] on [[Spirit Train]]. | |||
SSBUWebsiteDuckHunt2.jpg| | SSBUWebsiteDuckHunt3.jpg|Attacking {{SSBU|Toon Link}} with their rapid jab on [[The Great Cave Offensive]]. | ||
SSBUWebsiteDuckHunt3.jpg| | SSBUWebsiteDuckHunt4.jpg|Crouching with {{SSBU|Falco}} on [[Tortimer Island]]. | ||
SSBUWebsiteDuckHunt4.jpg| | SSBUWebsiteDuckHunt5.jpg|Dodging on The Great Cave Offensive. | ||
SSBUWebsiteDuckHunt5.jpg| | |||
SSBUWebsiteDuckHunt6.jpg|Several Duck Hunts on [[Mario Galaxy]]. | SSBUWebsiteDuckHunt6.jpg|Several Duck Hunts on [[Mario Galaxy]]. | ||
SSBUWebsite15.jpg|Taunting | SSBUWebsite15.jpg|Taunting with [[Nintendog]] on {{SSB|Dream Land}}. | ||
SSBUWebsiteMrGame&Watch5.jpg|Idling | SSBUWebsiteMrGame&Watch5.jpg|Idling with {{SSBU|Mr. Game & Watch}} on Tortimer Island. | ||
SSBUWebsiteVillager5.jpg| | SSBUWebsiteVillager5.jpg|Performing [[Duck Jump]] with {{SSBU|Villager}} on Mario Galaxy. | ||
SSBUWebsiteChefKawasaki3.jpg| | SSBUWebsiteChefKawasaki3.jpg|With [[Chef Kawasaki]] on [[Mushroom Kingdom U]]. | ||
</gallery> | </gallery> | ||
=== | ===Character Showcase Video=== | ||
{{#widget:YouTube|id=anhjSVXYL6E}} | {{#widget:YouTube|id=anhjSVXYL6E}} | ||
==Trivia== | ==Trivia== | ||
*Duck Hunt | *Duck Hunt is the only character who travels to [[Living Room]] in Classic Mode. | ||
*If Duck Hunt | **Duck Hunt is also the only non ''Mario'' character to travel to [[Green Greens]] in his Classic Mode. | ||
**This also happens if a directional [[air dodge]] is used or when caught by an attack with a special grabbing animation. This is also true with the latter in '' | **Along with {{SSBU|Yoshi}}, whose opponents are all reptiles (including King K. Rool), Duck Hunt is also the only other character to travel to [[Garden of Hope]] in Classic Mode. | ||
*Duck Hunt are the only characters who face | *If Duck Hunt is hit by {{SSBU|Incineroar}}'s [[Max Malicious Moonsault]], the duck's wings will be spread out in a [[t-pose]] fashion. | ||
* | **This also happens if a directional [[air dodge]] is used or when caught by an attack with a special grabbing animation. This is also true with the latter in ''Smash 4''. | ||
*There's | *Excluding reptilian fighters who aren't King K. Rool, {{SSBU|Isabelle}} is the only animal character Duck Hunt does not face as a Classic Mode opponent. | ||
*Though Duck Hunt's route predominantly features animals for opponents, the Mii Fighters for Round 5 are the main exception, as they only support animal-themed costumes against Duck Hunt. | |||
*Despite not being present in [[Team Battle]]s, Wild Gunman | **This makes Duck Hunt the only other character to have Mii Fighters supporting animal-themed costumes for a round after Marth. The latter's opponents of which are almost entirely comprised of dragon-themed characters. | ||
*Duck Hunt is the only character who face three ''Star Fox'' characters in their Classic Mode routes. | |||
*When Duck Hunt is [[Slow motion|slowed down]] (only by a [[Timer]], [[Spear Pillar|Dialga's temporal powers]], the speed modifier in Training Mode, or by Special Smash's Slow setting), all of the shots from his smash attacks will hit twice. Additionally, the final hits of the smash attacks are twice as strong if the game is sped up. A similar situation occurred in [[Super Smash Bros. 4]]. | |||
*There's an graphical error with Duck Hunt's [[on-screen appearance]] when done facing the left. The smoke effects appear behind the 8-bit grass rather than in front of it. | |||
*Despite not being present in [[Team Battle]]s, the sounds of the Wild Gunman appearing and firing can still be heard if Duck Hunt is the leading character of a winning team. | |||
*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. | ||
==References== | ==References== |