Editing Duck Hunt (SSBU)

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{{disambig2|Duck Hunt's appearance in ''Super Smash Bros. Ultimate''|the characters in other contexts|Duck Hunt}}
{{disambig2|Duck Hunt's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Duck Hunt}}
{{Infobox Character
{{Infobox Character
|name = Duck Hunt
|name = Duck Hunt
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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C-
|ranking = 65
}}
}}
'''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]].
{{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 the British English version as '''Duck Hunt Duo''', are playable characters in ''[[Super Smash Bros. Ultimate]]''. They were confirmed as playable characters on June 12, 2018. Duck Hunt is classified as 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 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''.


==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 character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} or any character in his unlock tree, being the last character unlocked after {{SSBU|Diddy Kong}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Donkey Kong}} in his unlock tree, being the last character 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}} (the [[Ω form]] is used in World of Light).
With the exception of the third method, Duck Hunt must then be defeated on {{b|Duck Hunt|stage}}.


==Attributes==
==Changes from ''[[Super Smash Bros. 4]]''==
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 a press of the special button makes 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 a 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 at frame 6 and has a decent amount of active frames.
 
Unfortunately, Duck Hunt's main weakness is that, outside of some of 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.
Duck Hunt has been given a mix of buffs and nerfs from the transition to ''Ultimate'', but was 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 it's 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 bodies maintain a hurtbox, which gives Duck Hunt a shield from enemy projectiles.


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.
Duck Hunt also benefits from the universal changes of ''Ultimate''. Duck Hunt's mobility is improved, and this coupled with universal 3-frame jump squat 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.  


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.
However, Duck Hunt has received some slight 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 shorthop and forward air having reduced range.


==Changes from ''[[Super Smash Bros. 4]]''==
The universal changes of ''Ultimate'' as well as improvements to rest of the cast hurt Duck Hunt. Faster engine and most of the cast having improved mobility gives Duck Hunt harder time to use their zoning tools, which makes their strong camping game less effective. In addition, Duck Hunt's air game, despite benefiting from the universal jumpsquat and reduction of endlag, is also overall worse when compared to rest of the cast, as most characters have received notable improvements to their aerials along with the universal changes.  
Duck Hunt have received a mix of buffs and nerfs in the transition to ''Ultimate''. While objectively buffed significantly, many of the nerfs the duo have received, though of lower quantity than their buffs, are further pronounced by the significant changes to gameplay mechanics. Overall, despite their plethora of buffs, Duck Hunt have been nerfed overall in the transition to ''Ultimate''.


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]], whose cans were already a powerful, versatile projectile, also KOs much earlier, and all [[Wild Gunman|Wild Gunmen]] deal more damage with no knockback compensation and now possess some degree of KO potential, especially the leader and the sombrero gunman. Aside from their buffs to power, the duo's special moves have all seen miscellaneous improvements; Trick Shot's cans travel further, the move has less endlag, and cans can now be hit in midair, all of which improve its utility. [[Clay Shooting]] has less ending lag and the pigeons now explode into shrapnel that deals damage in many directions, increasing its effective range and forcing opponents to stay in place if they get hit, which make it an excellent combo tool. [[Duck Jump]] now allows the duo to act out of it after at least 50 frames with any action; when coupled with the reintroduction of directional air dodges, these changes somewhat improve the safety of their vulnerable recovery. Finally, Wild Gunman has less ending lag, all gunmen fire faster, and the defeated gunmen each maintain a hurtbox that allow Duck Hunt to use them to block incoming attacks.
Overall, the changes to Duck Hunt 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''. However, the changes have resulted in many notable players who mained Duck Hunt in ''SSB4'' completely dropping the character, such as {{Sm|Brood}}. However, although Duck Hunt now has even less dedicated players than in ''SSB4'', {{Sm|Raito}}, who is considered the best Duck Hunt player in the world, still uses them in tournaments with fairly respectable results. Because of this, their true viability remains to be seen.


While receiving predominantly more buffs, Duck Hunt is not without a few noticeable nerfs. Most prominently, the duo is lighter, which further worsens their already poor endurance. Some of their aerials have also been worsened; clean neutral aerial's deals less knockback, which while improving its combo potential, noticeably reduces its KO power. Forward aerial has a slightly shorter duration, and down aerial no longer auto-cancels with a short hop. The shrapnel left by Clay Shooting's pigeons can now damage Duck Hunt if it's destroyed by the opponent, and its tweaked properties make it harder to destroy, causing it to lose some of its setups into Trick Shot; as well, Trick Shot's higher power, while making it a more reliable projectile, make it a far riskier option to escape pressure. The dog's grabs also have less range, making it harder for them to grab opponents despite their standing and dash grabs' faster startup.
===Aesthetics===
*{{change|Duck Hunt's model features a more subdued color scheme, with the dog and duck featuring fur and feather detailing, respectively.}}
*{{change|Duck Hunt now has voice clips during gameplay, consisting of bitcrushed realistic dog noises and duck quacks.}}


However, Duck Hunt's biggest hindrances come from the gameplay mechanic changes, which have hurt them more than most other characters. On one hand, the nerfs to rage don't affect the duo as much as other characters due to their move's higher consistency at connecting; the universally faster mobility has improved the duo's own, and the universally reduced landing lag on aerials combines well with this change, further improving their combo game. On the other hand, this same increase in mobility means many other veterans now sport much faster mobilities, which combined with the lower landing lag allows them to overcome Duck Hunt and take advantage of the duo's poor disadvantage state, despite Trick Shot's frame 1 generation making it a usable, yet risky escape option. The universal reduction to projectiles' damage further exacerbates the ease for opponents to endure the duo's options. The changes to air dodge mechanics are also mostly detrimental to Duck Hunt, as while the duo can use one to extend their recovery after Duck Jump, the limit to one air dodge per air time (unless hit) makes the duo much easier to read offstage and edgeguard accordingly, forcing them to mix their recovery up more often, which can be risky; they also don't noticeably benefit their own edgeguarding game due to their worsened neutral and forward aerials.   Lastly, the universal weakening of grabs further worsens Duck Hunt's grab game, with the increased ending lag on grabs making them even riskier to throw out and the slower startup on shield grabs out of [[shieldstun]] directly worsening their [[out of shield]] game, forcing Duck Hunt to rely on their aerials more.
===Attributes===
*{{buff|Like all characters, Duck Hunt's [[jumpsquat]] animation now takes three frames to complete (down from 4).}}
*{{buff|Duck Hunt [[dash]]es much faster (1.63 → 1.793).}}
*{{buff|Duck Hunt [[walk]]s much 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), which reduces their survivability, but also their susceptibility to combos.}}


All in all, Duck Hunt's playstyle has been improved to possess many more varied options, and their moveset's power makes closing out stocks less of a hassle as before. However, their tools can be more easily taken advantage of and their weaknesses are further defined, with their already unremarkable endurance and disadvantage state being harder to endure, and their out of shield game becoming less reliable due to their worsened nautral aerial and grabs. Of note is that the duo also still retain some of their other weaknesses from ''SSB4'', such as a reliance on setups to KO despite their improved KO potential, and a deficient close-quarters game. ''Ultimate''{{'}}s faster engine further weakens the efficacy of their zoning- and setup-centric playstyle, whose core is mostly intact from ''SSB4'', as the game favors quicker, more aggressive playstyles, making them easier to pressure; the benefits Duck Hunt have received from these gameplay changes also fail to compensate. This forces the duo to shift to a more aggressive playstyle, which while less polarized, is also less effective. Duck Hunt's unimpactful changes from game updates also fail to make up for the universal nerfs to projectiles brought by these updates. Because of these changes, Duck Hunt fares worse in ''Ultimate'' than in ''SSB4''.
===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.}}
**{{nerf|The first and second hit of neutral attack deal less damage (2% (first)/3% (second) → 1.5%).}}
***{{nerf|Neutral infinite also deals less damage (0.8% → 0.4%).}}
*[[Dash attack]]:
**{{buff|Dash attack deals slightly more knockback.}}
*[[Forward tilt]]:
**{{buff|Forward tilt deals more knockback.}}
*[[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 less knockback, reducing its KO potential, but increasing its combo potential.}}
*[[Down tilt]]
**{{buff|Down tilt has less ending lag (FAF 35 → 28).}}
**{{buff|Down tilt deals slightly more knockback.}}
**{{buff|Down tilt sends at a more horizontal angle that is more desirable for edgeguarding.}}
*[[Forward smash]]:
**{{buff|Forward smash's first and second hit deal set knockback, causing them to connect more reliably.}}
**{{buff|Forward smash's second and final hit come out higher than normal if previous hits connected and catch opponents launched in the air. This makes them connect more reliably.}}
**{{buff|Forward smash's final hit deals more knockback.}}
*[[Up smash]]:
**{{buff|Up smash's first and second hit deal slightly more damage (2%/2.4% → 2.5% each).}}
**{{buff|Up smash's first and second hit deal set knockback, causing them to connect much more reliably.}}
*[[Down smash]]:
**{{buff|Down smash's first and second hit deal set knockback, causing them to connect much more reliably.}}
**{{buff|Down smash's final hit deals more knockback.}}


{{SSB4 to SSBU changelist|char=Duck Hunt}}
===Aerial Attacks===
*{{buff|All aerials have less landing lag (Neutral: 17 frames → 10, Forward: 15 → 9, Back: 24 → 14, Up: 18 → 11, Down: 34 → 15).}}
*[[Neutral aerial]]:
**{{nerf|Neutral aerial deals less knockback.}}
*[[Forward aerial]]:
**{{buff|Forward aerial has marginally less ending lag (FAF 46 → 45).}}
**{{nerf|Forward aerial has slightly less range.}}
*[[Back aerial]]:
**{{buff|Back aerial's sweetspot deals slightly more damage (12% → 12.5%) with no compensation on knockback, causing it to KO earlier.}}
*[[Down aerial]]:
**{{buff|Down aerial has considerably less ending lag (FAF 60 → 50).}}
**{{nerf|Down aerial has a longer [[auto-cancel]] threshold, which also prevents it auto-cancelling in short hop (frame 33 → 45).}}


==Update history==
===Throws/other attacks===
Aside from glitch fixes, Duck Hunt have received a mix of buffs and nerfs from game updates. Version 2.0.0 made Trick Shot more safe to use, but also made Clay Shooting less safe, forcing players to prioritize Trick Shot in zoning. Version 3.0.0 impacted Duck Hunt more than a majority of the roster with its universal shield damage nerf to projectiles, though it also made it safer for Duck Hunt to shield its own Trick Shot can. Wild Gunman was also buffed to hit targets more effectively. Version 3.1.0 made up aerial more consistent, allowing easier kills off the top blast zone. Version 7.0.0 gave Duck Hunt the near-universal shield size increase and made neutral attack more consistent. Version 8.0.0 made teching slightly worse as a homogenization effort. Version 10.1.0 made forward smash connect more consistently, significantly increasing its KO potential.
*{{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)}}.
*{{buff|[[Back throw]] has less ending lag (FAF 44 → 40).}}


Overall, Duck Hunt fares slightly worse than at launch. While its buffs were good quality-of-life adjustments, its nerfs were more impactful due to its playstyle relying on projectiles and traps. This caused the already small competitive base of Duck Hunt to struggle even more.
===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)) and knockback.}}
**{{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]]:
**{{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.}}
**{{change|Shooting Clay Shooting's pigeon with Special Move works differently. Instead of always getting destroyed immediately, it will only be shot once if it is moving too fast. Spamming the button will result in the pigeon taking longer to disappear, meaning Duck Hunt can't use Trick Shot or throw another pigeon as quickly. To destroy a pigeon that missed as quickly as possible, they have to wait until the pigeon slows down enough and then press Special Move.}}
***{{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%) and more 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.}}


==Update History==
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
{{UpdateList (SSBU)/1.2.0|char=Duck Hunt}}
*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}}'''
{{UpdateList (SSBU)/2.0.0|char=Duck Hunt}}
*{{bugfix|Fixed a game crash along with {{SSBU|Mii Swordfighter}} where Wild Gunman and the Mii Swordfighter’s special moves 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 45 → 41).}}
*{{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}}'''
{{UpdateList (SSBU)/3.0.0|char=Duck Hunt}}
*{{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).}}
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
*{{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>
{{UpdateList (SSBU)/3.1.0|char=Duck Hunt}}
*{{nerf|Clay Shooting deals less shield damage.}}
 
*{{buff|The shots from Wild Gunman will no longer sometimes go through opponents.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
{{UpdateList (SSBU)/7.0.0|char=Duck Hunt}}
 
'''{{GameIcon|ssbu}} {{SSBU|8.0.0}}'''
{{UpdateList (SSBU)/8.0.0|char=Duck Hunt}}
 
'''{{GameIcon|ssbu}} {{SSBU|9.0.2}}'''
{{UpdateList (SSBU)/9.0.2|char=Duck Hunt}}
 
'''{{GameIcon|ssbu}} {{SSBU|10.1.0}}'''
{{UpdateList (SSBU)/10.1.0|char=Duck Hunt}}
 
'''{{GameIcon|ssbu}} {{SSBU|11.0.0}}'''
{{UpdateList (SSBU)/11.0.0|char=Duck Hunt}}


==Moveset==
==Moveset==
*Duck Hunt can [[Crawling|crawl]] and [[wall jump]].
*Duck Hunt can [[Crawling|crawl]] and [[wall jump]].
''For a gallery of Duck Hunt's hitboxes, see [[Duck Hunt (SSBU)/Hitboxes|here]].''
{{MovesetTable
{{MovesetTable
|game=SSBU
|game=SSBU
|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Scratch ({{ja|ひっかき|Hikkaki}}) / Headbutt ({{ja|頭突き|Zutsuki}}) / Double-Footed Kick ({{ja|両足蹴り|Ryōashi Geri}}) / Woodpecker Rush ({{ja|キツツキラッシュ|Kitsutsuki Rasshu}}) / Duck Finish ({{ja|ダックフィニッシュ|Dakku Finisshu}})
|neutralname=&nbsp;
|neutral1dmg=1.5%
|neutral1dmg=1.5%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=5%
|neutral3dmg=5%
|neutralinfdmg=0.4% (loop), 3% (last)
|neutralinfdmg=0.4% (loop), 3% (final hit)
|neutraldesc=The dog performs a paw swipe, followed by a headbutt, followed by a dropkick performed from the [[wikipedia:Freeze (b-boy move)#Variants|baby freeze]] (a variation of the freeze breakdancing move). If button mashed, the duck pecks repeatedly at alternating angles and then thrusts its wings and beak forward. The first two hits can [[lock]].
|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=Duck Attack ({{ja|ダックアタック|Dakku Atakku}})
|ftiltname=&nbsp;
|ftiltdmg=8%
|ftiltdmg=8%
|ftiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It can be angled and is decent for spacing, while its horizontal angle allows it to propel [[Trick Shot]]'s tin can a long-distance forward while it is in front of themselves.
|ftiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back forward and propel the duck, who performs a peck. It can be angled and is decent for spacing, while its horizontal angle allows it to propel [[Trick Shot]]'s tin can a long distance forward while it is in front of themselves.
|utiltname=Feather Attack ({{ja|羽根アタック|Hane Atakku}})
|utiltname=&nbsp;
|utiltdmg=7%
|utiltdmg=7%
|utiltdesc=The dog leans on his chest and forepaws in order to thrust his lower back upward and propel the duck, who performs an upward headbutt while thrusting its wings upward. It has a narrow horizontal hitbox, only hitting opponents directly next to the dog.
|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=Duck Leg Sweep ({{ja|ダック足ばらい|Dakku Ashibarai}})
|dtiltname=&nbsp;
|dtiltdmg=8%
|dtiltdmg=8%
|dtiltdesc=The dog swings his lower back forward to propel the duck, who performs a turning peck. It is the fastest of Duck Hunt's tilts at frame 6, and can send opponents into a [[tumble]] starting around 40%, which can create [[tech chase]] situations.
|dtiltdesc=The dog swings his lower back forward to propel the duck, who performs a turning peck.
|dashname=Dash Thrust ({{ja|ダッシュ突き|Dasshu Tsuki}})
|dashname=&nbsp;
|dashdmg=10% (clean), 7% (late)
|dashdmg=10% (clean), 7% (late)
|dashdesc=The dog slides forwards 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 the opponent over and behind Duck Hunt.
|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 ({{ja|ザッパー|Zappā}})
|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 flail around frightened. 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. It is the slowest of Duck Hunt's smashes at frame 17. This move can be angled.
|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=Anti-Air Zapper ({{ja|対空ザッパー|Taikū Zappā}})
|usmashname=&nbsp;
|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 above them while they comically dodge the shots frightened. 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.
|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=Defense Zapper ({{ja|防衛ザッパー|Bōei Zappā}})
|dsmashname=&nbsp;
|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 frightened. 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.
|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=Bow-Wow Wheel ({{ja|ワンワン車輪|Wanwan Sharin}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdmg={{ShortHopDmgSSBU|11}} (clean), {{ShortHopDmgSSBU|5}} (late)
|nairdesc=The dog performs an {{s|wikipedia|aerial cartwheel}}. It functions like a [[sex kick]] and is tied with up aerial for Duck Hunt's fastest aerial in terms of startup at frame 6, though the move's long ending lag can result in a self-destruct if used carelessly offstage.
|nairdesc=The dog performs an {{s|wikipedia|aerial cartwheel}}, which functions like a [[sex kick]].
|fairname=Duck Shoot ({{ja|ダックシュート|Dakku Shūto}})
|fairname=&nbsp;
|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. It is useful for spacing, edgeguarding, and combos. However, its sweetspot's average damage output and knockback growth make it unsuitable for KOing outright.
|fairdesc=The dog thrusts his lower back forward to propel the duck, who performs a corkscrew peck.
|bairname=Rear Duck Shoot ({{ja|後方ダックシュート|Kōhō Dakku Shūto}})
|bairname=&nbsp;
|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. The sweetspot on the duck's beak is Duck Hunt's strongest aerial, KOing Mario at 105% from the edge of Final Destination.
|bairdesc=The dog thrusts his lower back backward to propel the duck, who performs a turning peck.
|uairname=Wild Duck ({{ja|暴れダック|Abare Dakku}})
|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. It is tied with neutral aerial for Duck Hunt's fastest aerial in terms of startup at frame 6. The last hit's respectable knockback makes this a viable KO option off the top blast line at higher percents.  
|uairdesc=The duck pecks upward three times while carrying the dog in tow.
|dairname=Cooperation Meteor ({{ja|協力メテオ|Kyūryoku Meteo}})
|dairname=&nbsp;
|dairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|dairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|10}} (hit 2)
|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 propel the duck, who performs a somersaulting peck. The second hit can also [[meteor smash]] opponents, whether on the ground or in midair.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|grabdesc=The dog bites the opponent and holds them with his mouth. Has surprising range for Duck Hunt's size.
|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=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.2%
|pummeldesc=The duck headbutts the opponent. Average power and speed.
|pummeldesc=The duck headbutts the opponent.
|fthrowname=Bow-Wow Throw ({{ja|ワンワン投げ|Wanwan Nage}})
|fthrowname=
|fthrowdmg=8%
|fthrowdmg=8%
|fthrowdesc=The dog rears his head back and sways it forward to throw the opponent. It is mainly useful for tossing the opponent into Trick Shot or setting up edgeguards, only KOing Mario around 190% from the edge of Final Destination.
|fthrowdesc=The dog rears his head back and sways it forward to throw the opponent.
|bthrowname=Back Bow-Wow Throw ({{ja|後ろワンワン投げ|Ushiro Wanwan Nage}})
|bthrowname=
|bthrowdmg=9%
|bthrowdmg=9%
|bthrowdesc=The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw, but has lower knockback than forward throw, failing to KO Mario below 200% from the edge of Final Destination, and is mostly useful for setting up edgeguards or throwing opponents into Trick Shot.
|bthrowdesc=The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw.
|uthrowname=Double-Footed Bow-Wow Throw げ({{ja|両足ワンワン投|Ryuashi Wanwan Nage}})
|uthrowname=
|uthrowdmg=6%
|uthrowdmg=6%
|uthrowdesc=The dog performs a handstand kick. It has low knockback growth, KOing Mario from the top platform of Battlefield around 180%.
|uthrowdesc=The dog performs a handstand kick.
|dthrowname=Bow-Wow Slam ({{ja|ワンワン叩きつけ|Wanwan Tatakitsuki}})
|dthrowname=
|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 his aerials at mid to high percents.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
Line 164: Line 219:
|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 cause the NES 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. Overall, it is Duck Hunt's most versatile projectile, and their most useful edge-guarding option. It is active starting on frame 1, making it useful for interrupting combos, though the explosion can also damage Duck Hunt. 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.
|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 NES Zapper to destroy it with 5 quick shots, 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.
|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 render them helpless.
|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%-11%
|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, 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 very briefly before they can summon another one.
|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=5% (flock of ducks), 10% (gunmen's initial shots), 24% (gunmen's final shots), 6% (ending)
|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''.
}}
}}
===Stats===
{{Attributes
| cast=89
| weight=86 | rweight=70-71
| dash=1.76 | rdash=73-77
| run=1.793 | rrun=36
| walk=1.213 | rwalk=26
| trac=0.09 | rtrac=72
| airfric=0.015 | rairfric=9-30
| air=1.155 | rair=21-26
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.07 | raddaccel=26-38
| gravity=0.076 | rgravity=74
| fall=1.65 | rfall=33-38
| ff=2.64 | rff=34-39
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=34 | rjumpheight=29-31
| shorthop=16.48 | rshorthop=36-37
| djump=33.8 | rdjump=40-41
| ellag=4 | rellag=2-75
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
In European versions, the announcer refers to Duck Hunt as a duo.
<gallery>
Duck Hunt NA Announcer SSB4-SSBU.wav|North American/Japanese/Chinese
Duck Hunt EU Announcer SSB4-SSBU.wav|European
Duck Hunt French Announcer SSBU.wav|French
Duck Hunt French EU Announcer SSBU.wav|French (PAL)
Duck Hunt Russian Announcer SSBU.wav|Russian
</gallery>
===[[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.
<gallery>
DuckHuntOnScreenAppearanceSSBU.gif|Duck Hunt's on-screen appearance
</gallery>
===[[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.
*'''Side taunt''': The dog lays on his side and does his infamous laugh, while the duck flies next to him, quacking.
*'''Down taunt''': The dog stands on his back legs and does a dance.
<gallery>
SSBUDuckHuntTaunt1.gif|Duck Hunt's up taunt.
SSBUDuckHuntTaunt2.gif|Duck Hunt's side taunt.
SSBUDuckHuntTaunt3.gif|Duck Hunt's down taunt.
</gallery>
===[[Idle pose]]s===
*The dog and the duck sniff the ground.
*The dog scratches his ear.
<gallery>
SSBUDuckHuntIdle1.gif|Duck Hunt's first idle pose.
SSBUDuckHuntIdle2.gif|Duck Hunt's second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|{{NTSC}} [[File:Duck Hunt Cheer English NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Duck Hunt Cheer English PAL SSB4 SSBU.ogg|center]]||[[File:Duck Hunt Cheer Japanese SSBU.ogg|center]]||[[File:Duck Hunt Cheer Italian SSB4 SSBU.ogg|center]]||[[File:Duck Hunt Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Duck Hunt Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Duck Hunt Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Duck - Hunt! {{NTSC}} <br> Duck - Hunt Duo! {{PAL}} || Duck Hun - to! || Duo - Duck - Hunt! || Duck! *clap* Hunt! *clap* || Duck - Hunt! {{NTSC}} <br> Duo - Duck - Hunt! {{PAL}}
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Duck Hunt Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Duck Hunt Cheer Spanish NTSC SSB4 SSBU.ogg|center]] <br> {{PAL}} [[File:Duck Hunt Cheer Spanish PAL SSBU.ogg|center]]||[[File:Duck Hunt Cheer Russian SSBU.ogg|center]]||[[File:Duck Hunt Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Duck - Hunt - Duo! || Duck - Hunt! Rah - Rah - Rah! {{NTSC}} <br> Duo - Duck - Hunt! Duo - Duck - Hunt! {{PAL}} || Duet - Duck - Hunt! || Deok Heonteu Deok Heonteu Deok - Heon - teu!
|}
</div>
</div>


===[[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.
*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.
*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.
*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.
[[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.]]
<gallery>
<gallery>
Line 285: Line 245:
</gallery>
</gallery>


==In [[competitive play]]==
==In competitive play==
===Most historically significant players===
===Notable 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 -->
<!--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.-->
 
*{{Sm|Raito|Japan}} - The best Duck Hunt player in the world. Placed 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}}.
''See also:[[:Category:Duck Hunt players (SSBU)]]''
 
*{{Sm|embo_z|USA}} - First coming to prominence in 2022, he placed 2nd at {{Trn|GrandSlam 7}} while taking a set over {{Sm|Big D}}. Since then embo_z has quickly become the best Duck Hunt player in the United States, notably placing 13th at {{Trn|Major Upset}} and 33rd at {{Trn|Port Priority 8}} while taking a set over {{Sm|BassMage}}.
*{{Sm|Jagabata|Japan}} - Jagabata began competing offline in 2021. Since then Jagabata has built a reputation for upsetting top players, including defeating {{Sm|Yoshidora}} at {{Trn|Sumabato SP 24}}, {{Sm|Kaninabe}} at {{Trn|Sumabato SP 40}} and {{Sm|MuteAce}} at {{Trn|Maesuma TOP 12}}. As a result of their strong performances and wins, Jagabata became first Duck Hunt player since Raito to be on a full year global ranking, being ranked 146th on [[LumiRank 2023]].
*{{Sm|Raito|Japan}} - The best Duck Hunt player of all time, Raito has achieved far greater success at the national level then any other Duck Hunt player. His greatest success came in 2019 and 2020 when he regularly placed in the top 8 of some of the most notable events at the time, including 3rd at {{Trn|Umebura Japan Major 2019}} and 5th at {{Trn|EVO 2019}}. While they have been less successful in the post-pandemic metagame, he continues to achieve the occasional strong result, such as placing 9th at {{Trn|Kagaribi 5}} or 13th at {{Trn|KOWLOON 5}}. To date Raito is the highest ranking Duck Hunt player on a global ranking, being 17th on the [[Fall 2019 PGRU]].
*{{Sm|SkWiirrel|Austria}} - The best Duck Hunt player in Europe for the entirety of Ultimate, SkWiirrel has had consistently put up reasonably strong regional and national performances. He placed 9th at superregional {{Trn|Tech Republic VII}} with a set over {{Sm|Neeroz}}, and 25th at major {{Trn|Temple: Hermès Edition}} with a set over {{Sm|RyuKai}}.
*{{Sm|Wisdom|USA}} - One of the best Duck Hunt players in the United States in the early metagame. Placed 5th at {{Trn|Paradigm Shift 2019}} with a win over {{Sm|Dark Wizzy}} and 7th at {{Trn|Standoff 2019}} while defeating {{Sm|Fatality}}. While Wisdom has not seen the same level of success since the early metagame, he continue to place well regionally.
 
===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.
 
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.


=={{SSBU|Classic Mode}}: Dog, Duck, Zapper==
=={{SSBU|Classic Mode}}: Dog, Duck, Zapper==
[[File:SSBU Congratulations Duck Hunt.png|thumb|Duck Hunt's congratulations screen.]]
Duck Hunt's opponents are all animals or {{SSBU|Mii Fighter}}s with animal costumes.
Duck Hunt's opponents are animals, or in the case of the {{SSBU|Mii Fighter}}s, humans wearing animal costumes. All the stages are grass and nature-themed stages, except for round 6, which instead references Duck Hunt being a dog like the Nintendogs. Due to being an animal, [[Rathalos]] also fits this theme and is fought as the final 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
|-
|-
|1||{{CharHead|Donkey Kong|SSBU|hsize=20px}} and {{CharHead|Diddy Kong|SSBU|hsize=20px}}||[[Kongo Jungle]]||''{{SSBUMusicLink|Donkey Kong|Swinger Flinger}}''||
|1||{{SSBU|Donkey Kong}} and {{SSBU|Diddy Kong}}||{{SSB|Kongo Jungle}}||Swinger Flinger
|-
|-
|2||{{CharHead|Sonic|SSBU|hsize=20px}}||[[Windy Hill Zone]]||''{{SSBUMusicLink|Sonic The Hedgehog|Wonder World}}''||
|2||{{SSBU|Sonic}}||[[Windy Hill Zone]]||Wonder World
|-
|-
|3||{{CharHead|Fox|SSBU|hsize=20px}}, {{CharHead|Falco|SSBU|hsize=20px}}, and {{CharHead|Wolf|SSBU|hsize=20px}}||[[Garden of Hope]]||''{{SSBUMusicLink|Pikmin|Garden of Hope (Remix)}}''||
|3||{{SSBU|Fox}}, {{SSBU|Falco}}, and {{SSBU|Wolf}}||[[Garden of Hope]]||Garden of Hope
|-
|-
|4||Giant {{CharHead|King K. Rool|SSBU|hsize=20px}}||[[Kongo Falls]]||''{{SSBUMusicLink|Donkey Kong|Snakey Chantey}}''||
|4||Giant {{SSBU|King K. Rool}}||[[Kongo Falls]]||Snakey Chantey
|-
|-
|5||{{CharHead|Mii Brawler|SSBU|hsize=20px}} (x2), {{CharHead|Mii Gunner|SSBU|hsize=20px}} (x2), and {{CharHead|Mii Swordfighter|SSBU|hsize=20px}}||[[Green Greens]]||''{{SSBUMusicLink|Kirby|Floral Fields}}''||Horde Battle (2 at a time).
|5||5 {{SSBU|Mii Fighter}}s||[[Green Greens]]||Floral Fields
*Mii Brawler costume combinations: Cat Hat and Cat Suit (x2)
*Mii Gunner costumes: Bear Hat and Bear Suit (x2)
*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}}{{CharHead|Duck Hunt|SSBU|hsize=20px|color=Tan}} (x6)||[[Living Room]]||''{{SSBUMusicLink|Nintendo|Duck Hunt Medley (for 3DS / Wii U)}}''||Horde Battle (3 at a time).<br>If any of these costumes are being used by the player, the {{Head|Duck Hunt|g=SSBU|s=20px}} default Duck Hunt takes their place.
|6||6 Duck Hunts||[[Living Room]]||Duck Hunt Medley (for 3DS / Wii U)
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="4"|Bonus Stage
|-
|-
|Final||[[Rathalos]]||[[Forest Hill]]||''{{SSBUMusicLink|Nintendo|Roar/Rathalos}}''||
|Final||[[Rathalos]]||?||Roar/Rathalos
|}
|}
[[Credits]] roll after completing Classic Mode. Completing it as Duck Hunt has ''{{SSBUMusicLink|Nintendo|Duck Hunt Medley (for 3DS / Wii U)}}'' accompany the credits.
{{clr}}


==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 were among the fighters that were summoned to fight the army of [[Master Hand]]s.
Duck Hunt was among the fighters that were summoned to fight the army of [[Master Hand]]s.


During the opening cutscene, Duck Hunt were present on the cliffside 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 ground with [[Duck Jump]]. The duo was then placed under Galeem's imprisonment alongside the rest of the fighters, excluding {{SSBU|Kirby}}.
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 342: Line 283:


===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]]
|Duck Hunt
| {{SSBU|Duck Hunt}}
|{{SpiritType|Grab}} <center>{{color|#17ba17|Grab}}</center>
| {{color|#17ba17|Grab}}
|3,300
| 3,300
|{{b|Duck Hunt|stage}} ([[Ω form]])
| [[Duck Hunt]] ([[Ω form]])
|''{{SSBUMusicLink|Duck Hunt|Duck Hunt Medley}}''
| ''{{SSBUMusicLink|Duck Hunt|Duck Hunt Medley}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]==
==[[Spirit]]s==
Duck Hunt's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Duck Hunt. It is also available periodically for purchase in the shop for 300 Gold, but only after Duck Hunt has been unlocked. 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. Their fighter spirit has an alternate version that replaces it with their artwork in ''Ultimate''.
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>
SSBU spirit Duck Hunt.png|974. '''''Duck Hunt'''''
Spirits duck hunt.png|974. '''''Duck Hunt'''''
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==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
! colspan=1|Inspiration
|-
|-
! style="width:5%;"|No.
! style="width:5%;"|No.
Line 389: Line 330:
! Conditions
! Conditions
! Music
! Music
! Character
|-
|-
|122
|122
|{{SpiritTableName|Polterpup|size=64}}
|[[File:Polterpup.png|center|64x64px]]
|''Luigi's Mansion'' Series
|{{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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,600
|3,600
|[[Luigi's Mansion]]
|[[Luigi's Mansion]]
Line 401: Line 342:
|•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
|{{SpiritTableName|Squawks|size=64}}
|[[File:Squawks Parrot.png|center|64x64px]]
|''Donkey Kong'' Series
|{{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}}
|{{SpiritType|Grab}}
|[[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 (1:30)
|•The stage is covered in fog<br>•Timed battle
|{{SSBUMusicLink|Donkey Kong|Ice Cave Chant}}
|{{SSBUMusicLink|Donkey Kong|Ice Cave Chant}}
|
|-
|-
|322
|322
|{{SpiritTableName|Yarn Poochy|size=64}}
|[[File:Poochy.png|center|64x64px]]
|''Yoshi'' Series
|{{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''
|{{SpiritType|Shield}}
|•{{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 425: Line 366:
|•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)}}
|Yarn {{s|mariowiki|Poochy}} and {{s|mariowiki|Poochy Pups}}
|-
|-
|435
|435
|{{SpiritTableName|Arcanine|size=64}}
|[[File:ArcanineSpirit.png|center|64x64px]]
|''Pokémon'' Series
|{{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}}
|{{SpiritType|Attack}}
|[[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 move speed
|•The floor is lava<br>•The enemy is giant<br>•The enemy has increased power
|{{SSBUMusicLink|Pokémon|Pokémon Red / Pokémon Blue Medley}}
|{{SSBUMusicLink|Pokémon|N's Castle}}
|
|-
|-
|583
|583
|{{SpiritTableName|Boney|link=y|size=64}}
|[[File:Boney.png|center|64x64px]]
|''EarthBound'' Series
|[[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}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|1,500
|1,500
|[[Onett]]
|[[Onett]]
Line 449: Line 390:
|•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
|{{SpiritTableName|Twinbellows|size=64}}
|{{anchor|Twinbellows}}[[File:Twinbellows Spirit.png|center|64x64px]]
|''Kid Icarus'' Series
|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}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|4,100
|4,100
|[[Find Mii]] ([[Ω form]])
|[[Find Mii]] ([[Ω form]])
Line 461: Line 402:
|•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
|{{SpiritTableName|DJ K.K.|size=64|customname=[[nookipedia:DJ KK|DJ K.K.]]}}
|[[File:Spirit DJ KK.png|center|64x64px]]
|''Animal Crossing'' Series
|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''
|{{SpiritType|Neutral}}
|•{{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 ([[Squid Sisters]])<br>•Temporary Invincibility
|•Assist Trophy Enemies<br>•Temporary Invincibility
|•Defeat the main fighter to win<br>•The enemy will occasionally be invincible after a little while<br>•Hostile assist trophies will appear after a little while
|•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
|{{SpiritTableName|Copper & Booker|size=64}}
|[[File:Bookercopper.png|center|64x64px]]
|''Animal Crossing'' Series
|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}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|2,600
|2,600
|[[Bridge of Eldin]]
|[[Bridge of Eldin]]
Line 485: Line 426:
|•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}}
|Copper (tan costume)<br>Booker (black costume)
|-
|-
|975
|975
|{{SpiritTableName|Wild Gunman|link=y|size=64}}
|[[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}})
|{{SpiritType|Attack}}
|[[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|Other|Dillon's Rolling Western: The Last Ranger}}
|{{SSBUMusicLink|Nintendo|Dillon's Rolling Western: The Last Ranger}}
|
|-
|-
|1,199
|1,199
|{{SpiritTableName|Baxter & Forthington|size=64}}
|{{anchor|Baxter and Forthington}}[[File:Baxter&co.png|center|64x64px]]
|''Rhythm Heaven'' Series {{Flag|North America}}<br>''Rhythm Paradise'' Series {{Flag|PAL}}
|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}}
|{{SpiritType|Grab}}
|[[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|Other|Monkey Watch}}
|{{SSBUMusicLink|Nintendo|Monkey Watch}}
|{{iw|rhwiki|Baxter}}
|-
|-
|1,255
|1,255
|{{SpiritTableName|French Bulldog|size=64}}
|{{anchor|French Bulldog}}[[File:Bulldog Nintendogs.png|center|64x64px]]
|''Nintendogs'' Series
|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}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|3,400
|3,400
|[[Living Room]]
|[[Living Room]]
|•Assist Trophy Enemies ([[Nintendog]])
|•[[Assist Trophy]] Enemies ([[Nintendog]])
|•Hostile assist trophies will appear
|•Hostile assist trophies will appear
|{{SSBUMusicLink|Other|Bathtime Theme}}
|{{SSBUMusicLink|Nintendo|Bathtime Theme}}
|
|-
|-
|1,275
|1,275
|{{SpiritTableName|Inuji Darumeshi|size=64}}
|{{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}}
|{{SpiritType|Grab}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|1,900
|1,900
|[[Saffron City]] ([[Battlefield form]])
|[[Saffron City]] ([[Battlefield form]])
|•Item: [[Beastball]]
|•Item: Beastball
|•The enemy is easily distracted by items
|•The enemy is easily distracted by items
|{{SSBUMusicLink|Other|Title Theme - Nintendo Badge Arcade}}
|{{SSBUMusicLink|Nintendo|Title Theme - Nintendo Badge Arcade}}
|
|-
|-
|1,276
|1,276
|{{SpiritTableName|Rusty Slugger|size=64}}
|{{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}}
|{{SpiritType|Grab}}
|[[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|Other|Title Theme - Nintendo Badge Arcade}}
|{{SSBUMusicLink|Nintendo|Title Theme - Nintendo Badge Arcade}}
|
|-
|1,443
|{{SpiritTableName|Red XIII|size=64}}
|''FINAL FANTASY'' Series
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px}}
|{{SpiritType|Attack}}
|3,400
|[[Gerudo Valley]]
|•Uncontrollable Speed
|•The enemy is very fast and can't stop quickly when the enemy's at high damage<br>•The enemy can deal damage by dashing into you<br>•The enemy has increased move speed and reduced weight
|{{SSBUMusicLink|Final Fantasy|Cosmo Canyon}}
|
|-
|rowspan="2"|1,469
|{{SpiritTableName|Palamute|size=64|dlcalt=y}}
|rowspan="2"|''MONSTER HUNTER'' Series
|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Power Thrust|3]], Ninja Headband, Black Ninja Suit)
|rowspan="2"|{{SpiritType|Grab}}
|rowspan="2"|3,400
|rowspan="2"|[[Gaur Plain]] (hazards off)
|rowspan="2"|•Move Speed ↑
|rowspan="2"|•The enemy has increased move speed when the enemy's at high damage<br>•The enemy favors dash attacks<br>•The enemy starts the battle with a Killing Edge
|rowspan="2"|{{SSBUMusicLink|Other|Proof of a Hero ~ 4Version}}
|rowspan="2"|
|-
|style="background-color:#EEE;"|•{{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Black}}<br>•{{SSBU|Mii Swordfighter}} {{Head|Mii Swordfighter|g=SSBU|s=20px}} (Moveset [[Blurring Blade|3]][[Airborne Assault|1]][[Hero's Spin|3]][[Power Thrust|3]], Hunter's Helm, Hunter's Mail)<ref group="SB" name="DLC"/>
|}
|}
<references group="SB">
<ref name="DLC">This alternative occurs when the corresponding DLC has been purchased and downloaded.</ref>
</references>


===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 597: Line 509:
|-
|-
|525
|525
|{{SpiritTableName|Cobalion, Terrakion, & Virizion|size=64}}
|[[File:Cobalion Spirit.png|center|64x64px]]
|''Pokémon'' Series
|{{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}}
|{{SpiritType|Neutral}}
|[[File:SpiritTypeNeutral.png|20px|center|Neutral]]
|9,000
|9,000
|[[Kalos Pokémon League]]
|[[Unova Pokémon League]]
|N/A
|N/A
|•The enemy's melee weapons have increased power<br>•The enemy can unleash powerful critical hits at random<br>•The enemy starts the battle with a [[Beam Sword]]
|•The enemy's melee weapons have increased power<br>•The enemy can unleash powerful critical hits at random<br>•The enemy starts the battle with a [[Beam Sword]]
Line 609: Line 522:
|-
|-
|866
|866
|{{SpiritTableName|Bass|link=y|size=64}}
|{{anchor|Bass}}[[File:Bass.png|center|64x64px]]
|''Mega Man'' Series
|[[Bass]]
|•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Grey}} (120 HP)<br>•Metal {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=Red}} (60 HP)
|''Mega Man series''
|{{SpiritType|Attack}}
|•{{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 621: Line 535:
|-
|-
|1,130
|1,130
|{{SpiritTableName|Donbe & Hikari|customname=[https://nintendo.fandom.com/wiki/Donbe Donbe] & [https://nintendo.fandom.com/wiki/Hikari Hikari]|size=64}}
|{{anchor|Donbe & Hikari}}[[File:Donbe hikari.png|center|64x64px]]
|''Famicom Mukashibanashi'' Series
|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}}
|{{SpiritType|Neutral}}
|[[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|Other|Shin Onigashima Medley}}
|{{SSBUMusicLink|Nintendo|Shin Onigashima Medley}}
|[https://nintendo.fandom.com/wiki/Shin_Onigashima Ringo]
|[https://nintendo.fandom.com/wiki/Shin_Onigashima Ringo]
|-
|1,417
|{{SpiritTableName|Byte & Barq|size=64}}
|''ARMS''
|•{{SSBU|Mega Man}} {{Head|Mega Man|g=SSBU|s=20px|cl=Cyan}}<br>•Metal {{SSBU|Duck Hunt}} {{Head|Duck Hunt|g=SSBU|s=20px|cl=White}}
|{{SpiritType|Neutral}}
|1,600
|[[Spring Stadium]]
|N/A
|•Defeat the main fighter to win<br>•The enemy is metal
|{{SSBUMusicLink|ARMS|Buster Beach}}
|[[armsinstitute:Byte & Barq|Barq]]
|}
|}


===As allies===
===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 665: Line 569:
|-
|-
|1,254
|1,254
|{{SpiritTableName|Toy Poodle|size=64}}
|{{anchor|Toy Poodle}}[[File:Toy Poodle Spirit.png|center|64x64px]]
|''Nintendogs'' Series
|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''
|{{SpiritType|Shield}}
|•{{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]])
|•[[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|Other|Bathtime Theme}}
|{{SSBUMusicLink|Nintendo|Bathtime Theme}}
|Toy Poodle
|Black-and-tan "phantom" Poodle
|}
|}


Line 695: Line 600:
<gallery>
<gallery>
SSBU Duck Hunt Number.png|Duck Hunt's fighter card.
SSBU Duck Hunt Number.png|Duck Hunt's fighter card.
Duck Hunt unlock notice SSBU.jpg|Duck Hunt's unlock notice.
SSBUWebsiteDuckHunt1.jpg|Duck Hunt [[taunting]] on {{b|Duck Hunt|stage}}.
SSBUWebsiteDuckHunt1.jpg|[[Taunt]]ing on their [[Duck Hunt (stage)|titular stage]].
SSBUWebsiteDuckHunt2.jpg|Running towards a [[Smart Bomb]] on [[Spirit Train]].
SSBUWebsiteDuckHunt2.jpg|[[Dash]]ing ahead of {{SSBU|Ike}} and toward a [[Smart Bomb]] on [[Spirit Train]].
SSBUWebsiteDuckHunt3.jpg|Attacking {{SSBU|Toon Link}} with their rapid jab on [[The Great Cave Offensive]].
SSBUWebsiteDuckHunt3.jpg|Hitting {{SSBU|Toon Link}} with their neutral infinite on [[The Great Cave Offensive]].
SSBUWebsiteDuckHunt4.jpg|Crouching with {{SSBU|Falco}} on [[Tortimer Island]].
SSBUWebsiteDuckHunt4.jpg|[[Crouch]]ing alongside {{SSBU|Falco}} on [[Tortimer Island]].
SSBUWebsiteDuckHunt5.jpg|Dodging on The Great Cave Offensive.
SSBUWebsiteDuckHunt5.jpg|[[Sidestep]]ping on The Great Cave Offensive.
SSBUWebsiteDuckHunt6.jpg|Several Duck Hunts on [[Mario Galaxy]].
SSBUWebsiteDuckHunt6.jpg|Several Duck Hunts on [[Mario Galaxy]].
SSBUWebsite15.jpg|Taunting alongside the [[Nintendog]] on {{SSB|Dream Land}}.
SSBUWebsite15.jpg|Taunting with [[Nintendog]] on {{SSB|Dream Land}}.
SSBUWebsiteMrGame&Watch5.jpg|Idling alongside {{SSBU|Mr. Game & Watch}} on Tortimer Island.
SSBUWebsiteMrGame&Watch5.jpg|Idling with {{SSBU|Mr. Game & Watch}} on Tortimer Island.
SSBUWebsiteVillager5.jpg|Using [[Duck Jump]] alongside {{SSBU|Villager}}'s [[Balloon Trip]] on Mario Galaxy.
SSBUWebsiteVillager5.jpg|Performing [[Duck Jump]] with {{SSBU|Villager}} on Mario Galaxy.
SSBUWebsiteChefKawasaki3.jpg|Alongside [[Chef Kawasaki]] on [[Mushroom Kingdom U]].
SSBUWebsiteChefKawasaki3.jpg|With [[Chef Kawasaki]] on [[Mushroom Kingdom U]].
SSBUWebsiteBanjo&Kazooie4.jpg|Crouching alongside {{SSBU|Banjo & Kazooie}} on [[Windy Hill Zone]].
RyuDuckHuntFinalDestinationUltimateBattleReady.jpg|{{SSBU|Ryu}} and Duck Hunt on {{SSBU|Final Destination}}.
SSBUSoraDuckDog.jpg|Alongside {{SSBU|Sora}} on [[Battlefield (SSBU)|Battlefield]].
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=anhjSVXYL6E}}
{{#widget:YouTube|id=anhjSVXYL6E}}


==Trivia==
==Trivia==
*Duck Hunt are the only fighters who travel to [[Living Room]] in Classic Mode.
*Duck Hunt is the only character who travels to [[Living Room]] in Classic Mode.
*If Duck Hunt are hit by [[Max Malicious Moonsault]], the duck's wings will be spread out in a [[t-pose]] fashion.
*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 ''SSB4''.
**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''.
*Duck Hunt are the only characters who face all of the {{uv|Star Fox}} fighters in the same round in their route.
*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. A similar situation occurred in [[Super Smash Bros. 4]].
**They are also the only characters to face all of the {{uv|Donkey Kong}} fighters in their route, albeit in different Rounds.
*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.
*There's a graphical error with Duck Hunt's [[on-screen appearance]] when done facing the left. The smoke effects appear behind the 8-bit grass instead of in front of it.
*Despite not being present [[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's slowest walking speed animation has the dog walk close to the ground, and visibly sniff the ground. This is a reference to the animation that plays at the start of a round of Duck Hunt.
*Despite not being present in [[Team Battle]]s, Wild Gunman's appearance and firing sound effects can still be heard if Duck Hunt are the leading fighters 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.
*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.
**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.
*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.
*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.
*Unlike other Sound Tests with multiple characters in them (such as Popo & Nana, Pikmin & Winged Pikmin, and Banjo & Kazooie), Duck Hunt's voice clips are not split between the dog and duck, nor are their clips given specific designations. The Sound Test first lists the dog's four barking clips, followed by the duck's two quacking clips, followed by the dog's star KO voice clip.


==References==
==References==
Line 738: Line 629:
{{SSBUCharacters}}
{{SSBUCharacters}}
{{Duck Hunt universe}}
{{Duck Hunt universe}}
[[Category:Duck Hunt (SSBU)| ]]
[[Category:Duck Hunt (SSBU)]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Dúo Duck Hunt (SSBU)]]

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