Template:SSB4 to SSBU changelist/Duck Hunt

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Aesthetics

  • Change Duck Hunt's model is of a significantly higher visual quality. The dog's overall color scheme is more vibrant, better matching his sprite in Duck Hunt, and he now features detailing on his fur, collar, paws, and nose. The duck's color scheme is more subdue and features greater feather detailing.
  • Change Duck Hunt is significantly more vocal. They have more voice clips during gameplay beyond their taunts and Star KO, consisting of bitcrushed realistic dog noises and duck quacks. These voice clips are also now available in the Sound Test.
  • Change Similar to other cartoonish fighters, the duo are more expressive.
  • Change The duck no longer blinks during the duo's idle and crouching animation and on the results screen.
  • Change Duck Hunt's shielding animation is slightly altered. The duck now covers the dog with its feathers.

Attributes

  • Buff Like all characters, Duck Hunt's jumpsquat animation takes three frames to complete (down from 4).
  • Buff Duck Hunt dashes faster (1.63 → 1.793).
    • Buff Duck Hunt's initial dash is faster (1.55 → 1.76), although it is now one of the slower initial dashes relative to the cast.
  • Buff Duck Hunt walks faster (1.155 → 1.213).
  • Buff Duck Hunt's air speed is slightly faster (1.1 → 1.155).
  • Nerf Duck Hunt is lighter (91 → 86), now only slightly heavier than Zelda, which reduces their survivability.
  • Nerf Spot dodge has slightly more ending lag (FAF 24 → 25), no longer being the best in the game.
  • Nerf Forward roll has more ending lag (FAF 27 → 30).
  • Nerf Back roll has more startup (frames 4-15 → 5-16) and ending lag (FAF 27 → 35).
  • Nerf Neutral air dodge has more startup (frame 2 → 3) and significantly more ending lag (FAF 31 → 50).
  • Buff Neutral air dodge has less landing lag (22 frames → 10).
  • Buff Neutral air dodge has a slightly longer duration (frames 2-25 → 3-27).

Ground attacks

  • Neutral attack:
    • Buff Neutral attack's animation is faster and the rapid jab and rapid finisher have less startup lag, making them connect more reliably.
    • Buff Neutral attack 2's largest hitbox is bigger (4.2u → 5u).
    • Nerf Neutral attack 3 has a smaller hitbox (5.8u → 5u).
    • Nerf Neutral attack 1 and 2 and neutral infinite deal less damage (2% (first)/3% (second) → 1.5% each, 0.8% → 0.4% (infinite)).
    • Change Neutral attack 1 has its two larger hitboxes replaced with four smaller ones (3u/3u → 1.8u/1.8u/2u/2u).
    • Change The infinite has gained a shieldstun multiplier of 5×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Duck Hunt more easily if they shield 10 hits or more.
  • Forward tilt:
    • Buff Forward tilt deals more base knockback (15 → 35).
    • Change Its angle is different when angled (361° (both) → 48° (up)/30° (down)).
  • 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.
    • Nerf Up tilt's hitbox is smaller (7u → 5u), while its Y2 offset was compensating (13 → 15), the hitbox is narrower and has less range against grounded opponents.
    • Change Up tilt deals significantly more base knockback (35 → 95), but has much less knockback scaling (130 → 40), removing its KO potential, but increasing its combo potential.
  • Down tilt
    • Buff Down tilt has less ending lag (FAF 35 → 28).
    • Buff Down tilt sends at a slightly more horizontal angle that is more desirable for edgeguarding (30° → 25°).
  • Forward smash:
    • Buff If the first hit of forward smash connects, subsequent hits will be positioned to continue the chain into the final hit, rather than having their positions somewhat randomized.
    • Buff Forward smash's first and second hits launch at a higher angle (5° → 45°) and deal more set knockback (60 → 66 (hit 1), 60 → 69 (hit 2)), making them connect more reliably.
    • Buff It has larger hitboxes (3.8u → 4.7u (hit 1), 5.2u → 6.9u (hit 2), 7u → 7.8u (hit 3)).
  • Up smash:
    • Buff The first two hits no longer have set knockback (72/60 → 0), and use an autolink angle (140°/150° → 368° (hit 1), 115° → 368° (hit 2)), allowing them to connect more reliably.
    • Buff Up smash's first and second hit deal slightly more damage (2%/2.4% → 2.5% each).
    • Buff Up smash's final hit deals more knockback (40 base/112 scaling → 45/120).
  • Down smash:
    • Buff The first two hits no longer have set knockback (115 → 0), and use an autolink angle (165° → 368°), allowing them to connect more reliably.
    • Buff Down smash's final hit deals more base knockback (32 → 37).

Aerial attacks

  • Buff All aerials have less landing lag (17 frames → 10 (neutral), 15 → 9 (forward), 24 → 14 (back), 18 → 11 (up), 34 → 15 (down)).
  • Neutral aerial:
    • Change Neutral aerial's clean hit has less knockback scaling (100 → 86). This reduces its KO potential, but combined with the landing lag reduction grants it combo potential when landing.
  • Forward aerial:
    • Buff Forward aerial has marginally less ending lag (FAF 46 → 45).
    • Buff Its sweetspot comes out slightly earlier (frame 9 → 8).
    • Nerf It has a slightly shorter duration overall (frames 7-12 → 7-11).
  • Back aerial:
    • Buff Back aerial's sweetspot deals slightly more damage (12% → 12.5%) with no compensation on knockback, causing it to KO slightly earlier.
  • Up aerial:
    • Buff The first hit sends the opponent at a lower angle (145° → 95°), the second hit launches at an autolink angle (145° → 363°), both hits deal more set knockback (40 → 50) and have a reduced hitlag multiplier (1× → 0.5×), allowing them to connect more reliably overall.
    • Buff All hits have larger hitboxes (5.5u → 6u (hits 1-2), 8u → 8.5u (hit 3)) and the second hit and third hit's hitboxes have been moved upward (Y offset: 20u → 21.5u (hits 2), 21u → 22.5u (hit 3)), improving its range overall.
    • Nerf The first hit's hitbox has been moved lower (Y offset: 20u → 18.5u), slightly reducing its range overall.
  • Down aerial:
    • Buff Down aerial has considerably less ending lag (FAF 60 → 50).
    • Buff Both hits have a slightly longer duration (frames 14/20 → 14-15/20-21).
    • Nerf Down aerial auto-cancels later (frame 33 → 45), preventing it from doing so in a short hop.

Throws and other attacks

  • Buff Standing grab and dash grab have less startup lag (stand/dash: frame 8/10 → 6/9).
  • Nerf All grabs have more ending lag (stand/dash/pivot: FAF 29/36/34 → 36/43/38).
  • Nerf All grabs have less range (Z2 offset: 11.7u → 11.2u (standing), 13.9u → 12.9u (dash), -19.2u → -18.5u (pivot)).
  • Buff Back throw has less ending lag (FAF 44 → 40).

Special moves

  • Trick Shot:
    • Change Trick Shot's can is slower and more floaty, but starts further forward.
    • Change Trick Shot's can travels more distance every time it is shot. This increases its effective range, but also means it will fly over grounded opponents more often.
    • Change Trick Shot's explosion sends the opponent flying in the direction of the side of the can that hit them, instead of sending them the direction Duck Hunt is facing.
    • Change Trick Shot's can has bullet holes appear every time the special button is pressed.
    • Change Trick Shot's can auto explodes more quickly after the eighth shot (76 frames → 60).
    • Buff Trick Shot's can is able to be hit with an attack midair, allowing Duck Hunt to cover more options.
    • Buff Trick Shot's can and its explosion deal more damage (1.8%-2% → 1.6%-4.4% (contact), 8% → 10% (explosion)), without full compensation for knockback on the explosion (110 scaling → 100), improving its KO potential.
    • Buff Trick Shot's can can be shot even when it is about to explode, increasing the amount of time it can be maneuvered.
    • Buff Trick Shot has less ending lag (FAF 46 → 42).
    • Nerf Trick Shot has lost some setups in combination with Clay Shooting.
  • Clay Shooting:
    • Change Shooting Clay Shooting's pigeon with Special Move works differently. Instead of always getting destroyed immediately, it will only be shot once per input made. If it is moving too fast, it will not be destroyed, but it will always be destroyed in one shot if it is moving slowly enough.
    • Buff Clay Shooting has slightly less ending lag (FAF 66 → 64).
    • Buff Clay Shooting forces the opponent to stay in place if they get hit, making it a significantly better combo starter.
    • Buff When Clay Shooting's pigeon is destroyed, debris that deals damage flies in multiple directions. [1]
      • Nerf However, these particles will damage Duck Hunt if the pigeon is destroyed by the opponent.
      • Nerf This means a pigeon that missed and was thrown with the smash input takes longer to destroy, reducing its safety.
    • Change Clay Shooting faces the screen more.
  • Duck Jump:
    • Buff After 50 frames, Duck Jump can be cancelled with an attack or air dodge, though Duck Hunt will still be helpless afterwards.
    • Buff If Duck Hunt gets hit by a windbox or an attack that deals no knockback (like Fox's laser) after cancelling Duck Jump but before entering helpless state, Duck Jump can be used again. This can be repeated indefinitely. [2]
  • Wild Gunman:
    • Change The Wild Gunmen's eyes flash before they are about to shoot, instead of flashing immediately after spawning.
    • Buff Wild Gunman has less ending lag (FAF 45 → 42).
    • Buff Each Gunman fires three frames earlier.
    • Buff Each Gunman deals 4% more damage (4%-7% → 8%-11%) with no compensation on knockback, granting them KO potential at high percents, especially the Sombrero Gunman.
    • Nerf When a Gunman is defeated, it will take longer for him to disappear and for another Gunman to be spawned.
      • Buff However, the Gunman's defeated body has a tangible hurtbox, which allows Duck Hunt to use it as a shield from projectile attacks.
    • Change The Wild Gunmen have visual bullet tracers when shooting their guns, allowing players to see how far each gunman will shoot.
    • Change The Gunmen have a soft, CRT-like glow.
  • NES Zapper Posse:
    • Buff NES Zapper Posse has a larger hitbox.
    • Nerf It has altered knockback (60 base/180 scaling → 70/160), dealing less knockback overall and KOing later even at the ledge.