Duck Hunt (SSBU): Difference between revisions

Added the attributes, but stuff will need linking.
Tag: Mobile edit
(Added the attributes, but stuff will need linking.)
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==Attributes==
==Attributes==
{{incomplete|This section needs an in depth explanation of Duck Hunt's strengths and weaknesses.}}
 
Duck Hunt is a lightweight character (same weight as Sonic, putting them among the bottom 20 in that category) with below-average height, above-average walking speed, (25th fastest in this category) average run speed, a slow initial dash, (tied for 12th slowest with Incineroar, Snake, Bowser Jr., and Ryu) low traction, (15th lowest) above-average air speed, (tied for 20th fastest with Bowser, Sheik, Lucas, and Mega Man) average air acceleration and falling speed, and low gravity (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.
 
As a character with three unique projectiles for special moves, Duck Hunt excels in zoning and stage control with an emphasis on setups. Trick Shot generates a can that explodes on contact, and the fact that it can be maneuvered by the player with the press of the special button make it a key component of Duck Hunt's pressure, setups, and stage control. Additionally, the fact that the can is generated on frame 1 gives it utility as a combo breaker. Clay Shooting, a frisbee-like projectile that can be detonated with the press of the special button, 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 aerials, another side special, or a combination of the two. Their down special, Wild Gunman, summons a gunman that shoots a delayed projectile, further supplementing their zoning and setup centered play style since they can act out of the move before the gunshot. In addition, the gunmen possess their own hurtbox, giving it occasional use for blocking attacks.
 
Duck Hunt's aerial 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 kills 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 also functions as a passable kill move, killing middleweights at 135% from the edge of Final Destination with the strong hit. Finally, up air is a good vertical finisher that starts killing middleweights at around 135% near the blast zone, plus it comes out fast a frame 6 and has a decent amount of active frames.
 
Unfortunately, Duck Hunt's main weakness is that, outside of some their aerials, the aspects of their kit that don't revolve around their versatile projectiles are either mediocre or below average. 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 kill power; even with the sweetspot, the move doesn't start killing 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 kill power. In addition, down aerial has some inconsistencies of its own, as while it's 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. Sure, by all technicalities, their recovery fares better than their Smash 4 counterpart due to being able to cancel it into attacks and air dodges, but the fact that Duck Hunt can only cancel their recovery 51 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 the rapid jab nor the gentleman jab function as a good late percent finisher, as neither start killing 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 killing middleweights until 150%. Up tilt, while in theory being a frame 7 combo starter into neutral and up aerial at low and mid percents, 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 the best of the grounded normals in their arsenal for being their fastest grounded poke at frame 6 and having the potential to lead into tech chase scenarios, suffers from being an even worse disjoint than forward tilt in terms of both range and kill power. While these mentioned moves are simply mediocre, the same cannot be said for dash attack, a move that is genuinely below average; it has slow startup at frame 10 while also having abysmal kill power, as it can't even kill 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 kill power and are disjointed for utilizing the NES Zapper, their startup is mediocre 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 killing at reasonable percents.
 
Overall, Duck Hunt is a character who excels at controlling the neutral by simultaneously controlling both the character and their assortment of projectiles in order to create setups, cause frame traps, and generate 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 mediocre normals and mobility on the ground, meaning they have to be more reliant on crafty use of their projectiles in order to get things going compared to other zoners. Essentially, while Duck Hunt is a solid character, other characters in a similar archetype simply have more flexibility in parts of their kits that don't revolve around zoning. For example, while Link is good at zoning and creating setups with Boomerang and Remote Bomb, the reason why he is considered to be a high tier is because he has notable strengths all across the board such as a strong out of shield option in the form of Spin Attack, safe and potent aerials in the form of neutral air and forward air, and having an overall better ground game than Duck Hunt due to the greater reach and power of his disjoints as well as his more combo friendly grab game. While it's not entirely certain whether Duck Hunt's strengths outweigh their flaws and vice versa, Duck Hunt is generally considered to be a viable mid tier character.
 


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
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