Duck Hunt (SSB4): Difference between revisions
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As zoning-oriented characters, Duck Hunt's regular attacks are a mixed bag, though they still have their uses. Their neutral infinite's hits connect together well even at high percents (especially against heavyweights and fast-fallers) and it deals damage and knockback that are both passable for damage racking and spacing, respectively. However, it should be noted that the hitbox of their neutral infinite's finisher no longer stretches vertically as of update 1.1.0, thus very slightly weakening its utility. Fittingly enough for a team with with a bird, Duck Hunt's air game is perhaps the strongest aspect of their offense after their specials and it typically synchronizes well with their offensive specials due to the latter's suitability for ground control. Their neutral aerial comes out fairly fast, deals respectable knockback and was [[buff]]ed in update 1.0.8 by having its landing lag reduced by five frames. Both their forward and back aerials are handy for edge-guarding. Finally, their up aerial is one of their best KOing options, especially near the upper blast line. However, as Duck Hunt's [[weight]] is fairly light, their aerial game must be used wisely when they are highly damaged or they risk being KO'd themselves while attempting to score a KO of their own. | As zoning-oriented characters, Duck Hunt's regular attacks are a mixed bag, though they still have their uses. Their neutral infinite's hits connect together well even at high percents (especially against heavyweights and fast-fallers) and it deals damage and knockback that are both passable for damage racking and spacing, respectively. However, it should be noted that the hitbox of their neutral infinite's finisher no longer stretches vertically as of update 1.1.0, thus very slightly weakening its utility. Fittingly enough for a team with with a bird, Duck Hunt's air game is perhaps the strongest aspect of their offense after their specials and it typically synchronizes well with their offensive specials due to the latter's suitability for ground control. Their neutral aerial comes out fairly fast, deals respectable knockback and was [[buff]]ed in update 1.0.8 by having its landing lag reduced by five frames. Both their forward and back aerials are handy for edge-guarding. Finally, their up aerial is one of their best KOing options, especially near the upper blast line. However, as Duck Hunt's [[weight]] is fairly light, their aerial game must be used wisely when they are highly damaged or they risk being KO'd themselves while attempting to score a KO of their own. | ||
As for the rest of their moves, Duck Hunt's smash attacks are easily the most problematic; although their strength is passable, they have awkward hitbox placements due to the team's comedic nature. This can make it difficult to fully connect each hit | As for the rest of their moves, Duck Hunt's smash attacks are easily the most problematic; although their strength is passable, they have awkward hitbox placements due to the team's comedic nature. This can make it difficult to fully connect each hit and can possibly hinder their KO attempts. However, this problem was very slightly remedied due to their forward smash's second and third hitboxes' sizes being increased in update 1.1.0. Lastly, their grab game is rather unremarkable; although their damage outputs are respectable, their knockback does not allow for reliable combos. However, their forward and back throws have utility in that they can help Duck Hunt launch an opponent into Trick Shot's trajectory in the event the opponent initially dodged the can. | ||
Overall, Duck Hunt are, like {{SSB4|Shulk}}, very capable at playing mindgames due to their offensive special moves' virtual unpredictability and can be a force to be reckoned with in the right hands. However, due to heavily relying on their offensive special moves in order to maintain offense, they can be very vulnerable to characters capable of [[reflection]] and especially {{SSB4|Rosalina & Luma}}'s [[Gravitational Pull]]. As a result, one must properly synchronize the team's offensive special moves with their capable air game, in order to deal precise and varied offensive pressure both on the ground and in the air in order to deal with opponents of all types. | Overall, Duck Hunt are, like {{SSB4|Shulk}}, very capable at playing mindgames due to their offensive special moves' virtual unpredictability and can be a force to be reckoned with in the right hands. However, due to heavily relying on their offensive special moves in order to maintain offense, they can be very vulnerable to characters capable of [[reflection]] and especially {{SSB4|Rosalina & Luma}}'s [[Gravitational Pull]]. As a result, one must properly synchronize the team's offensive special moves with their capable air game, in order to deal precise and varied offensive pressure both on the ground and in the air in order to deal with opponents of all types. |
Revision as of 16:38, November 30, 2015
- This article is about Duck Hunt's appearance in Super Smash Bros. 4. For the character in other contexts, see Duck Hunt. For the stage, see Duck Hunt (stage).
Duck Hunt in Super Smash Bros. 4 | |
---|---|
Universe | Duck Hunt |
Availability | Unlockable |
Final Smash | NES Zapper Posse |
“ | Duck Hunt Takes Aim! | ” |
—Introduction tagline |
Duck Hunt (ダックハント, Duckhunt), or Duck Hunt Duo in the PAL version, are newcomers in Super Smash Bros. 4. Aside from their titular game, Duck Hunt also references other NES light-gun games by having special moves that use the gunmen from Wild Gunman and a can from Hogan's Alley. They were first leaked as part of the ESRB leak prior to the release of Super Smash Bros. for Nintendo 3DS; they would be the last newcomers to receive a formal reveal and trailer on November 5th, 2014 in a Nintendo Direct presentation.
How to unlock
Super Smash Bros. for Nintendo 3DS
- Complete Classic Mode with 8 characters.
- Play 110 VS Matches.
After completing one of the two methods, Duck Hunt must then be defeated on Battlefield.
Super Smash Bros. for Wii U
- KO one fighter in Cruel Smash.
- Play 100 VS matches.
After completing one of the two methods, Duck Hunt must then be defeated on the Duck Hunt stage.
Attributes
As their Duck Hunt Duo name in the PAL version suggests, Duck Hunt is not a single entity, but rather a team of characters like the Ice Climbers in Melee and Brawl, the Pokémon Trainer in Brawl and Rosalina & Luma in SSB4. In Duck Hunt's case, the team consists of the dog and a duck from Duck Hunt as well as an unseen person using the NES Zapper. The dog uses spins, paw swipes, and bites for his moves. The duck is used for some tilt attacks and the team's up special Duck Jump. Lastly, the unseen person with the Zapper is used for only five moves: their smash attacks, their neutral special Trick Shot and their side special Clay Shooting, in which the player shoots the can and clay pigeon, respectively. These offensive special moves, as well their down special Wild Gunman, make Duck Hunt zoning-oriented characters. Aside from these general traits, the dog and duck each possess an interesting quirk: the dog is capable of wall jumping, while the duck has a hurtbox just like the dog does.
Trick Shot is useful for not only playing mindgames, but also helping Duck Hunt with edge-guarding. However, Duck Hunt must take care to remember that they are also susceptible to the can's explosion as well and not to be in the can's immediate vicinity due to it exploding after some time. Clay Shooting is useful for luring opponents from a distance and especially for hindering an opponent's approach due to its range. Wild Gunman is best suited for mindgames like Trick Shot and both can synchronize rather well with each other. In addition to this, it also has defensive value due to the gunmen being able to block incoming projectiles similarly to Link and Toon Link's Bombs. Unlike Trick Shot, however, Wild Gunman has little offensive due to its inconsistent damage output, unimpressive knockback and the gunmen being unable to fire so long as the opponent can deal at least 6% to the gunmen. Duck Jump rounds out Duck Hunt's special moves; while it offers a reasonable amount of vertical recovery distance and a somewhat meager amount of horizontal recovery distance, it cannot be stopped upon being performed. However, the dog's aforementioned ability to wall jump can alleviate Duck Jump's flaws.
As zoning-oriented characters, Duck Hunt's regular attacks are a mixed bag, though they still have their uses. Their neutral infinite's hits connect together well even at high percents (especially against heavyweights and fast-fallers) and it deals damage and knockback that are both passable for damage racking and spacing, respectively. However, it should be noted that the hitbox of their neutral infinite's finisher no longer stretches vertically as of update 1.1.0, thus very slightly weakening its utility. Fittingly enough for a team with with a bird, Duck Hunt's air game is perhaps the strongest aspect of their offense after their specials and it typically synchronizes well with their offensive specials due to the latter's suitability for ground control. Their neutral aerial comes out fairly fast, deals respectable knockback and was buffed in update 1.0.8 by having its landing lag reduced by five frames. Both their forward and back aerials are handy for edge-guarding. Finally, their up aerial is one of their best KOing options, especially near the upper blast line. However, as Duck Hunt's weight is fairly light, their aerial game must be used wisely when they are highly damaged or they risk being KO'd themselves while attempting to score a KO of their own.
As for the rest of their moves, Duck Hunt's smash attacks are easily the most problematic; although their strength is passable, they have awkward hitbox placements due to the team's comedic nature. This can make it difficult to fully connect each hit and can possibly hinder their KO attempts. However, this problem was very slightly remedied due to their forward smash's second and third hitboxes' sizes being increased in update 1.1.0. Lastly, their grab game is rather unremarkable; although their damage outputs are respectable, their knockback does not allow for reliable combos. However, their forward and back throws have utility in that they can help Duck Hunt launch an opponent into Trick Shot's trajectory in the event the opponent initially dodged the can.
Overall, Duck Hunt are, like Shulk, very capable at playing mindgames due to their offensive special moves' virtual unpredictability and can be a force to be reckoned with in the right hands. However, due to heavily relying on their offensive special moves in order to maintain offense, they can be very vulnerable to characters capable of reflection and especially Rosalina & Luma's Gravitational Pull. As a result, one must properly synchronize the team's offensive special moves with their capable air game, in order to deal precise and varied offensive pressure both on the ground and in the air in order to deal with opponents of all types.
Update history
Duck Hunt have been slightly buffed via game updates. Their neutral aerial's landing lag was decreased in 1.0.8, making it safer and more viable as a KOing option. Due to hitbox adjustments in 1.1.0, their forward smash and neutral attack have had their KOing ability and utility very slightly improved, respectively. The changes on the shield mechanics brought about by updates 1.1.0 and 1.1.1 have not benefited nor hindered them, however.
- Neutral aerial's landing lag decreased: 22 → 17.
- Neutral attack's first and second hits now have two hitboxes with differing angles.
- Neutral attack's third hit deals 1% more damage: 4% → 5%.
- Neutral attack's third hit's knockback growth increased: 125 → 130.
- Neutral attack's third hit's base knockback increased: 40 → 50.
- Neutral attack's third hit's hitbox size increased: 5.0 → 5.8.
- Neutral attack's third hit's vertical displacement increased: 4.5 → 5.5.
- Neutral infinite finisher's hitbox no longer stretches vertically.
- Forward smash's second hitbox size increased: 4.5 → 5.2.
- Forward smash's third hitbox size increased: 5.1 → 7.0.
Moveset
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 2% | A paw swipe followed by a headbutt followed by a double hind leg kick by the dog. The neutral infinite has the duck pecking at the opponent repeatedly, and then ends with it thrusting its wings and beak out. | ||
3% | ||||
5% | ||||
1% (infinite), 3% (finisher) | ||||
Forward tilt | 8% | The dog leans on his chest and front paws and thrusts his lower back forward, which propels the duck into pecking the opponent. Can be angled. | ||
Up tilt | 7% | The dog leans on his chest and front paws and thrusts his lower back upward, which slightly raises the duck upward to attack with both of its wings. | ||
Down tilt | 8% | The dog swings swings his lower back forward to propel the duck around to where the dog is facing. The duck flies around and attacks with its wing. | ||
Dash attack | 10% | The dog slides onto his front paws and thrusts his lower back forward, which propels the duck into pecking the opponent. | ||
Forward smash | 17% | The dog barks, signalling the off-screen player to fire the Zapper three times in front of the duo while the dog and duck comically dodge the shots. The more the attack is charged, the larger the range is. Angles are random. | ||
Up smash | 14% | The dog looks upwards, signalling the player to fire the Zapper upwards three times while the dog and duck comically dodge the shots. | ||
Down smash | 16% | The dog looks at the ground, signalling the player with the Zapper to fire at both sides while the dog and duck comically dodge the shots. Three shots are fired: One in front of the dog, one behind the dog, and another in front. Each shot bounces the target around, resulting in the last shot launching the opponent behind the dog. | ||
Neutral aerial | 11% | The dog performs an aerial cartwheel to hit his opponents. | ||
Forward aerial | 6%, 10% (sweetspot) | The dog thrusts his lower back forward, which propels the duck into pecking the opponent. | ||
Back aerial | 10%, 12.5% (sweetspot) | The duck flies behind the dog, attacking the opponent with a beak thrust. | ||
Up aerial | 3%, 3%, 6% | The duck carries the dog and pecks at the air multiple times. Effective KOing option at high percents, especially near the upper blast line. | ||
Down aerial | 5%, 10% | The dog flips himself over to attack opponents beneath it with the duck. The attack can meteor smash. | ||
Grab | — | The dog bites the opponent and holds them in his grip. | ||
Pummel | 3% | The duck headbutts the opponent. | ||
Forward throw | 8% | Shakes the opponent before throwing them forwards. | ||
Back throw | 9% | Twirls around and throws the opponent behind. | ||
Up throw | 6% | Does a handstand and kicks the opponent upward with both hind legs. | ||
Down throw | 5% | The dog throws and slams the opponent into the ground. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | |||
Floor attack (back) Floor getups (back) |
7% | |||
Floor attack (trip) Floor getups (trip) |
5% | |||
Edge attack Edge getups |
7% | The dog rolls onto the edge and thrusts his lower back forward, which propels the duck into pecking the opponent. | ||
Neutral special | Default | Trick Shot | 8% (explosion), 1-4% (contact) | The dog summons an explosive can from Hogan's Alley and kicks it away. Subsequent neutral specials alert the player with the Zapper to shoot the can forwards, before it starts to smoke and then blow up. The explosion can hurt the dog as well. |
Custom 1 | High-Explosive Shot | 1% (contact), 7%/12% (explosion) | The can is only kicked once upon initial activation. Greater distance and speed. Pressing the special button again at any time will make it explode immediately. | |
Custom 2 | Zigzag Shot | 6% (shot), 6% (explosion), 2% (contact) | The can alternates direction in the air for each press. Getting hit by the explosion sends the opponent straight upwards. | |
Side special | Default | Clay Shooting | 2% (contact), 10% (shots) | 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 arcing shot and a faster, straight arc. Moving while performing the move initiates the slow arc, while standing still and performing the move initiates the fast arc. Pressing the special button again causes the player to destroy it in a barrage of bullets. |
Custom 1 | Rising Clay | 2%-8% (contact) | The dog throws a clay pigeon that rises into the air slowly. Does not explode. Does more damage the further it goes. The trajectory influence of Clay Shooting is also present in Rising Clay. | |
Custom 2 | Clay Break | 7% (first hit), 7% (second hit), 13% (third hit) | The pigeon can be shot at three times with varying accuracy, but the third shot definitely hits. Each shot is much stronger than the default move. The trajectory influence of Clay Shooting is also present in Clay Break. | |
Up special | Default | Duck Jump | 0% | The duck flies upward and carries the dog before getting tired and falling to the ground. The move cannot be used again if it is interrupted, unless the dog lands on the ground. |
Custom 1 | Duck Jump Snag | 1% (6 hits), 2% (last hit) | The dog bites repeatedly as the duck carries him upward. Covers less vertical distance than the default version. | |
Custom 2 | Super Duck Jump | 0% | Has some start-up lag, but the duck and dog ascend very quickly. Covers more vertical distance than the default version and also has a strong push effect upon ascending due to the gust caused by the duck flapping its wings. | |
Down special | Default | Wild Gunman | 4%-7% | The dog summons an 8-bit gunman from Wild Gunman. If an opponent is in the gunman's horizontal range, the gunman will fire, before disappearing. However, the gunman will vanish if attacked before he can shoot. |
Custom 1 | Quick Draw Aces | 6%-9% | Start-up lag before firing is reduced and the shot's power is slightly increased, but shot distance is decreased. | |
Custom 2 | Mega Gunman | 3%-6% | A large, durable gunman acts as a shield. Fires after a considerable delay if nothing hits him. | |
Final Smash | NES Zapper Posse | 45% | The dog calls in a flock of 8-bit ducks. The opponent is then carried into a western field and dropped into the middle of a shootout between the Wild Gunmen and the gangsters from Hogan's Alley, getting caught in the crossfire as well as being hit by flying ducks and tin cans. The attack is a cinematic one, similar in execution and style to Captain Falcon's Final Smash. |
Taunts
- Up Taunt: The dog does a handstand and barks at his opponent before the duck, while perched on one of his hind legs, quacks at him to stop.
- Side Taunt: The dog leans on his side and does his infamous laugh while the duck flaps its wings tauntingly.
- Down Taunt: The dog stands on his hind legs and dances.
Idle poses
- Both the dog and the duck sniff the ground.
- Scratches his ear like a normal dog.
Cheer
Duck - Hunt!
On-screen appearance
They come out of 8-bit grass while the dog performs his infamous laugh.
Victory fanfare
The jingle that plays before a new game starts in Duck Hunt. It begins with the original 8-bit rendition, then transitions to a remixed version for the rest of the theme.
Victory Poses
- DuckHuntPose1WiiU.png
- DuckHuntPose2WiiU.png
- DuckHuntPose3WiiU.png
- Summons a Wild Gunman to shoot to the left, then another one to the right.
- Runs on screen and turns around to kick a can from Hogan's Alley.
- The dog jumps into 8-bit grass, then does his signature laugh.
In Competitive Play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Duck Hunt | 3121 | 3123 | 3122 | 1121 | 1123 |
3132 | 1132 | 3111 | 3221 | 3323 |
Notable players
Alternate costumes
Some of Duck Hunt's costumes change to colors resembling real-life variants of one or both animals.
Reveal trailer
<youtube>6t5DetuBMOY</youtube>
Trophies
- Duck Hunt
- Back in 1987, when Duck Hunt came out, these two might not have had the best relationship. That all seems to have changed now, and this unlikely pair are here to fight together. After throwing a can or a clay pigeon, press the button again to have a little helper fire the NES Zapper for extra damage!
- : Duck Hunt (10/1985)
- Duck Hunt (Alt.)
- Duck Jump Duo, an up special, has the charming twosome float up in an adorable fashion. It also makes getting back to the stage much easier. Their side smash can hit up to three times at close range, depending on your shooting skills, and by charging up the attack, you can increase the range even further!
- : Duck Hunt (10/1985)
- NES Zapper Posse
- In this Final Smash, three games from the Light Gun Series team up: Duck Hunt, Hogan's Alley, and Wild Gunman. A flock of ducks fly by, warping anyone they hit to the Wild West. There, a posse of gunmen will use foes for target practice! If the ducks don't hit anyone, though, nothing happens besides some birds passing through.
- DuckHuntAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- Duck Hunt!: The player controls Duck Hunt, on the stage Duck Hunt, and must defeat ten background ducks in a row while contending with several A.I controlled Falcos who are trying to interfere.
- Guardian of the Jungle: As Donkey Kong, the player must defeat 3 other Duck Hunts.
- New Challengers 1: Duck Hunt is one of the seven opponents fought in this event, alongside Villager, Wii Fit Trainer, Rosalina & Luma, Little Mac, Lucina, and Bowser Jr..
Co-op Events
- Secret Smash: Duck Hunt and Mr. Game & Watch must defeat another Duck Hunt and Mr. Game and Watch.
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Gallery
Duck Hunt's amiibo.
Trailer teaser picture posted on Miiverse by Sakurai.
On Onett.
Using Wild Gunman.
Two Duck Hunts with Kirby.
With three Falcos.
His on-screen appearance.
Duck Hunt being attacked by Takamaru.
Trivia
- The dog of Duck Hunt and Ivysaur are the only quadrupedal playable characters in the series.
- The duck, King Dedede, and Falco are the only playable bird characters in the series.
- Duck Hunt, along with Dark Pit, are the only newcomers to not appear in the opening movie, and is the only newcomer to not have footage from their reveal trailer in the movie.
- Duck Hunt, Pac-Man, and Villager are the only characters who have moves based on another series.
- Duck Hunt is the only unlockable newcomer to introduce a new universe and be the sole representative of that new universe.
- Humorously, the dog stands on two legs to swing with the Home-Run Bat.
- When Duck Hunt falls in their helpless state after using Duck Jump, the sound effect that plays when a duck falls in the original Duck Hunt plays.
- Duck Hunt's tiptoeing animation is a reference to the beginning of Duck Hunt.
- Duck Hunt is one of the few characters who lacks voice clips in the Sound Test. However, the dog barks in some of his attacks, laughs during his side taunt and on-screen appearance, yelps during his Star KO, and whines if he misses his Final Smash. The duck also quacks during its up taunt, and the Wild Gunmen exclaim before firing. This could be because they are registered as sound effects.
- When the game is slowed down via Training mode, Special Smash or the Timer item, the hit count (if all hits connect) for all of Duck Hunt's smash attacks double from 3 hits to 6, dealing twice as much damage. This gives Duck Hunt the most damaging smash attacks in the game, although not through normal conditions.
External links
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Duck Hunt universe | |
---|---|
Fighter | Duck Hunt (SSB4 · SSBU) |
Stage | Duck Hunt |
Other | Wild Gunmen |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |