This article is about Duck Hunt's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Duck Hunt.
Duck Hunt
in Super Smash Bros. Ultimate
Duck Hunt SSBU.png
DuckHuntSymbol.svg
Universe Duck Hunt
Other playable appearance in SSB4


Availability Unlockable
Final Smash NES Zapper Posse
Duck Hunt (SSBU)
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!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Duck Hunt (ダックハント, 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.

How to unlock

Complete one of the following:

With the exception of the third method, Duck Hunt must then be defeated on Duck Hunt.

Changes from Super Smash Bros. 4

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.

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.

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.

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.

Overall, the changes to Duck Hunt greatly benefit them as they are considered to be better than they were in Smash 4. These buffs and nerfs however also change their playstyle somewhat. The faster engine of Ultimate, Duck Hunt's reduced weight, as well as their improved mobility and generally improved normals that are stronger and/or safer gives them more an aggressive playstyle than in SSB4. However, the changes have resulted in many notable players who mained Duck Hunt in SSB4 completely dropping the character, such as Brood. However, although Duck Hunt now has even less dedicated players than in SSB4, Raito, who is considered the best Duck Hunt player in the world, still uses them in tournaments with fairly respectable results.

Aesthetics

  •   As with all veterans returning from Super Smash Bros. 4, Duck Hunt's model features a more subdued color scheme, with the dog and duck featuring fur and feather detailing, respectively.
  •   Duck Hunt now has voice clips during gameplay, consisting of bitcrushed realistic dog noises and duck quacks.

Attributes

  •   Like all characters, Duck Hunt's jumpsquat animation now takes three frames to complete (down from 4).
  •   Duck Hunt dashes much faster (1.63 → 1.793).
  •   Duck Hunt walks much faster (1.155 → 1.213).
  •   Duck Hunt's air speed is slightly faster (1.1 → 1.155).
  •   Duck Hunt is lighter (91 → 86), which reduces their survivability, but also their susceptibility to combos.

Ground Attacks

  • Neutral attack:
    •   Neutral attack's animation is faster and the rapid jab and rapid finisher have less startup lag, making them connect more reliably.
    •   Neutral attack 1 and 2 and neutral infinite deal less damage (2% (first)/3% (second) → 1.5% each, 0.8% → 0.4% (infinite)).
  • Forward tilt:
    •   Forward tilt deals more base knockback (15 → 35).
  • Up tilt:
    •   Up tilt has less startup (frame 7 → 6) and ending lag (FAF 34 → 28).
    •   Up tilt is harder to connect on grounded opponents, since characters can no longer run through each other.
    •   Up tilt deals significantly more base knockback, but has much less knockback growth (35 (base)/130 (scaling) → 95/40), reducing its KO potential, but increasing its combo potential.
  • Down tilt
    •   Down tilt has less ending lag (FAF 35 → 28).
    •   Down tilt sends at a slightly more horizontal angle that is more desirable for edgeguarding (30° → 25°).
  • Forward smash:
    •   Forward smash's first and second hit deal set knockback, causing them to connect more reliably.
    •   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.
  • Up smash:
    •   Up smash's first and second hit deal slightly more damage (2%/2.4% → 2.5% each).
    •   Up smash's first and second hit deal set knockback, causing them to connect much more reliably.
    •   Up smash's final hit deals more knockback (40 (base)/112 (scaling) → 45/120).
  • Down smash:
    •   Down smash's first and second hit deal set knockback, causing them to connect much more reliably.
    •   Down smash's final hit deals more base knockback (32 → 37).

Aerial Attacks

  •   All aerials have less landing lag (Neutral: 17 frames → 10, Forward: 15 → 9, Back: 24 → 14, Up: 18 → 11, Down: 34 → 15).
  • Neutral aerial:
    •   Neutral aerial's clean hit has less knockback growth (100 → 86). This reduces its KO potential, but combined with the landing lag reduction grants it combo potential when landing.
  • Forward aerial:
    •   Forward aerial has marginally less ending lag (FAF 46 → 45).
    •   Forward aerial has slightly less range.
  • Back aerial:
    •   Back aerial's sweetspot deals slightly more damage (12% → 12.5%) with no compensation on knockback, causing it to KO earlier.
  • Up aerial:
    •   Up aerial's hits connect more reliably.
  • Down aerial:
    •   Down aerial has considerably less ending lag (FAF 60 → 50).
    •   Down aerial has a longer auto-cancel threshold, which also prevents it auto-cancelling in short hop (frame 33 → 45).

Throws/other attacks

  •   Standing grab and dash grab have less startup lag (stand/dash: frame 8/10 → 6/9).
  •   All grabs have more ending lag (stand/dash/pivot: FAF 29/36/34 → 36/43/38).
  •   Back throw has less ending lag (FAF 44 → 40).

Special Moves

  • Trick Shot:
    •   Trick Shot's can is slower and more floaty, but starts further forward.
    •   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.
    •   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.
    •   Trick Shot's can has bullet holes appear every time the special button is pressed.
    •   Trick Shot's can auto explodes more quickly after the eighth shot (76 frames → 60).
    •   Trick Shot's can is able to be hit with an attack midair, allowing Duck Hunt to cover more options.
    •   Trick Shot's can and its explosion deal more damage (1.8%-2% → 1.6%-4.4% (contact), 8% → 10% (explosion)) and knockback.
    •   Trick Shot's can can be shot even when it is about to explode, increasing the amount of time it can be maneuvered.
    •   Trick Shot has less ending lag (FAF 46 → 42).
    •   Trick Shot has lost some setups in combination with Clay Shooting.
  • Clay Shooting:
    •   Clay Shooting has slightly less ending lag (FAF 66 → 64).
    •   Clay Shooting forces the opponent to stay in place if they get hit, making it a significantly better combo starter.
    •   When Clay Shooting's pigeon is destroyed, debris that deals damage flies in multiple directions. [1]
      •   However, these particles will damage Duck Hunt if the pigeon is destroyed by the opponent.
    •   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.
      •   This means a pigeon that missed and was thrown with the smash input takes longer to destroy, reducing its safety.
    •   Clay Shooting faces the screen more.
  • Duck Jump:
    •   After 50 frames, Duck Jump can be cancelled with an attack or air dodge, though Duck Hunt will still be helpless afterwards.
    •   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:
    •   The Wild Gunmen's eyes flash before they are about to shoot, instead of flashing immediately after spawning.
    •   Wild Gunman has less ending lag (FAF 45 → 42).
    •   Each Gunman fires three frames earlier.
    •   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.
    •   When a Gunman is defeated, it will take longer for him to disappear and for another Gunman to be spawned.
      •   However, the Gunman's defeated body has a tangible hurtbox, which allows Duck Hunt to use it as a shield from projectile attacks.
    •   The Wild Gunmen have visual bullet tracers when shooting their guns, allowing players to see how far each gunman will shoot.
    •   The Gunmen have a soft, CRT-like glow.
  • Final Smash:

Update History

  1.2.0

  • Duck Hunt has been affected in the 1.2.0 update. How exactly it has been changed is unknown.

  2.0.0

  •   Fixed a game crash along with Mii Swordfighter where Wild Gunman and the Mii Swordfighter’s Gale Stab were used at the same time.
  •   Corrupt save data occurs along with Mii Swordfighter if they play Century Smash.
  •   Trick Shot has less ending lag (FAF 45 → 41).
  •   Clay Shooting has more ending lag (FAF 60 → 64).
  •   Clay Shooting causes less hitlag.

  3.0.0

  •   Trick Shot deals less shield damage.
    •   However, this also makes it safer for Duck Hunt to shield the can himself (after the opponent hits it back for example).
  •   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. [3]
  •   Clay Shooting deals less shield damage.
  •   The shots from Wild Gunman will no longer sometimes go through opponents.

  3.1.0

  •   Up aerial's hits connect more reliably.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   1.5% The dog performs a paw swipe, followed by a headbutt, followed by a double-footed side kick performed from the 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.
1.5%
5%
0.4% (loop), 3% (final hit)
Forward tilt   8% 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.
Up tilt   7% 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.
Down tilt   8% The dog swings his lower back forward to propel the duck, who performs a turning peck.
Dash attack   10% (clean), 7% (late) 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.
Forward smash Zapper 4% (hits 1 and 2), 9% (hit 3) The dog and duck look forward before the 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.
Up smash   2.5% (hits 1 and 2), 10% (hit 3) 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.
Down smash   5% (hits 1 and 2), 6% (hit 3) 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.
Neutral aerial   11% (clean), 5% (late) The dog performs an aerial cartwheel, which functions like a sex kick.
Forward aerial   6.5% (duck), 10% (duck's beak, clean), 7.5% (duck's beak, late) The dog thrusts his lower back forward to propel the duck, who performs a corkscrew peck.
Back aerial   10% (duck), 12.5% (duck's beak) The dog thrusts his lower back backward to propel the duck, who performs a turning peck.
Up aerial Wild Duck 3% (hits 1 and 2), 6% (hit 3) The duck pecks upward three times while carrying the dog in tow.
Down aerial   5% (hit 1), 10% (hit 2) 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.
Grab   The dog bites the opponent and holds them with his mouth.
Pummel   1.2% The duck headbutts the opponent.
Forward throw 8% The dog rears his head back and sways it forward to throw the opponent.
Back throw 9% The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw.
Up throw 6% The dog performs a handstand kick.
Down throw 5% 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% The duck pecks on either side of the dog.
Floor attack (back)
Floor getups (back)
  7% The duck headbutts behind the dog and then in front of the dog.
Floor attack (trip)
Floor getups (trip)
  5% The duck pecks behind the dog and then in front of the dog.
Edge attack
Edge getups
  9% The dog climbs up and leans on his chest and forepaws in order to thrust his lower back forward to propel the duck, who performs a peck.
Neutral special Trick Shot 10% (explosion), 1.8% (shots), 1.8%-4.4% (contact) 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.
Side special Clay Shooting 2% (clay pigeon), 1.8% (shot 1), 2.5% (shots 2 - 4) 3% (shot 5) 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.
Up special Duck Jump 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.
Down special Wild Gunman 8-11% 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.
Final Smash NES Zapper Posse 45% (entire move) 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.

Victory poses

  • 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.
  • 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.
  • 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 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.

In competitive play

Notable players

Classic Mode: Dog, Duck, Zapper

Duck Hunt's opponents are all animals or Mii Fighters with animal costumes. His boss, Rathalos fits in with the theme due to being an animal.

Round Opponent Stage Music Notes
1 Donkey Kong   and Diddy Kong   Kongo Jungle Swinger Flinger
2 Sonic   Windy Hill Zone Wonder World
3 Fox  , Falco  , and Wolf   Garden of Hope Garden of Hope
4 Giant King K. Rool   Kongo Falls Snakey Chantey
5 Mii Brawler   (x2), Mii Gunner   (x2) and Mii Swordfighter   Green Greens Floral Fields Horde Battle.
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 Duck Hunt (x6) Living Room Duck Hunt Medley (for 3DS / Wii U)
Bonus Stage
Final Rathalos ? Roar/Rathalos

Credits roll after completing Classic Mode. Completing it as Duck Hunt has Duck Hunt Medley (for 3DS / Wii U) accompany the credits.

Role in World of Light

 
Finding Duck Hunt in World of Light

Duck Hunt was among the fighters that were summoned to fight the army of Master Hands.

During the opening cutscene, Duck Hunt was present when Galeem unleashed his beams of light. The duo was seen panicking alongside Villager and a composed 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 Kirby.

In the mode proper, Duck Hunt can be found inside a forest covered in fog to be challenged and recruited.

Fighter Battle

No. Image Name Type Power Stage Music
59 Duck Hunt Grab 3,300 Duck Hunt (Ω form) Duck Hunt Medley

Template:-

Spirits

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.

In Spirit battles

As the main opponents

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
122 Polterpup Luigi's Mansion series •Clear Duck Hunt   3,600 Luigi's Mansion N/A •The enemy is invisible On the Hunt - Gloomy Manor Ver.- (Instrumental)
152 Squawks Donkey Kong series Duck Hunt   4,400 The Great Cave Offensive •Hazard: Fog •The stage is covered in fog
•Timed battle
Ice Cave Chant
322 Yarn Poochy Yoshi series Duck Hunt Team (×4) (    ) 4,600 Yoshi's Island •Hazard: Lava Floor •The floor is lava
•The enemy can deal damage by dashing into you
Main Theme - Yoshi's Woolly World (Remix)
435 Arcanine Pokémon series •Giant Duck Hunt   4,600 Gaur Plain (Battlefield form) •Hazard: Lava Floor •The floor is lava
•The enemy is giant
•The enemy has increased power
Pokémon Red / Pokémon Blue Medley
583 Boney Earthbound series Duck Hunt  
Lucas  
1,500 Onett N/A •Take your strongest team into this no-frills battle Mother 3 Love Theme
712 Twinbellows Kid Icarus series •Giant Duck Hunt   4,100 Find Mii (Ω form) •Curry-Filled •The enemy breathes fire
•The enemy is giant
Boss Fight 1 - Kid Icarus: Uprising
831 DJ K.K. Animal Crossing series Duck Hunt  
Villager (x3) (   )
3,900 Fourside •Assist Trophy Enemies
•Temporary Invincibility
•Defeat the main fighter to win
•The enemy will occasionally be invisible after a little while
•Hostile assist trophies will appear after a little while
2:00 a.m. - Animal Crossing: Wild World
841 Copper & Booker Animal Crossing series Duck Hunt  
Duck Hunt  
2,600 Bridge of Eldin N/A •The enemy shields often
•The enemy's shield has extra durability
•The enemy has increased defense when badly damaged
Tour - Animal Crossing: New Leaf
975 Wild Gunman Wild Gunman Duck Hunt Team (×5) (     ) 3,400 Gerudo Valley (Ω form) •Temporary Invincibility
•Item: Shooting Types
•Start with 300% damage
•All fighters will occasionally be invincible
•Reinforcements will appear after an enemy is KO'd
Dillon's Rolling Western: The Last Ranger
1,199 Baxter & Forthington Rythm Heaven series Duck Hunt  
•Tiny Incineroar  
1,500 Pilotwings •Item: Throwing Types •The enemy is easily distracted by items Monkey Watch
1,255 French Bulldog Nintendogs series Duck Hunt   3,400 Living Room Assist Trophy Enemies (Nintendog) •Hostile assist trophies will appear Bathtime Theme
1,275 Inuji Darumeshi Darumeshi Sports Store Duck Hunt   1,900 Saffron City (Battlefield form) •Item: Beastball •The enemy is easily distracted by items Title Theme - Nintendo Badge Arcade
1,276 Rusty Slugger Rusty's Real Deal Baseball Duck Hunt   1,900 Fourside (Battlefield form) •Item: Home-Run Bat •The enemy is easily distracted by items Title Theme - Nintendo Badge Arcade

As minions

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
525 Cobalion, Terrakion, & Virizion Pokémon series Lucario  
Duck Hunt  
Yoshi  
9,000 Unova Pokémon League N/A •The enemy's melee weapons have increased power
•The enemy can unleash powerful critical hits at random
•The enemy starts the battle with a Beam Sword
N's Castle Terrakion
866 Bass Mega Man series Mega Man  
•Metal Duck Hunt  
9,100 Wily Castle (Battlefield form) N/A Stamina battle
•The enemy's shooting items have increased power
•The enemy is metal
We're Robots (Dr. Wily Stage 2) Treble
1,130 Donbe & Hikari Famicom Mukashibanashi series Young Link  
Villager  
Falco  
Diddy Kong  
Duck Hunt  
3,500 Duck Hunt (hazards off) N/A •Defeat an army of fighters Shin Onigashima Medley Ringo

As an ally

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,254 Toy Poodle Nintendogs series Wolf   (×3)
•Ally: Duck Hunt  
3,900 Living Room Assist Trophy Enemies (Nintendog) •Join forces with a CPU ally
•Hostile assist trophies will appear
•The enemy has increased move speed
Bathtime Theme Black-and-tan "phantom" Poodle

Alternate costumes

 
               

Gallery

Character Showcase Video

Trivia

  • Duck Hunt is the only character who travels to Living Room in Classic Mode.
  • If Duck Hunt is hit by Incineroar's Max Malicious Moonsault, the duck's wings will be spread out in a t-pose fashion.
    • This also happens if a directional air dodge is used or when caught by an attack with a special grabbing animation. This is also true with the latter in Smash 4.
  • When Duck Hunt is slowed down (only by a Timer, 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.
  • There's an graphical error with Duck Hunt's on-screen appearance when done facing the left. The smoke effects appear behind the 8-bit grass rather than in front of it.
  • Despite not being present in Team Battles, the sounds of the Wild Gunman appearing and firing can still be heard if Duck Hunt is the leading character of a winning team.

References