Duck Hunt in Super Smash Bros. Ultimate | |
---|---|
Universe | Duck Hunt |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | NES Zapper Posse |
“ | 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. Although they are a team, Duck Hunt are collectively classified as fighter #59.
How to unlock
Complete one of the following:
- Play VS. matches, with Duck Hunt being the 56th characters to be unlocked.
- Clear Classic Mode with Donkey Kong in his unlock tree, being the last characters unlocked.
- Have Duck Hunt join the player's party in World of Light.
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 has been noticeably 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 its 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 gunmen each maintaining 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 jumpsquat 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 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 short hop and forward air having reduced range. Also, their Trick Shot has lost some of its setups into Clay Shooting, the latter is harder to destroy and its particles can hurt Duck Hunt.
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, though their camping game also remains very potent, despite the faster game engine that favors more offensive playstyle. Initially Duck Hunt was believed to be way worse than their SSB4 iteration, noted by Raito himself, the best Duck Hunt player in the world, which resulted him to use secondaries such as Inkling. This resulted in their playerbase becoming even smaller than it was in SSB4. However, as time went on, Raito started achieving very strong results competitively with the character, placing 3rd at Albion 4, 3rd at Umebura Japan Major 2019, and 5th at EVO 2019, while also taking sets off of notable players including Dabuz, Shuton, Cosmos, and Abadango. These very potent results indicates that not only Duck Hunt is still viable, but also potentially more viable than in SSB4. Along with Raito, other Duck Hunt mains, such as Ozone and Vintendo, started achieving respectable results as of recent. Although Duck Hunt's playerbase is still small, their impressive results, especially by Raito, indicate that they can be very potent when mastered.
Aesthetics
- Unlike other veterans returning from Smash 4, Duck Hunt's model is of a significantly higher visual quality, with the dog and duck featuring fur and feather detailing respectively. The dog's overall color scheme is more vibrant, better matching its sprite in Duck Hunt; while the duck's color scheme is more subdue, as with the rest of the veterans returning from Smash 4.
- 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.
- The duck no longer blinks during the duo's idle and crouching animation and on the results screen.
Attributes
- Like all characters, Duck Hunt's jumpsquat animation now takes three frames to complete (down from 4).
- Duck Hunt dashes faster (1.63 → 1.793).
- 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.
- Duck Hunt walks faster (1.155 → 1.213).
- Duck Hunt's air speed is slightly faster (1.1 → 1.155).
- Duck Hunt is lighter (91 → 86), now only slightly heavier than Zelda, which reduces their survivability, but also their susceptibility to combos.
- Spotdodge has slightly more endlag (FAF 24 → 25), no longer being the best in the game.
- Forward roll has more endlag (FAF 27 → 30).
- Back roll has more startup lag (frames 4-15 → 5-16) and endlag (FAF 27 → 35).
- Neutral air dodge has more start-up lag (frame 2 → 3), and significantly more endlag (FAF 31 → 50).
- Neutral air dodge has less landing lag (22 frames → 10).
- Neutral air dodge has a slightly longer duration (frames 2-25 → 3-27).
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 2's largest hitbox is bigger (4.2u → 5u).
- Neutral attack 3 has a smaller hitbox (5.8u → 5u).
- Neutral attack 1 and 2 and neutral infinite deal less damage (2% (first)/3% (second) → 1.5% each, 0.8% → 0.4% (infinite)).
- Neutral attack 1 has its two larger hitboxes replaced with four smaller ones (3u/3u → 1.8u/1.8u/2u/2u).
- 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 (35 → 95), but has much less knockback scaling (130 → 40), removing 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:
- 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.
- 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.
- It has larger hitboxes (3.8u → 4.7u (hit 1), 5.2u → 6.9u (hit 2), 7u → 7.8u (hit 3)).
- Up smash:
- 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.
- Up smash's first and second hit deal slightly more damage (2%/2.4% → 2.5% each).
- Up smash's final hit deals more knockback (40 base/112 scaling → 45/120).
- Down smash:
- The first two hits no longer have set knockback (115 → 0), and use an autolink angle (165° → 368°), allowing them to connect more reliably.
- Down smash's final hit deals more base knockback (32 → 37).
Aerial Attacks
- All aerials have less landing lag (17 frames → 10 (neutral), 15 → 9 (forward), 24 → 14 (back), 18 → 11 (up), 34 → 15 (down)).
- Neutral aerial:
- 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:
- Forward aerial has marginally less ending lag (FAF 46 → 45).
- Its sweetspot comes out slightly earlier (frame 9 → 8).
- It has a slightly shorter duration overall (frames 7-12 → 7-11).
- Back aerial:
- Back aerial's sweetspot deals slightly more damage (12% → 12.5%) with no compensation on knockback, causing it to KO slightly earlier.
- Up aerial:
- 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.
- 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.
- The first hit's hitbox has been moved lower (Y offset: 20u → 18.5u), slightly reducing its range overall.
- Down aerial:
- Down aerial has considerably less ending lag (FAF 60 → 50).
- Both hits have a slightly longer duration (frames 14/20 → 14-15/20-21).
- Down aerial auto-cancels later (frame 33 → 45), preventing it from doing so in a short hop.
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).
- All grabs have less range (Z2 offset: 11.7u → 11.2u (standing), 13.9u → 12.9u (dash), -19.2u → -18.5u (pivot)).
- 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)), without full compensation for knockback on the explosion (110 scaling → 100), improving its KO potential.
- 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:
- 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.
- 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.
- 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:
- NES Zapper Posse has a larger hitbox.
- It has altered knockback (60 base/180 scaling → 70/160), dealing less knockback overall and KOing later even at the ledge.
Update History
- Duck Hunt has been affected in the 1.2.0 update. How exactly it has been changed is unknown.
- 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 46 → 42).
- Clay Shooting has more ending lag (FAF 60 → 64).
- Clay Shooting causes less hitlag.
- 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.
- 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. |
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.
Taunts
- Up taunt: The dog performs a frontal hand stand, while the duck negatively responds to him.
- Side taunt: The dog lays on his side and does his infamous laugh, while the duck flies next to him.
- Down taunt: The dog stands on his back legs and does a dance.
Idle poses
- The dog and the duck sniff the ground.
- The dog scratches his ear.
Victory poses
- 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.
- Up: 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.
In competitive play
Notable players
Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.
- Ozone - The best Duck Hunt player in the Midwest. Placed 9th at Midwest Arena and 49th at Smash 'N' Splash 5. Ranked 7th on the Michigan Ultimate Power Rankings.
- Raito (#20) - The best Duck Hunt player in the world. Placed 5th at EVO 2019, 17th at Umebura SP 2, 9th at Umebura SP 3, 2nd at Come to Papa 3, and 3rd at Umebura Japan Major 2019. Has wins over Cosmos, Dabuz, and Abadango.
- Vintendo - The best Duck Hunt player in SoCal. Placed 25th at EVO 2019. Has wins over Elegant, Kome, and Mew2King.
- Wisdom - Notable Duck Hunt player from the Midwest who has placed 5th at Paradigm Shift 2019, 7th at Standoff 2019, and 65th at Frostbite 2019. Has wins over Dark Wizzy and Fatality.
Classic Mode: Dog, Duck, Zapper
Duck Hunt's opponents are all animals or Mii Fighters with animal costumes. Due to it being an animal, Duck Hunt fights Rathalos as the boss of their route.
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.
|
6 | Duck Hunt (x6) | Living Room | Duck Hunt Medley (for 3DS / Wii U) | If any of these costumes are being used by the player, default Duck Hunt takes their place. |
Bonus Stage | ||||
Final | Rathalos | Forest Hill | 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
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 |
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.
Alternate costumes
Gallery
Running towards a Smart Bomb on Spirit Train.
Attacking Toon Link with their rapid jab on The Great Cave Offensive.
Crouching with Falco on Tortimer Island.
Several Duck Hunts on Mario Galaxy.
Taunting with Nintendog on Dream Land.
Idling with Mr. Game & Watch on Tortimer Island.
With Chef Kawasaki on Mushroom Kingdom U.
Crouching with Banjo & Kazooie on Windy Hill Zone
Character Showcase Video
Trivia
- Duck Hunt is the only character who travels to Living Room in Classic Mode.
- Along with Yoshi, whose opponents are all reptiles (including King K. Rool), Duck Hunt is also the only other character to travel to Garden of Hope 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.
- Excluding reptilian fighters who aren't King K. Rool, Isabelle is the only animal character Duck Hunt does not face as a Classic Mode opponent.
- Though Duck Hunt's route predominantly features animals for opponents, the Mii Fighters for Round 5 are the main exception, as they only support animal-themed costumes against Duck Hunt.
- This makes Duck Hunt the only other character to have Mii Fighters supporting animal-themed costumes for a round after Marth. The latter's opponents of which are almost entirely comprised of dragon-themed characters.
- Duck Hunt is the only character who faces all three Star Fox characters in their Classic Mode routes.
- 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. Additionally, the final hits of the smash attacks are twice as strong if the game is sped up. A similar situation occurred in Super Smash Bros. 4.
- 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 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.
- Duck Hunt, Peach, Zelda, Falco, Olimar, and Dark Pit are the only fighters to appear as allies in spirit battles.
References
Duck Hunt universe | |
---|---|
Fighter | Duck Hunt (SSB4 · SSBU) |
Stage | Duck Hunt |
Other | Wild Gunmen |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |