Super Smash Bros. Ultimate

Duck Hunt (SSBU)/Back aerial

Hitbox visualization showing Duck Hunt's back aerial.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Clean hit
0 0 0 10.0% 0   Backward 40 90 0   4.0 top 0.0 6.0 -4.0 1.0× 1.0× 0%               Punch   All All            
1 0 0 12.5% 0   Backward 30 90 0   3.9 top 0.0 6.0 -13.0 to -10.0 1.2× 1.0× 0%               Slash   All All            
Late hit
1 0 0 12.5% 0   Backward 30 90 0   3.9 top 0.0 6.0 -13.0 to -10.0 1.2× 1.0× 0%               Slash   All All            

TimingEdit

AttackEdit

Initial autocancel 1-3
Clean hit 7-8
Late hit 9-10
Ending autocancel 35-
Interruptible 42
Animation length 49
                                                                                                 
                                                                                                 

Landing lagEdit

Interruptible 15
Animation length 29
                                                         
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Interruptible

TriviaEdit

  • On frame 9, the scripts have a line to change the ID 0 hitbox's damage to 10.5%, which has no effect due to the hitbox also being deleted on that frame. This line was likely intended to reduce the damage of the sweetspot (ID 1) during the late hit, as with Duck Hunt's forward aerial, but was assigned the wrong ID.