Duck Hunt (SSBU)
Duck Hunt in Super Smash Bros. Ultimate | |
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Universe | Duck Hunt |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | NES Zapper Posse |
Tier | C- (65) |
Duck Hunt (ダックハント, Duckhunt), known in PAL versions as Duck Hunt Duo, are playable fighters in Super Smash Bros. Ultimate. They were officially revealed on June 12th, 2018 alongside Dr. Mario, R.O.B., and the rest of the returning roster. Although they are a team, Duck Hunt are collectively classified as Fighter #59.
Duck Hunt retain their realistic dog barks and duck quacks, using a combination of recycled voice clips from Super Smash Bros. 4 along with additional new ones.
Duck Hunt is ranked 65th out of 82 on the current tier list, placing them at the end of the C- tier. This is a considerable drop from their 30th out of 54 placement in SSB4.
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 or any character in his unlock tree, being the last character unlocked after Diddy Kong.
- Have Duck Hunt join the player's party in World of Light.
Duck Hunt must then be defeated on Duck Hunt (the Ω form is used in World of Light).
Attributes
Duck Hunt are a duo that fight collectively as if they were a single character, much like Banjo & Kazooie. They are lightweights, and specifically weigh as much as Sonic, which places them among the bottom 20 in that category. Duck Hunt also have below-average height, above-average walking/dashing speeds (being the 25th and 36th fastest, respectively), a slow initial dash (tied for the 12th slowest with Incineroar, Snake, Bowser Jr., and Ryu), low traction (the 15th lowest), above-average air speed (tied for the 20th fastest with Bowser, Sheik, Lucas, and Mega Man), average air acceleration and falling speed, and low gravity (the 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.
Due to having three unique projectiles for special moves, Duck Hunt excel in zoning and stage control with an emphasis on setups. Trick Shot generates a tin can that explodes on contact, and the fact that it can be maneuvered by the player with a press of the special button makes 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 involves throwing a clay pigeon that can be detonated with a press of the special button. It 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 itself, aerials, or a combination of the two. Wild Gunman summons a gunman that shoots from their respective gun after a delay. This further supplements their zoning and setup-centered playstyle, since they can act out of the move before the gunshot. In addition, the gunmen possess their own hurtboxes, giving it occasional use for blocking attacks.
Duck Hunt's air 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 KOs 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 hit also functions as a passable KO move, KOing middleweights at 135% from the edge of Final Destination. Finally, up air is a good vertical finisher that starts KOing middleweights at around 135% near the blast zone, plus it comes out fast at frame 6 and has a decent amount of active frames.
Unfortunately, Duck Hunt's main weakness is that, outside of some of their aerials, the aspects of their kit that don't revolve around their versatile projectiles are rather lackluster. 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 KO power; even with the sweetspot, the move doesn't start KOing 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 KO power. In addition, down aerial has some inconsistencies of its own, as while it is 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. While their recovery fares better than in SSB4 due to it being able to be canceled into attacks and air dodges, the fact that Duck Hunt can only cancel their recovery 50 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 it nor the standard jab start KOing 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 KOing middleweights until 150%. Up tilt, while in theory being a frame 7 combo starter into neutral and up aerial at low and mid percentages, 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 their best grounded moves due to being their fastest grounded poke (at frame 6) and being capable of starting tech chases, suffers from being an even worse disjoint than forward tilt in terms of both range and KO power.
While the aforementioned moves are simply mediocre, the same cannot be said for their dash attack, a move that is genuinely below average; it has slow startup at frame 10 while also having abysmal KO power, as it can't even KO 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 KO power and are disjointed for utilizing the NES Zapper, their startup is rather subpar 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 KOing at reasonable percentages.
Overall, Duck Hunt excel at controlling the neutral by simultaneously controlling both the duo and their assortment of projectiles in order to generate setups, frame traps, and 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 average recovery and ground game, meaning they have to be more reliant on crafty use of their projectiles in order to get things going compared to other zoners.
Essentially, Duck Hunt are solid characters, yet other characters of a similar archetype simply have more flexibility in parts of their kits that don't revolve around their projectiles. For example, while Link is good at zoning and creating setups with Boomerang and Remote Bomb, he is considered to be a better character 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 his neutral and forward aerials, and 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 is not entirely certain whether Duck Hunt's strengths outweigh their flaws or vice versa, Duck Hunt are generally considered to be viable.
Changes from Super Smash Bros. 4
Duck Hunt have received a mix of buffs and nerfs in the transition to Ultimate. While objectively buffed significantly, many of the nerfs the duo have received, though of lower quantity than their buffs, are further pronounced by the significant changes to gameplay mechanics. Overall, despite their plethora of buffs, Duck Hunt have been nerfed overall in the transition to Ultimate.
Duck Hunt's notoriously inconsistent KO potential has been improved in many ways; their infamously unreliable smash attacks now connect much more reliably (though there are rare instances where their final hits may still fail to connect), while their forward tilt is now a situational KO option thanks to its much higher base knockback. Trick Shot, whose cans were already a powerful, versatile projectile, also KOs much earlier, and all Wild Gunmen deal more damage with no knockback compensation and now possess some degree of KO potential, especially the leader and the sombrero gunman. Aside from their buffs to power, the duo's special moves have all seen miscellaneous improvements; Trick Shot's cans travel further, the move has less endlag, and cans can now be hit in midair, all of which improve its utility. Clay Shooting has less ending lag and the pigeons now explode into shrapnel that deals damage in many directions, increasing its effective range and forcing opponents to stay in place if they get hit, which make it an excellent combo tool. Duck Jump now allows the duo to act out of it after at least 50 frames with any action; when coupled with the reintroduction of directional air dodges, these changes somewhat improve the safety of their vulnerable recovery. Finally, Wild Gunman has less ending lag, all gunmen fire faster, and the defeated gunmen each maintain a hurtbox that allow Duck Hunt to use them to block incoming attacks.
While receiving predominantly more buffs, Duck Hunt is not without a few noticeable nerfs. Most prominently, the duo is lighter, which further worsens their already poor endurance. Some of their aerials have also been worsened; clean neutral aerial's deals less knockback, which while improving its combo potential, noticeably reduces its KO power. Forward aerial has a slightly shorter duration, and down aerial no longer auto-cancels with a short hop. The shrapnel left by Clay Shooting's pigeons can now damage Duck Hunt if it's destroyed by the opponent, and its tweaked properties make it harder to destroy, causing it to lose some of its setups into Trick Shot; as well, Trick Shot's higher power, while making it a more reliable projectile, make it a far riskier option to escape pressure. The dog's grabs also have less range, making it harder for them to grab opponents despite their standing and dash grabs' faster startup.
However, Duck Hunt's biggest hindrances come from the gameplay mechanic changes, which have hurt them more than most other characters. On one hand, the nerfs to rage don't affect the duo as much as other characters due to their move's higher consistency at connecting; the universally faster mobility has improved the duo's own, and the universally reduced landing lag on aerials combines well with this change, further improving their combo game. On the other hand, this same increase in mobility means many other veterans now sport much faster mobilities, which combined with the lower landing lag allows them to overcome Duck Hunt and take advantage of the duo's poor disadvantage state, despite Trick Shot's frame 1 generation making it a usable, yet risky escape option. The universal reduction to projectiles' damage further exacerbates the ease for opponents to endure the duo's options. The changes to air dodge mechanics are also mostly detrimental to Duck Hunt, as while the duo can use one to extend their recovery after Duck Jump, the limit to one air dodge per air time (unless hit) makes the duo much easier to read offstage and edgeguard accordingly, forcing them to mix their recovery up more often, which can be risky; they also don't noticeably benefit their own edgeguarding game due to their worsened neutral and forward aerials. Lastly, the universal weakening of grabs further worsens Duck Hunt's grab game, with the increased ending lag on grabs making them even riskier to throw out and the slower startup on shield grabs out of shieldstun directly worsening their out of shield game, forcing Duck Hunt to rely on their aerials more.
All in all, Duck Hunt's playstyle has been improved to possess many more varied options, and their moveset's power makes closing out stocks less of a hassle as before. However, their tools can be more easily taken advantage of and their weaknesses are further defined, with their already unremarkable endurance and disadvantage state being harder to endure, and their out of shield game becoming less reliable due to their worsened nautral aerial and grabs. Of note is that the duo also still retain some of their other weaknesses from SSB4, such as a reliance on setups to KO despite their improved KO potential, and a deficient close-quarters game. Ultimate's faster engine further weakens the efficacy of their zoning- and setup-centric playstyle, whose core is mostly intact from SSB4, as the game favors quicker, more aggressive playstyles, making them easier to pressure; the benefits Duck Hunt have received from these gameplay changes also fail to compensate. This forces the duo to shift to a more aggressive playstyle, which while less polarized, is also less effective. Duck Hunt's unimpactful changes from game updates also fail to make up for the universal nerfs to projectiles brought by these updates. Because of these changes, Duck Hunt fares worse in Ultimate than in SSB4.
Aesthetics
Duck Hunt's model is of a significantly higher visual quality. The dog's overall color scheme is more vibrant, better matching his sprite in Duck Hunt, and he now features detailing on his fur, collar, paws, and nose. The duck's color scheme is more subdue and features greater feather detailing.
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.
Similar to other cartoonish fighters, the duo are more expressive.
The duck no longer blinks during the duo's idle and crouching animation and on the results screen.
Duck Hunt's shielding animation is slightly altered. The duck now covers the dog with its feathers.
Attributes
Like all characters, Duck Hunt's jumpsquat animation 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.
Spot dodge has slightly more ending lag (FAF 24 → 25), no longer being the best in the game.
Forward roll has more ending lag (FAF 27 → 30).
Back roll has more startup (frames 4-15 → 5-16) and ending lag (FAF 27 → 35).
Neutral air dodge has more startup (frame 2 → 3) and significantly more ending lag (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).
The infinite has gained a shieldstun multiplier of 5×. This allows it to lock opponents into their shields between each hit, and thus pressure them more effectively, but also allows them to cancel shieldstun and punish Duck Hunt more easily if they shield 10 hits or more.
- Forward tilt:
Forward tilt deals more base knockback (15 → 35).
Its angle is different when angled (361° (both) → 48° (up)/30° (down)).
- 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's hitbox is smaller (7u → 5u), while its Y2 offset was compensating (13 → 15), the hitbox is narrower and has less range against grounded opponents.
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 and 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.
- NES Zapper Posse:
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
Aside from glitch fixes, Duck Hunt have received a mix of buffs and nerfs from game updates. Version 2.0.0 made Trick Shot more safe to use, but also made Clay Shooting less safe, forcing players to prioritize Trick Shot in zoning. Version 3.0.0 impacted Duck Hunt more than a majority of the roster with its universal shield damage nerf to projectiles, though it also made it safer for Duck Hunt to shield its own Trick Shot can. Wild Gunman was also buffed to hit targets more effectively. Version 3.1.0 made up aerial more consistent, allowing easier kills off the top blast zone. Version 7.0.0 gave Duck Hunt the near-universal shield size increase and made neutral attack more consistent. Version 8.0.0 made teching slightly worse as a homogenization effort. Version 10.1.0 made forward smash connect more consistently, significantly increasing its KO potential.
Overall, Duck Hunt fares slightly worse than at launch. While its buffs were good quality-of-life adjustments, its nerfs were more impactful due to its playstyle relying on projectiles and traps. This caused the already small competitive base of Duck Hunt to struggle even more.
- Duck Hunt have been affected, although the changes are currently unknown.
Fixed a game crash along with Mii Swordfighter where Wild Gunman and the Mii Swordfighter’s special moves were used at the same time.
Corrupt save data occurs along with Mii Swordfighter if they play Century Smash.
Trick Shot has less endlag (FAF 46 → 42).
Clay Shooting has more endlag (FAF 61 → 64).
Clay Shooting causes less hitlag (1× → 0.5×/0.2× (hit 1/2-3)).
Trick Shot deals less shield damage (0 → -0.9/-1/-5 (reticle/impact/explosion).
However, this also makes it safer for Duck Hunt to shield the can himself (after the opponent hits it back for example).
Clay Shooting deals less shield damage (0 → -1 (clay impact), -0.9 (reticle), -1.3/-1.5 (clay break, hits 1-2/3)).
The shots from Wild Gunman will no longer sometimes go through opponents.
Up aerial's first hit connects more reliably into the second (angle: 80° → 95°; knockback: 25 fixed/80 scaling → 50/100).
Overall shield size has been increased.
Neutral infinite's hits inflict 2 additional frames of hitstun, preventing opponents from shielding before the finisher comes out.
Standing and rolling techs have one frame more ending lag (FAF 26 → 27 (standing), 40 → 41 (rolling)), matching the rest of the cast.
Fixed an issue where Duck Hunt's momentum after using Wild Gunman in the air was different from what was intended.
Forward smash's first two hits have received various adjustments that allow the move to connect more reliably:
Both hits have lower hitlag (1.0x (both) → 0.75x (hit 1)/0.5x (hit 2)).
The second hit sends at a lower angle (45° → 30°) and has lower set knockback (70 → 60).
A bug that allowed the reticles on Duck Hunt's smash attacks to activate twice was removed.[3]
Moveset
For a gallery of Duck Hunt's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Scratch (ひっかき) / Headbutt (頭突き) / Double-Footed Kick (両足蹴り) / Woodpecker Rush (キツツキラッシュ) / Duck Finish (ダックフィニッシュ) | 1.5% | The dog performs a paw swipe, followed by a headbutt, followed by a dropkick 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. The first two hits can lock. | |
1.5% | ||||
5% | ||||
0.4% (loop), 3% (last) | ||||
Forward tilt | Duck Attack (ダックアタック) | 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 | Feather Attack (羽根アタック) | 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. It has a narrow horizontal hitbox, only hitting opponents directly next to the dog. | |
Down tilt | Duck Leg Sweep (ダック足ばらい) | 8% | The dog swings his lower back forward to propel the duck, who performs a turning peck. It is the fastest of Duck Hunt's tilts at frame 6, and can send opponents into a tumble starting around 40%, which can create tech chase situations. | |
Dash attack | Dash Thrust (ダッシュ突き) | 10% (clean), 7% (late) | The dog slides forwards 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 the opponent over and behind Duck Hunt. | |
Forward smash | Zapper (ザッパー) | 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 flail around frightened. 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. It is the slowest of Duck Hunt's smashes at frame 17. This move can be angled. | |
Up smash | Anti-Air Zapper (対空ザッパー) | 2.5% (hits 1 and 2), 10% (hit 3) | The dog and duck look upward before the NES Zapper fires three shots above them while they comically dodge the shots frightened. 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 | Defense Zapper (防衛ザッパー) | 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 frightened. 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 | Bow-Wow Wheel (ワンワン車輪) | 11% (clean), 5% (late) | The dog performs an aerial cartwheel. It functions like a sex kick and is tied with up aerial for Duck Hunt's fastest aerial in terms of startup at frame 6, though the move's long ending lag can result in a self-destruct if used carelessly offstage. | |
Forward aerial | Duck Shoot (ダックシュート) | 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. It is useful for spacing, edgeguarding, and combos. However, its sweetspot's average damage output and knockback growth make it unsuitable for KOing outright. | |
Back aerial | Rear Duck Shoot (後方ダックシュート) | 10% (duck), 12.5% (duck's beak) | The dog thrusts his lower back backward to propel the duck, who performs a turning peck. The sweetspot on the duck's beak is Duck Hunt's strongest aerial, KOing Mario at 105% from the edge of Final Destination. | |
Up aerial | Wild Duck (暴れダック) | 3% (hits 1 and 2), 6% (hit 3) | The duck pecks upward three times while carrying the dog in tow. It is tied with neutral aerial for Duck Hunt's fastest aerial in terms of startup at frame 6. The last hit's respectable knockback makes this a viable KO option off the top blast line at higher percents. | |
Down aerial | Cooperation Meteor (協力メテオ) | 5% (hit 1), 10% (hit 2) | The dog somersaults to perform a headbutt, followed by the duck immediately performing a somersaulting peck. The second hit can meteor smash aerial opponents. | |
Grab | Grab (つかみ) | — | The dog bites the opponent and holds them with his mouth. | |
Pummel | Grab Duck Headbutt (つかみダック頭突き) | 1.2% | The duck headbutts the opponent. | |
Forward throw | Bow-Wow Throw (ワンワン投げ) | 8% | The dog rears his head back and sways it forward to throw the opponent. It is mainly useful for tossing the opponent into Trick Shot or setting up edgeguards, only KOing Mario around 190% from the edge of Final Destination. | |
Back throw | Back Bow-Wow Throw (後ろワンワン投げ) | 9% | The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw, but has lower knockback than forward throw, failing to KO Mario below 200% from the edge of Final Destination, and is mostly useful for setting up edgeguards or throwing opponents into Trick Shot. | |
Up throw | Double-Footed Bow-Wow Throw げ(両足ワンワン投) | 6% | The dog performs a handstand kick. It has low knockback growth, KOing Mario from the top platform of Battlefield around 180%. | |
Down throw | Bow-Wow Slam (ワンワン叩きつけ) | 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 their 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 cause the NES 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. Overall, it is Duck Hunt's most versatile projectile, and their most useful edge-guarding option. It is active starting on frame 1, making it useful for interrupting combos, though the explosion can also damage Duck Hunt. 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 NES Zapper to destroy it with 5 quick shots, 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 render them helpless. | |
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 very briefly before they can summon another one. | |
Final Smash | NES Zapper Posse | 5% (flock of ducks), 10% (gunmen's initial shots), 24% (gunmen's final shots), 6% (ending) | 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. |
Stats
Stats | Weight | Dash speed | Walk speed | Traction | Air friction | Air speed | Air acceleration | Gravity | Falling speed | Jumpsquat | Jump Height | Double jump Height |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Value | 86 | 1.76 – Initial dash 1.793 – Run |
1.213 | 0.09 | 0.015 | 1.155 | 0.01 – Base 0.07 – Additional |
0.076 | 1.65 – Base 2.64 – Fast-fall |
3 | 34 - Base 16.48 - Short hop |
33.8 |
Announcer call
In European versions, the announcer refers to Duck Hunt as a duo.
North American/Japanese/Chinese
European
French
French (PAL)
Russian
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 handstand, while the duck balances on one of the hind legs and quacks negatively in response.
- 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.
Crowd cheer
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
Most historically significant players
See also:Category:Duck Hunt players (SSBU)
embo_z - First coming to prominence in 2022, he placed 2nd at GrandSlam 7 while taking a set over Big D. Since then embo_z has quickly become the best Duck Hunt player in the United States, notably placing 13th at Major Upset and 33rd at Port Priority 8 while taking a set over BassMage.
Jagabata - Jagabata began competing offline in 2021. Since then Jagabata has built a reputation for upsetting top players, including defeating Yoshidora at Sumabato SP 24, Kaninabe at Sumabato SP 40 and MuteAce at Maesuma TOP 12. As a result of their strong performances and wins, Jagabata became first Duck Hunt player since Raito to be on a full year global ranking, being ranked 146th on LumiRank 2023.
Raito - The best Duck Hunt player of all time, Raito has achieved far greater success at the national level then any other Duck Hunt player. His greatest success came in 2019 and 2020 when he regularly placed in the top 8 of some of the most notable events at the time, including 3rd at Umebura Japan Major 2019 and 5th at EVO 2019. While they have been less successful in the post-pandemic metagame, he continues to achieve the occasional strong result, such as placing 9th at Kagaribi 5 or 13th at KOWLOON 5. To date Raito is the highest ranking Duck Hunt player on a global ranking, being 17th on the Fall 2019 PGRU.
Sekai Doggo - The best Duck Hunt player in South America for the entirety of Ultimate, Sekai Doggo is notable for winning the biggest tournament a Duck Hunt player has ever won in Smash Ultimate, winning the superregional tournament Ultra Hard.
SkWiirrel - The best Duck Hunt player in Europe for the entirety of Ultimate, SkWiirrel has had consistently put up reasonably strong regional and national performances. He placed 9th at superregional Tech Republic VII with a set over Neeroz, and 25th at major Temple: Hermès Edition with a set over RyuKai.
Wisdom - One of the best Duck Hunt players in the United States in the early metagame. Placed 5th at Paradigm Shift 2019 with a win over Dark Wizzy and 7th at Standoff 2019 while defeating Fatality. While Wisdom has not seen the same level of success since the early metagame, he continue to place well regionally.
Tier placement and history
In the early metagame, most players believed Duck Hunt were worse than they were in SSB4 due to Ultimate's game mechanics encouraging more aggressive gameplay, which contrasted Duck Hunt's more campy playstyle.
In spite of this perception, Raito achieved a great deal of success with the character, notably placing 5th at one of the most important events in the early metagame, EVO 2019. Outside of Raito, the character was largely limited to strong regional results and the occasional top 48 at a major.
Since 2020, Raito's success, and as a result, Duck Hunt's relevance in the metagame has gradually declined, with a few notable exceptions. Players like embo_z and Jagabata have achieved some significant regional results, with Sekai Doggo, notably winning the first, and to date only, superregional by a solo Duck Hunt player at Ultra Hard and mzk placing in the top 8 of the major Maesuma'GRAND WARS, marking the first top 8 at a major by a Duck Hunt player since EVO Japan 2020, where Raito placed 5th.
Duck Hunt's worst flaws remain mostly unaddressed, such as their mediocre KO potential and below-average ground game, the current consensus is that they are lower mid tier characters, ranking 65th on the current tier list, despite the occasional strong result.
Classic Mode: Dog, Duck, Zapper
Duck Hunt's opponents are animals, or in the case of the Mii Fighters, humans wearing animal costumes. All the stages are grass and nature-themed stages, except for round 6, which instead references Duck Hunt being a dog like the Nintendogs. Due to being an animal, Rathalos also fits this theme and is fought as the final boss of their route.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | ![]() ![]() |
Kongo Jungle | Swinger Flinger | |
2 | ![]() |
Windy Hill Zone | Wonder World | |
3 | ![]() ![]() ![]() |
Garden of Hope | Garden of Hope (Remix) | |
4 | Giant ![]() |
Kongo Falls | Snakey Chantey | |
5 | ![]() ![]() ![]() |
Green Greens | Floral Fields | Horde Battle.
|
6 | ![]() ![]() ![]() ![]() ![]() ![]() |
Living Room | Duck Hunt Medley (for 3DS / Wii U) | Horde Battle. If any of these costumes are being used by the player, the ![]() |
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 were among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Duck Hunt were present on the cliffside 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 ground 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 | ![]() |
3,300 | Duck Hunt (Ω form) | Duck Hunt Medley |
Spirit
Duck Hunt's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Duck Hunt has been unlocked. 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. Their fighter spirit has an alternate version that replaces it with their artwork in Ultimate.
In Spirit Battles
As the main opponents
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
122 | Polterpup | Luigi's Mansion Series | •Clear Duck Hunt ![]() |
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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 ![]() |
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4,400 | The Great Cave Offensive | •Hazard: Fog | •The stage is covered in fog •Timed battle (1:30) |
Ice Cave Chant | ||
322 | Yarn Poochy | Yoshi Series | •Duck Hunt Team ![]() ![]() ![]() ![]() |
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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) | Yarn Poochy and Poochy Pups | |
435 | Arcanine | Pokémon Series | •Giant Duck Hunt ![]() |
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4,600 | Gaur Plain (Battlefield form) | •Hazard: Lava Floor | •The floor is lava •The enemy is giant •The enemy has increased move speed |
Pokémon Red / Pokémon Blue Medley | ||
583 | Boney | EarthBound Series | •Duck Hunt ![]() •Lucas ![]() |
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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 ![]() |
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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 ![]() ![]() ![]() |
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3,900 | Fourside | •Assist Trophy Enemies (Squid Sisters) •Temporary Invincibility |
•Defeat the main fighter to win •The enemy will occasionally be invincible 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 ![]() |
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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 | Copper (tan costume) Booker (black costume) | |
975 | Wild Gunman | Wild Gunman | •Duck Hunt Team ![]() ![]() ![]() ![]() ![]() |
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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 | Rhythm Heaven Series Rhythm Paradise Series |
•Duck Hunt ![]() •Tiny Incineroar ![]() |
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1,500 | Pilotwings | •Item: Throwing Types | •The enemy is easily distracted by items | Monkey Watch | Baxter | |
1,255 | French Bulldog | Nintendogs Series | •Duck Hunt ![]() |
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3,400 | Living Room | •Assist Trophy Enemies (Nintendog) | •Hostile assist trophies will appear | Bathtime Theme | ||
1,275 | Inuji Darumeshi | Darumeshi Sports Store | •Duck Hunt ![]() |
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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 ![]() |
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1,900 | Fourside (Battlefield form) | •Item: Home-Run Bat | •The enemy is easily distracted by items | Title Theme - Nintendo Badge Arcade | ||
1,443 | Red XIII | FINAL FANTASY Series | •Duck Hunt ![]() |
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3,400 | Gerudo Valley | •Uncontrollable Speed | •The enemy is very fast and can't stop quickly when the enemy's at high damage •The enemy can deal damage by dashing into you •The enemy has increased move speed and reduced weight |
Cosmo Canyon | ||
1,469 | Palamute | MONSTER HUNTER Series | •Duck Hunt ![]() •Mii Swordfighter ![]() |
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3,400 | Gaur Plain (hazards off) | •Move Speed ↑ | •The enemy has increased move speed when the enemy's at high damage •The enemy favors dash attacks •The enemy starts the battle with a Killing Edge |
Proof of a Hero ~ 4Version | ||
•Duck Hunt ![]() •Mii Swordfighter ![]() |
- ^ This alternative occurs when the corresponding DLC has been purchased and downloaded.
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 | Kalos 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 ![]() |
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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 ![]() |
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3,500 | Duck Hunt (hazards off) | N/A | •Defeat an army of fighters | Shin Onigashima Medley | Ringo | |
1,417 | Byte & Barq | ARMS | •Mega Man ![]() •Metal Duck Hunt ![]() |
![]() |
1,600 | Spring Stadium | N/A | •Defeat the main fighter to win •The enemy is metal |
Buster Beach | Barq |
As allies
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 ![]() •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 | Toy Poodle |
Alternate costumes
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Gallery
Taunting on their titular stage.
Dashing ahead of Ike and toward a Smart Bomb on Spirit Train.
Hitting Toon Link with their neutral infinite on The Great Cave Offensive.
Crouching alongside Falco on Tortimer Island.
Sidestepping on The Great Cave Offensive.
Several Duck Hunts on Mario Galaxy.
Taunting alongside the Nintendog on Dream Land.
Idling alongside Mr. Game & Watch on Tortimer Island.
Using Duck Jump alongside Villager's Balloon Trip on Mario Galaxy.
Alongside Chef Kawasaki on Mushroom Kingdom U.
Crouching alongside Banjo & Kazooie on Windy Hill Zone.
Alongside Sora on Battlefield.
Fighter Showcase Video
Trivia
- Duck Hunt are the only fighters who travel to Living Room in Classic Mode.
- If Duck Hunt are hit by 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 SSB4.
- Duck Hunt are the only characters who face all of the Star Fox fighters in the same round in their route.
- They are also the only characters to face all of the Donkey Kong fighters in their route, albeit in different Rounds.
- 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 instead of in front of it.
- Duck Hunt's slowest walking speed animation has the dog walk close to the ground, and visibly sniff the ground. This is a reference to the animation that plays at the start of a round of Duck Hunt.
- Despite not being present in Team Battles, Wild Gunman's appearance and firing sound effects can still be heard if Duck Hunt are the leading fighters of a winning team.
- Duck Hunt, Peach, Zelda, Falco, Olimar, and Dark Pit are the only fighters to appear as allies in spirit battles.
- In European Spanish, European French, German, and Italian, the name tag and voice clip from the Announcer on the victory screen is slightly different from the one used on the character select screen. Instead, a noticeable translation of "the" is featured (el Dúo Duck Hunt, le Duo Duck Hunt, das Duck Hunt Duo, il Duo Duck Hunt). This trait is shared with Wii Fit Trainer, Pokémon Trainer, Villager, Ice Climbers, Inkling, Hero, and the Mii Fighters. Additionally, Duck Hunt and King Dedede are the only fighters to have this trait in the European versions, but not in the American version.
- Duck Hunt, the Ice Climbers, Daisy, Ken, R.O.B. and Cloud are only non-DLC characters who do not appear in more than one spirit battle from their respective home universes. Dr. Mario does not appear in any Mario universe spirit battles at all. This is not counting Olimar, who appears only in Mockiwi spirit battle as himself, but is fought in other spirit battles with Alph taking his place.
- While the Mii Fighters technically represent the Super Smash Bros. universe, they appear in most of the Mii-related spirit battles.
- If the player is only using VS. matches to unlock characters, like in SSB4, the Duck Hunt universe is the final one with playable representation to appear. Duck Hunt are the penultimate characters to unlock in Super Smash Bros. for Nintendo 3DS (with the final being Jigglypuff, whose universe already has unlocked playable representation in Pikachu, Charizard, Lucario, and Greninja), the final characters to unlock in Super Smash Bros. for Wii U, and in Ultimate, all other characters that follow Duck Hunt in the timed encounters are from universes that have already appeared.
- Unlike in SSB4, the duck does not blink in any animations that the dog does. This is similar to a situation in SSB4 where R.O.B. does not emote in the Wii U version's Versus Mode.
- However, if Duck Hunt are trapped in a bind pose, the duck can be seen blinking.
- In almost all of their spirit battles, Duck Hunt is solely representing dog characters. Squawks' battle is the only one where Duck Hunt represents a bird character.
- Unlike other Sound Tests with multiple characters in them (such as Popo & Nana, Pikmin & Winged Pikmin, and Banjo & Kazooie), Duck Hunt's voice clips are not split between the dog and duck, nor are their clips given specific designations. The Sound Test first lists the dog's four barking clips, followed by the duck's two quacking clips, followed by the dog's star KO voice clip.
References
| |
---|---|
Fighter | Duck Hunt (SSB4 · SSBU) |
Stage | Duck Hunt |
Other | Wild Gunmen |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |