Super Smash Bros. 4

Duck Hunt (SSB4)

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This article is about Duck Hunt's appearance in Super Smash Bros. 4. For the characters in other contexts, see Duck Hunt. For other uses, see Duck Hunt (disambiguation).
Duck Hunt
in Super Smash Bros. 4
Duck Hunt SSB4.png
DuckHuntSymbol.svg
Universe Duck Hunt
Other playable appearance in Ultimate


Availability Unlockable
Final Smash NES Zapper Posse
Tier D (30)
Duck Hunt (SSB4)
“ Duck Hunt Takes Aim! ”
—Introduction tagline

Duck Hunt (ダックハント, Duck Hunt), rendered in-game as Duckhunt in the Japanese version and known as Duck Hunt Duo in the PAL version, are playable characters in Super Smash Bros. 4. After initially being leaked on August 19th, 2014 as part of the ESRB leak, and then being inadvertently revealed via a non-official livestream on September 11, 2014,[1] Duck Hunt's first official acknowledgement occurred via a Director's Room Miiverse post on October 22nd, 2014. This was then followed by their official trailer being revealed during a Nintendo Direct on November 5th, 2014.[2] Like Donkey Kong and Diddy Kong, the dog and duck use realistic vocalizations derived from their respective species.

Duck Hunt is ranked 30th out of 54 on the tier list, placing them at the top of the D tier. Duck Hunt's greatest strength are their three versatile projectiles, granting them a very capable zoning game, with the remote controllable Trick Shot being especially useful. Duck Hunt's fast air speed and useful aerial attacks also grant them a decent air game, which in turn syncs well with their projectiles' ability to maintain stage control. Duck Hunt's frame data is also quite good: nearly all of their moves have less than 10 frames of start-up lag and very high knockback growth, which enable Duck Hunt to ward off opponents quite well in close quarters combat.

However, Duck Hunt's most glaring flaw is their KO potential, as their moveset's overall very high knockback growth is offset by their overall low damage output and overall very low base knockback. By extension, their smash attacks are infamously unreliable: despite having multiple hitboxes; respectable overall damage outputs; and the ability to increase their ranges via charging, their initial hitboxes' knockback and launching angles can result in opponents inadvertently evading their last hitboxes. Finally, due to Duck Hunt's above-average falling speed and being among the lightest middleweights, their endurance is also unimpressive; their recovery's overall mediocrity compounds this flaw: although the dog is capable of wall jumping, Duck Jump's maneuverability and decent travel distance are offset by its slow travel speed and lack of protection.

Although Duck Hunt's flaws have resulted in them attaining minimal tournament representation initially, efforts from dedicated mains such as Brood and Raito were able to shift Duck Hunt's perception. As such, the duo has risen greatly on the tier list.

How to unlock[edit]

Super Smash Bros. for Nintendo 3DS[edit]

  • Play 110 VS Matches.
  • Complete Classic Mode with 8 characters.

After completing one of the two methods, Duck Hunt must then be defeated on Battlefield, even if their home stage of the same name is present in the game's system as of update 1.1.1.

Super Smash Bros. for Wii U[edit]

After completing one of the two methods, Duck Hunt must then be defeated on Duck Hunt.

Attributes[edit]

Duck Hunt are middleweights, being tied with Palutena as the third lightest members of that weight class. Duck Hunt have slightly above-average walking and dashing speeds, as well as above-average air and falling speeds. However, they have average air acceleration, as well as below-average gravity and traction. As a result, Duck Hunt's overall mobility is fairly average. Aside from these general attributes, the dog and duck each possess specific traits: the dog can crawl and wall jump, while the duck has a hurtbox just like the dog.

As their name in the PAL version suggests, Duck Hunt is not a single character, but actually a tag team like the Ice Climbers and Rosalina & Luma. In Duck Hunt's case, their team consists of the dog and a duck from Duck Hunt.[3] In addition to using spins, paw swipes, headbutts and pecks, the dog and duck each partake in special moves. The dog initiates their neutral and down specials, Trick Shot and Wild Gunman, whereas the duck performs their up special, Duck Jump. However, Duck Hunt also have five moves that reference the NES Zapper: their smash attacks; the remainder of Trick Shot; and their side special, Clay Shooting.

Duck Hunt's offensive special moves are oriented at zoning and stage control. Trick Shot is useful for not only playing mindgames, but also helping Duck Hunt with edge-guarding. However, the explosion also damages Duck Hunt, which forces careful spacing between them and the tin can. Clay Shooting's long range makes it useful for luring opponents from a distance, and especially for hindering an opponent's approach. Wild Gunman is best suited for mindgames like Trick Shot, and both moves can synchronize rather well with each other.

Unlike Trick Shot, however, Wild Gunman has minimal offensive use because of its varying damage outputs, unimpressive knockback, and each gunman being unable to fire if they are dealt at least 5%. Another perk that each of Duck Hunt's offensive special moves is their inherent defensive capabilities: Trick Shot's tin can, Clay Shooting's clay pigeon, and Wild Gunman's gunmen are each able to block an opponent's projectiles, similarly to Link and Toon Link's Bombs. Lastly, Duck Jump is a maneuverable recovery option that covers a decent amount of vertical and horizontal distance.

Duck Hunt's air game is perhaps the strongest aspect of their offense after their projectiles, and typically synchronizes well with the latter's suitability for stage control. Duck Hunt's neutral aerial is useful for edge-guarding thanks to its minimal start-up lag and sex kick properties, while its clean hitbox is strong enough to reliably KO even on-stage opponents at reasonable percentages. Both their forward and back aerials are useful for edge-guarding, while the latter's sweetspot and their up aerial are also strong enough to KO reliably. Lastly, Duck Hunt's down aerial is their most damaging aerial and is able to meteor smash.

Although Duck Hunt's grounded attacks are less effective than their aerial attacks, they still have their uses. Their neutral attack is their most useful grounded attack, thanks to a number of perks. Its second and third hits have disjointed hitboxes; its neutral infinite is reliable for damage racking even at high percentages; and its last hit and infinite's finisher are reliable for spacing, thanks to their very high knockback growth.

Despite having very minimal horizontal range, Duck Hunt's up tilt is perhaps their second most useful grounded attack. It is a reliable combo starter against middleweights, heavyweights and fast-fallers, yet its very high knockback growth and fairly minimal start-up lag also allow it to function as Duck Hunt's most consistent KOing option. Their forward tilt, down tilt and dash attack are decent for spacing, yet are also useful for launching Trick Shot's tin can back into the line of fire. Lastly, all of Duck Hunt's smash attacks have respectable power, and can increase their ranges via charging.

However, Duck Hunt possess glaring weaknesses. The most notable one is their KO potential: even though almost the entirety of their moveset has very high knockback growth, this is offset by their overall low damage output and overall very low base knockback. To compound this, Duck Hunt's smash attacks are infamously inconsistent: due to their initial hitboxes' very high knockback growth and unfavorable launching angles, it is possible for opponents to inadvertently evade their concluding hitboxes, even with minimal smash directional influence. Duck Hunt's aerials do not fare much better: only their clean neutral, clean back, and up aerials have KO potential, while all of their aerials are best suited for edge-guarding because of their short ranges.

Duck Hunt's endurance is also unremarkable. In addition to their above-average falling speed and fairly unimpressive weight, Duck Hunt's overall recovery is mediocre at best, owing to Duck Jump's slow travel speed and lack of protection often forcing the dog to wall jump. These traits also make Duck Hunt susceptible to rushdowns and combos, although their neutral aerial, Trick Shot, and Clay Shooting can somewhat help alleviate these types of pressure.

While it is not as burdensome as their KO potential and recovery, Duck Hunt's grab game is nevertheless very polarized. Their grabs have deceptively long ranges; their pummel is among the most damaging in the game; and their forward and back throws can help them launch an opponent into Trick Shot's trajectory if they initially dodged the tin can. Forward throw can also combo into a dash attack beginning at 0%, and into a dashing, short hopped forward aerial from low to medium percentages. However, none of their throws possess KO potential; down throw is extremely ineffective at starting combos; and their pummel is tied with Mega Man's as the fifth slowest in the game.

Duck Hunt possess a few notable custom moves. Zigzag Shot is very unpredictable and travels an impressive distance upward. When the shots are timed correctly, it functions as a capable, albeit gimmicky, KOing option. Super Duck Jump covers more vertical distance and has a windbox that pushes away nearby opponents, but has more start-up lag and covers almost no horizontal distance. The variations of Wild Gunman are the most promising, however: Quick Draw Aces makes Duck Hunt's zoning game more powerful and even more difficult to counter at the cost of covering less distance, whereas Mega Gunman's improved defense and larger hurtbox grant them a way to ward off pressure at the cost of weakening their zoning and stage control games.

Overall, Duck Hunt's projectiles make them very capable at maintaining a strong defensive presence and playing mindgames. However, due to relying heavily on their projectiles in order to maintain an offensive presence, Duck Hunt can be very vulnerable to characters that can counteract them, such as those capable of reflection. As a result, players must also properly synchronize their projectiles with their useful air game in order to maintain a precise, varied, and pressuring offensive presence on the ground and in the air.

Update history[edit]

Duck Hunt have received a handful of buffs via game updates. Update 1.0.8 made their neutral aerial safer by decreasing its landing lag. Update 1.1.0 improved the utility of their neutral attack's last hit, and slightly improved their forward smash's reliability by increasing the sizes of its second and last hitboxes. However, this same update also slightly toned down their neutral infinite's damage racking potential. Lastly, update 1.1.5 slightly improved Duck Hunt's KO potential by marginally increasing the knockback growth of their smash attacks' last hits.

Super Smash Bros. 4 1.0.8

  • Buff Neutral aerial's landing lag decreased: 22 frames → 17.

Super Smash Bros. 4 1.1.0

  • Change Neutral attack's first and second hits have received two hitboxes with differing angles.
  • Buff Neutral attack's third hit deals 1% more damage: 4% → 5%; its knockback increased: 40 (base)/125 (growth) → 50/130; its hitbox size increased: 5u → 5.8u; and its vertical displacement increased: 4.5u → 5.5u. Altogether, these changes improve its spacing potential.
  • Nerf Neutral infinite's finisher's hitbox no longer stretches vertically.
  • Buff Forward smash's second and third hits' hitbox sizes increased: 4.5u (second)/5.1u (third) → 5.2u/7u.

Super Smash Bros. 4 1.1.5

  • Buff Forward smash's third hit has higher knockback scaling (123 → 125).
  • Buff Up smash's third hit has higher knockback scaling (110 → 112).
  • Buff Down smash's third hit has higher knockback growth (153 → 155).


Moveset[edit]

For a gallery of Duck Hunt's hitboxes, see here.

  Name Damage Description
Neutral attack Scratch (ひっかき)
Headbutt (頭突き)
Double-Footed Kick (両足蹴り, Both-Feet Kick)
Woodpecker Rush (キツツキラッシュ)
Duck Finish (ダックフィニッシュ)
2% 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. It is one of Duck Hunt's most useful moves, thanks to its damage racking and spacing potentials.
3%
5%
0.8% (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 can combo into itself from 0%-28% on middleweights (and up to 35% on heavyweights and fast-fallers); into an up smash and into a short hopped neutral aerial at low percentages; and into a short hopped up aerial at medium percentages. In addition to its combo potential, its very high knockback growth and fairly minimal start-up lag make it Duck Hunt's most consistent KOing option. It KOs middleweights at 157%/149% (3DS/Wii U) from anywhere on Final Destination. However, it has very minimal horizontal range, which forces Duck Hunt to practically stand next to a grounded opponent in order to land it.
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. Due to being a semi-spike, it is very useful for moving Trick Shot's tin can while it is in front of themselves, especially since it launches the can faster than pressing the special button does. It is also decent for spacing and shield stabbing. Despite being a semi-spike, its average damage output and below-average knockback growth make it unsuitable for edge-guarding.
Dash attack Dash Thrust (ダッシュ突き) 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.
Forward smash Zapper (ザッパー) 4% (hits 1-2), 9% (hit 3), 17% (all hits connect) 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. As a result, it is preferable to space accordingly in order to simply use the last hit when attempting to score a KO. Its last hit KOs middleweights at 102%/91% (3DS/Wii U) while near the edge of Final Destination.
Up smash Anti-Air Zapper (対空ザッパー) 2% (hit 1), 2.4% (hit 2), 10% (hit 3), 14.4% (all hits connect) 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. Its last hit KOs middleweights at 124%/112% (3DS/Wii U) from anywhere on Final Destination.
Down smash Defense Zapper (防衛ザッパー) 5% (hits 1-2), 6% (hit 3), 16% (all hits connect) 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. Its last hit KOs middleweights at 118%/108% (3DS/Wii U) while near the edge of Final Destination.
Neutral aerial Bow-Wow Wheel Ring (ワンワン車輪) 11% (clean), 5% (late) The dog performs an aerial cartwheel. It functions like a sex kick and hits on frame 6, which ties it with up aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. When coupled with its clean hitbox's decent damage output and very high knockback growth, it is one of Duck Hunt's most viable KOing options, and is decent at breaking out of combos and juggles. Its clean hitbox KOs middleweights at 133%/121% (3DS/Wii U) while near the edge of Final Destination. Although its late hitbox is useful for locking at low percentages, it lacks KO potential.
Forward aerial Duck Shoot (ダックシュート) 6.5% (duck), 10% (duck's beak), 7.5% (late duck's beak) The dog thrusts his lower back forward to propel the duck, who performs a corkscrew peck. It hits on frame 7, which ties it with back aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. It also has the lowest amount of landing lag out of Duck Hunt's aerials. When coupled with its range and the duck's beak functioning as a sweetspot, these traits make it useful for spacing, edge-guarding, 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, Backward Duck Shoot) 10% (duck), 12% (duck's beak), 10.5% (late duck's beak) The dog thrusts his lower back backward to propel the duck, who performs a turning peck. It hits on frame 7, which ties it with forward aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. Like forward aerial, the duck's beak is a sweetspot, though it is much stronger in comparison, to the point that it actually possesses KO potential. Sweetspotted back aerial KOs middleweights at 133%/126% (3DS/Wii U) while near the edge of Final Destination. However, its other hitboxes have much lower KO potential, and it has the second highest amount of landing lag out of Duck Hunt's aerials.
Up aerial Wild Duck (暴れダック, Savage Duck) 3% (hits 1-2), 6% (hit 3) The duck pecks upward three times while carrying the dog in tow. It hits on frame 6, which ties it with neutral aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. Its last hit has the highest knockback growth out of Duck Hunt's aerials, which makes it one of Duck Hunt's most viable KOing options. Its last hit KOs middleweights at 117%/105% (3DS/Wii U) while near the upper blast line of Final Destination. It also auto-cancels with a short hop.
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. It has an excellent auto-cancel window, which allows it to auto-cancel even after fast falling at the peak of their double jump. Its second hit can also meteor smash airborne opponents. However, landing before the second hit comes out results in Duck Hunt enduring very high landing lag, which makes it unsafe to use before landing.
Grab Grab (つかみ) — The dog bites the opponent and holds them with his mouth. Despite their animations, Duck Hunt's grabs have deceptively long ranges, especially their pivot grab.
Pummel Grab Duck Headbutt (つかみダック頭突き) 3% The duck performs a headbutt. It is one of the most damaging pummels in the game, but is tied with Mega Man's pummel as the fifth slowest in the game.
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 can combo into a dash attack or Clay Shooting from 0% to very low percentages, and a forward aerial from low to medium percentages. It can also be used to throw an opponent toward Trick Shot's tin can if the tin can is still on-stage.
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 and, like forward throw, it can be used to throw the opponent into the trajectory of Trick Shot's tin can if it is still on-stage.
Up throw Double-Footed Bow-Wow Throw (両足ワンワン投げ, Both-Feet Bow-Wow Throw) 6% The dog performs a handstand kick. It can lead into an up aerial at low percentages. Despite having the highest knockback growth out of Duck Hunt's throws, it lacks KO potential because of its low damage output.
Down throw Bow-Wow Slamming (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 up aerial at high percentages for a potential KO combo. Outside of this, it can combo into Trick Shot and a forward aerial at low to medium percentages. However, these combos are largely ineffective, as the former is risky because of Trick Shot's explosion also being capable of harming Duck Hunt, whereas the latter requires a hard read.
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
  7% 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 Default Trick Shot 8% (explosion), 1.8%-2% (contact), (can combine into one 10% hit if used near someone) 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. The can is also capable of being manipulated by anyone’s attacks, with the dog and duck’s tilt attacks being especially useful in this regard. Additional button presses only knock the can in whatever direction it was hit last. After either a combination of 8 button presses/whacks (not counting the opening kick), or ~10 seconds pass, the can starts to emit smoke and explodes after another ~3/4 of a second. The can will also instantly explode if it comes into contact with anything (excluding the duo, unless someone else knocks the can towards them). Like Link and Toon Link's Bombs, the can is also capable of blocking incoming projectiles. However, this also applies to the opponent's attacks, while the explosion will also hurt the dog and duck if it hits them. 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.
Custom 1 High-Explosive Shot 7%/12% (explosion), 1% (contact) The tin can is kicked only once upon its initial activation. It covers greater distance, travels faster, and can potentially deal more damage than the default version. However, pressing the special button again at any time will make the tin can explode immediately, making it less suitable for edge-guarding. The can automatically explodes after ~1.5 seconds. It will not explode upon physical contact, instead ricocheting a decent amount of horizontal distance.
Custom 2 Zigzag Shot 6% (shot), 6% (explosion), 2% (contact) The tin can's direction alternates in the air for each special button press. Getting hit by the explosion launches the opponent directly upward, while the tin can's contact hitbox can lead into juggling combos that can potentially KO them near the upper blast line. However, the explosion deals less damage. The can doesn’t explode or deal damage upon contact, but gains a contact hitbox after it has been shot, which can very easily combine with the shot’s hitbox. The can explodes after 5 shots or ~5 seconds, and explodes a little quicker than usual.
Side special Default Clay Shooting 2% (hit 1), 1.8% (hits 2-4), 5% (hit 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 slower, higher arc when tilt thrown, and a faster, straighter arc when smash thrown. Pressing the special button again causes the off-screen hunter to destroy it with a barrage of 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, though the window until the clay pigeon disappears is just a couple of seconds. Like Link and Toon Link's Bombs, it can also block incoming projectiles. However, it is overall quite laggy. The clay pigeon will shatter if it strikes a wall.
Custom 1 Rising Clay 2%-8% The clay pigeon slowly rises into the air rather than falling, and deals more damage the farther it travels. It travels slightly faster and farther and retains Clay Shooting's trajectory influence. It is not shot at.
Custom 2 Clay Break 7% (hit 1), 7% (hit 2), 13% (hit 3) The clay pigeon travels faster, farther, and higher. Pressing the special button again will fire 3 shots at it, with each shot being stronger than the default version's, but each shot has varying accuracy. It retains Clay Shooting's trajectory influence. Because it arcs more and disappears slightly quicker, it is more difficult to set up as a ground trap.
Up special Default 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. However, it is unsafe because of its slow speed and lack of protection.
Custom 1 Duck Jump Snag 1% (hits 1-6), 2% (hit 7) The dog bites any nearby opponents repeatedly as the duck carries him upward, which can potentially gimp an opponent's recovery. However, it covers less vertical and horizontal distance.
Custom 2 Super Duck Jump — Covers more vertical distance with a quick upward surge, and has a strong push effect upon ascending, thanks to a gust generated by the duck flapping its wings. The dog and duck ascending faster make it less susceptible to being gimped from above. However, there’s a short delay before the upward surge, and the move covers half the horizontal distance.
Down special Default Wild Gunman 4%-7% 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. The gunmen will slowly descend in mid-air.
Custom 1 Quick Draw Aces 6%-9% The gunmen have less start-up lag, while their damage outputs and base knockback are slightly higher. However, their shots' ranges are reduced slightly and their knockback growth is lower. The gunmen also have much less durability, as they will fall if they receive 1%. The gunmen won’t descend in mid-air.
Custom 2 Mega Gunman 3%-6% The gunmen are much larger and much more durable, as they are able to receive 40% before falling. However, their damage outputs are slightly lower, and will only fire after a considerable delay. The gunmen will descend quickly in mid-air.
Final Smash NES Zapper Posse 45% 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. It is quite powerful, as it KOs middleweights at 46% while near the edge of Final Destination in Super Smash Bros. for Nintendo 3DS.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing lag
Value 91 1.55 – Initial dash
1.63 – Run
1.155 0.045 0.015 1.1 0.01 – Base
0.07 – Additional
0.076 1.65 – Base
2.64 – Fast fall
4 34 - Base
16.477137 - Short hop
33.799999 4

Announcer call[edit]

Sound.png This article could use additional or higher-quality audio files.
The editor who added this tag suggests: Needs announcer calls from other languages.
If you have a good audio file for this article, upload it here.

In European versions, the announcer refers to Duck Hunt as a duo.

On-screen appearance[edit]

  • 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.
DuckHuntOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: The dog performs a handstand and barks before the duck, while perched on one of his hindpaws, quacks at him to stop.
  • Side taunt: The dog lays on his side and does his signature laugh while the duck flaps its wings tauntingly.
  • Down taunt: The dog stands on his hindpaws and dances.
Up taunt Side taunt Down taunt
DuckHuntUpTauntSSB4.gif DuckHuntSideTauntSSB4.gif DuckHuntDownTauntSSB4.gif

Idle poses[edit]

  • The dog and the duck sniff the ground.
  • The dog scratches his ear.
DuckHuntIdlePose1WiiU.jpg DuckHuntIdlePose2WiiU.jpg

Crowd cheer[edit]

Cheer (English) Cheer (Japanese) Cheer (Spanish)
Cheer NTSC

PAL
NTSC

PAL
Description Duck - Hunt! NTSC
Duck - Hunt Duo! PAL
Duck Hun - to! Duck - Hunt! Rah - Rah - Rah! NTSC
Duo - Duck - Hunt! Duo - Duck - Hunt! PAL
Cheer (French) Cheer (German) Cheer (Italian)
Cheer NTSC

PAL
Description Duck Hunt ! NTSC
Du - o Duck Hunt ! PAL
Duck - Hunt - Duo! Duo - Duck - Hunt!

Victory poses[edit]

A remix of the jingle that plays before a new game starts in Duck Hunt. It begins with the original 8-bit rendition, then transitions to an orchestral rendition for the rest of its duration.
  • The dog uses Wild Gunman to the left and then immediately to the right while the duck either Super Smash Bros. for Nintendo 3DSlooks at the dog, or Super Smash Bros. for Wii Ulooks at the Gunman.
  • The dog dashes on-screen, turns around to kick a tumbling tin can similarly to Trick Shot, and then strikes a pose alongside the duck.
  • The dog leaps into an 8-bit sprite of grass, and then rises from the grass while performing his signature laugh as the duck flies out and either Super Smash Bros. for Nintendo 3DSlooks off into the distance, or Super Smash Bros. for Wii Ulooks at the camera. It is almost identical to their on-screen appearance.
DuckHuntPose1WiiU.gif DuckHuntPose2WiiU.gif DuckHuntPose3WiiU.gif

In competitive play[edit]

Official Custom Moveset Project[edit]

Character Custom sets available
Duck Hunt (SSB4) Duck Hunt 3121 3123 3122 1121 1123
3132 1132 3111 3221 3323

Most historically significant players[edit]

See also: Category:Duck Hunt players (SSB4)