Duck Hunt (SSBU)

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


Availability Unlockable
Final Smash NES Zapper Posse
DuckHuntHeadSSBU.png
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 PAL regions (or when the Switch's region settings is set to Europe) as Duck Hunt Duo, are playable characters in Super Smash Bros. Ultimate. They were confirmed as playable characters on June 12, 2018. Duck Hunt is classified as fighter #59.

How to unlock[edit]

Complete one of the following:

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

Changes from Super Smash Bros. 4[edit]

Duck Hunt has been given a mix of buffs and nerfs from the transition to Ultimate. Duck Hunt's notoriously mediocre KO power in SSB4 has been improved in many ways: dash attack, forward- and down tilts all have more knockback, while their infamously unreliable smash attacks now connect more reliably (though the final hit may still fail to connect in some instances) and have more knockback. In addition, Trick Shot, which was already a powerful, versatile projectile, has been improved in many ways: it KOs earlier, travels further, has less endlag and can now be hit in air, increasing it's utility even further. In addition, Wild Gunman also deals more knockback, with orange and sombrero Gunmen being able to KO at realistic percents.

Duck Hunt also benefits from the universal changes of Ultimate. Duck Hunt's mobility is improved, and this coupled with universal 3-frame jump squat and reduced landing lag on aerials makes their aerial combat and movement safer. These changes combined with many Duck Hunt's moves in general having less endlag and their reworked up tilt improves their combo game somewhat. In addition, Duck Hunt benefits from the addition of directional air dodges, as they can now act out of Duck Jump, making their previously very unsafe recovery a bit more reliable.

However, Duck Hunt has received some nerfs. Their weight has been noticeably decreased, which reduces their already poor survivability by a considerable margin. Clay Shooting is overall inferior, especially after receiving nerfs in 2.0.0 patch: its debris can now damage Duck Hunt if destroyed, and Duck Hunt can no longer destroy the pigeon immediately with special button unless it connects the opponent. This reduces its usability as a zoning tool. While Duck Hunt's up tilt is a more effective combo tool, its reduced knockback makes it no longer a viable KO option. Some of their aerials have been nerfed, with neutral air dealing less knockback, down air no longer autocancels from shorthop and forward air has reduced range.

In addition, the universal changes of Ultimate as well as improvements to rest of the cast hurts Duck Hunt in many ways. Faster engine and most of the cast having improved mobility gives Duck Hunt harder time to use their zoning tools, which combined with changes to Clay Shooting makes their strong camping game less effective. In addition, many characters with strong zoning capabilities have received noticeably bigger improvements to their zoning game than Duck Hunt, with most of the projectiles being safer as many of them have less endlag. This combined with some returning characters like Snake and new additions like Simon who have very effective zoning tools makes Duck Hunt's previously impressive zoning game notably less impressive in comparison, especially with their forward air having reduced range and Clay Shooting being less effective as a zoning tool. In addition, Duck Hunt's air game, despite benefiting from the universal jumpsquat and reduction of endlag, is also overall worse when compared to rest of the cast, as most characters have received notable improvements to their aerials along with the universal changes. While the addition of directional air dodges makes Duck Hunt's recovery safer, edgeguarding is now a significantly more viable option. This leaves their recovery still vulnerable, which further hampers their already poor survivability, especially with the removal of the ability to air dodge more than once.

Overall, the changes to Duck Hunt change their playstyle somewhat. The faster engine of Ultimate, Duck Hunt's reduced weight and some of their zoning tools being toned down, as well as their improved mobility and generally improved normals that are stronger and/or safer gives them more an aggressive playstyle than in SSB4. However, the changes have resulted in very low tournament representation in early metagame of Ultimate, especially outside of Japan, with even some notable Duck Hunt players in SSB4 like Brood having completely dropped the character. Due to Duck Hunt's lack of representation in tournaments, their true viability remains to be seen.

Aesthetics[edit]

  • Change Duck Hunt's model features a more subdued color scheme, with the dog and duck featuring fur and feather detailing, respectively.
  • Change Duck Hunt now has voice clips during gameplay, consisting of bitcrushed realistic dog noises and duck quacks.

Attributes[edit]

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

Ground Attacks[edit]

  • Neutral attack:
    • Buff Neutral attack's animation is faster and the rapid jab and rapid finisher have less startup lag, making them connect more reliably.
    • Nerf The first and second hit of neutral attack deal less damage (2% (first)/3% (second) → 1.5%).
      • Nerf Neutral infinite also deals less damage (0.8% → 0.4%).
  • Dash attack:
    • Buff Dash attack deals slightly more knockback.
  • Forward tilt:
    • Buff Forward tilt deals more knockback.
  • Up tilt:
    • Buff Up tilt has less startup (frame 7 → 6) and ending lag (FAF 34 → 28).
    • Nerf Characters can no longer run through each other, making it harder to connect up tilt on grounded opponents.
    • Change Up tilt does significantly less knockback, greatly reducing its viability as a KO option, but when combined with the above changes grants it better combo potential.
  • Down tilt
    • Buff Down tilt has less ending lag (FAF 35 → 28).
    • Buff Down tilt deals slightly more knockback.
    • Buff Down tilt sends at a more horizontal angle that is more desirable for edgeguarding.
  • Forward smash:
    • Buff Forward smash's first and second hit deal set knockback, causing them to connect more reliably.
    • Buff Forward smash's second and final hit come out higher than normal if previous hits connected and catch opponents launched in the air. This makes them connect more reliably.
    • Buff Forward smash's final hit deals more knockback.
  • Up smash:
    • Buff Up smash's first and second hit deal slightly more damage (2%/2.4% → 2.5% each).
    • Buff Up smash's first and second hit deal set knockback, causing them to connect much more reliably.
  • Down smash:
    • Buff Down smash's first and second hit deal set knockback, causing them to connect much more reliably.
    • Buff Down smash's final hit deals more knockback.

Aerial Attacks[edit]

  • Buff All aerials have less landing lag (Neutral: frame 17 → 10, Forward: 15 → 9, Back: 24 → 14, Up: 18 → 11, Down: 34 → 15).
  • Neutral aerial:
    • Nerf Neutral aerial deals less knockback.
  • Forward aerial:
    • Buff Forward aerial has marginally less ending lag (FAF 46 → 45).
    • Nerf Forward aerial has slightly less range.
  • Back aerial:
    • Buff Back aerial's sweetspot deals slightly more damage (12% → 12.5%) with no compensation on knockback, causing it to KO earlier.
  • Down aerial:
    • Buff Down aerial has considerably less ending lag (FAF 60 → 50).
    • Nerf Down aerial has a longer auto-cancel threshold, which also prevents it auto-cancelling in short hop (frame 33 → 45).

Throws/other attacks[edit]

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

Special Moves[edit]

  • Trick Shot:
    • Change Trick Shot is slower and more floaty, but starts further forward.
    • Change 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.
    • Change Trick Shot's can has bullet holes appear every time the special button is pressed.
    • Change Trick shot's can auto explodes more quickly after the eighth shot (76 frames → 60).
    • Buff Trick Shot's can is able to be hit with an attack midair, allowing Duck Hunt to cover more options.
    • Buff Trick Shot's can and its explosion deal more damage (1.8%-2% → 1.6%-4.4% (contact), 8% → 10% (explosion)) and knockback.
    • Buff Trick shot's can is able to be shot even when it is about to explode, increasing the amount of time it can be maneuvered.
    • Buff Trick Shot has less ending lag (FAF 46 → 42).
    • Nerf Trick Shot has lost some setups in combination with Clay Shooting.
  • Clay Shooting:
    • Buff Clay Shooting has slightly less ending lag (FAF 66 → 64).
    • Buff Clay Shooting forces the opponent to stay in place if they get hit, making it a significantly better combo starter.
    • Buff When Clay Shooting's pigeon is destroyed, debris that deals damage flies in multiple directions. [1]
      • Nerf However, these particles will damage Duck Hunt if the pigeon is destroyed by the opponent.
    • Change Shooting Clay Shooting's pigeon with Special Move works differently. Instead of always getting destroyed immediately, it will only be shot once if it is moving too fast. Spamming the button will result in the pigeon taking longer to disappear, meaning Duck Hunt can't use Trick Shot or throw another pigeon as quickly. To destroy a pigeon that missed as quickly as possible, they have to wait until the pigeon slows down enough and then press Special Move.
      • Nerf This means a pigeon that missed and was thrown with the smash input takes longer to destroy, reducing its safety.
    • Change Clay Shooting faces the screen more.
  • Duck Jump:
    • Buff After 50 frames, Duck Jump can be cancelled with an attack or air dodge, though Duck Hunt will still be helpless afterwards.
    • Buff 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:
    • Change The Wild Gunmen's eyes flash before they are about to shoot, instead of flashing immediately after spawning.
    • Buff Wild Gunman has less ending lag (FAF 45 → 42).
    • Buff Each Gunman fires three frames earlier.
    • Buff Each Gunman deals 4% more damage (4%-7% → 8%-11%) and more knockback, granting them KO potential at high percents, especially the Sombrero Gunman.
    • Nerf When a Gunman is defeated, it will take longer for him to disappear and for another Gunman to be spawned.
      • Buff However, the Gunman's defeated body has a tangible hurtbox, which allows Duck Hunt to use it as a shield from projectile attacks.
    • Change The Wild Gunmen have visual bullet tracers when shooting their guns, allowing players to see how far each gunman will shoot.
    • Change The Gunmen have a soft, CRT-like glow.
  • Final Smash:

Update History[edit]

Super Smash Bros. Ultimate 1.2.0

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

Super Smash Bros. Ultimate 2.0.0

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

Super Smash Bros. Ultimate 3.0.0

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

Moveset[edit]

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.
Floor attack (front)   7% The duck pecks on either side of the dog.
Floor attack (back)   7% The duck headbutts behind the dog and then in front of the dog.
Floor attack (trip)   5% The duck pecks behind the dog and then in front of the dog.
Edge attack   9% The dog climbs up and leans on his chest and forepaws in order to thrust his lower back forward to propel the duck, who performs a peck.
Neutral special Trick Shot 10% (explosion), 1.8% (shots), 1.8%-4.4% (contact) The dog kicks away a tin can from the Hogan's Alley game mode of the same name. The can is explosive and subsequent neutral special button presses alert the player with the Zapper to shoot the can forward. After 9 button presses, the can starts to emit smoke and will then explode. The can is also capable of being manipulated by the dog and duck's attacks, with its tilt attacks being especially useful in this regard. However, this also applies to the opponent's attacks. The explosion can also damage Duck Hunt. Overall, it is Duck Hunt's most versatile projectile, and their most useful edge-guarding option. Although its explosion has very high knockback growth, it lacks KO potential out of edge-guarding because of its average damage output and low base knockback.
Side special Clay Shooting 2% (clay pigeon), 1.8% (shot 1), 2.5% (shots 2 - 4) 3% (shot 5) The dog throws a clay pigeon, based on the Clay Shooting sub-game (Game C) from Duck Hunt. It has two flight trajectories: a slow, higher arc and a faster, straight arc. Moving while performing the move initiates the former, whereas standing still and performing the move initiates the latter. Pressing the special button again causes the off-screen hunter to destroy it with 5 quick shots from the NES Zapper, making it a natural combo. It is useful for hindering approaches, but can also act as a set-up into a dash attack from 0% to medium percentages, or into a forward aerial at high percentages. Although somewhat situational, the clay pigeon can also act as a makeshift landmine by allowing it to land on the ground, and then destroying it to surprise an opponent. Alternatively, Duck Hunt can attack the pigeon, causing it to explode into fragments that will damage nearby opponents. However, opponents can attack the pigeon as well, which will damage Duck Hunt.
Up special Duck Jump The duck flies upward while carrying the dog before getting tired and falling to the ground. It is maneuverable, and covers a decent amount of vertical and horizontal distance depending on how it is maneuvered. After a short while, Duck Hunt can interrupt the move with an attack or an air dodge, but doing so will put him in helpless state.
Down special Wild Gunman 8-11% The dog summons an 8-bit version of one of the five gunmen from Wild Gunman. Each gunman will fire their gun after a set amount of time and then disappear in a puff of smoke. Each gunman's firing time, damage output, knockback growth and launching angle varies. The gunmen can also block attacks, but if any of them receive at least 5%, they will fall and not fire their guns. Once a gunman falls, Duck Hunt must wait for very briefly before they can summon another one.
Final Smash NES Zapper Posse 45% (entire move) The dog barks to call in a flock of 8-bit ducks. The flock tackles the opponent, launching them into a Wild West-styled field from Wild Gunman. The opponent is then repeatedly fired at by the gunmen, who are also shooting at the cardboard cutout gangsters and tin cans from Hogan's Alley.

Victory poses[edit]

  • The dog jumps into a patch of 8-bit grass. He then, along with the duck, pops up from the grass and proceeds to do his signature laugh.
  • Runs on screen and turns around to kick away a can from Hogan's Alley. He then assumes a pose in which he stands on his left hind leg while raising his right, and brings his front legs towards himself.
  • Summons a Wild Gunman to shoot to the left, then another one to shoot to the right. He then continuously holds the pose used to summon them.
The jingle that plays before a new game starts in Duck Hunt, slightly sped up. It begins with the original 8-bit rendition, then transitions to a remixed version for the rest of the theme.

Classic Mode: Dog, Duck, Zapper[edit]

Duck Hunt's opponents are all animals or Mii Fighters with animal costumes.

Round Opponent Stage Music
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 5 Mii Fighters Green Greens Floral Fields
6 6 Duck Hunts Living Room Duck Hunt Medley (for 3DS / Wii U)
Bonus Stage
Final Rathalos ? Roar/Rathalos

Role in World of Light[edit]

Finding Duck Hunt in World of Light

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

During the opening cutscene, Duck Hunt was present when Galeem unleashed his beams of light. The duo was seen panicking alongside Villager and a composed Wii Fit Trainer, with the dog covering his eyes and the duck attempting to lift the dog off the floor with Duck Jump. The duo was then placed under Galeem's imprisonment alongside the rest of the fighters, excluding Kirby.

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

Fighter Battle[edit]

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


Spirits[edit]

Duck Hunt's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Duck Hunt in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

In Spirit battles[edit]

As the main opponents[edit]

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

As minions[edit]

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
525
Cobalion Spirit.png
Cobalion, Terrakion, & Virizion Pokémon series Lucario LucarioHeadGreenSSBU.png
Duck Hunt DuckHuntHeadYellowSSBU.png
Yoshi YoshiHeadBlueSSBU.png
Neutral 9,000 Unova Pokémon League N/A •The enemy's melee weapons have increased power
•The enemy can unleash powerful critical hits at random
•The enemy starts the battle with a Beam Sword
N's Castle Terrakion
866
Bass.png
Bass Mega Man series Mega Man MegaManHeadGreySSBU.png
•Metal Duck Hunt DuckHuntHeadRedSSBU.png
Attack 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.png
Donbe & Hikari Famicom Mukashibanashi series Young Link YoungLinkHeadCyanSSBU.png
Villager VillagerHeadPinkSSBU.png
Falco FalcoHeadOrangeSSBU.png
Diddy Kong DiddyKongHeadBlueSSBU.png
Duck Hunt DuckHuntHeadTanSSBU.png
Neutral 3,500 Duck Hunt (hazards off) N/A •Defeat an army of fighters Shin Onigashima Medley Ringo

As an ally[edit]

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

Alternate costumes[edit]

Duck Hunt Palette (SSBU).png
DuckHuntHeadSSBU.png DuckHuntHeadBlackSSBU.png DuckHuntHeadBlueSSBU.png DuckHuntHeadBrownSSBU.png DuckHuntHeadWhiteSSBU.png DuckHuntHeadTanSSBU.png DuckHuntHeadYellowSSBU.png DuckHuntHeadRedSSBU.png

Gallery[edit]

Character Showcase Video[edit]

Trivia[edit]

  • Duck Hunt is the only character who travels to Living Room in Classic Mode.
  • If Duck Hunt is hit by Incineroar's Max Malicious Moonsault, the duck's wings will be spread out in a t-pose fashion.
    • This also happens if a directional air dodge is used or when caught by Bowser's Flying Slam. The also happens with the latter in Smash 4.
  • When Duck Hunt is slowed down (only by a Timer, Dialga's temporal powers, the speed modifier in Training Mode, or by Special Smash's Slow setting), all of the shots from his smash attacks will hit twice. A similar situation occurred in Super Smash Bros. 4.
  • There's an graphical error with Duck Hunt's on-screen appearance when done facing the left. The smoke effects appear behind the 8-bit grass rather than in front of it.
  • Despite not being present Team Battles, the sounds of the Wild Gunman appearing and firing can still be heard if Duck Hunt is the leading character of a winning team.

References[edit]


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