Duck Hunt (SSBU)
| Duck Hunt in Super Smash Bros. Ultimate | |
|---|---|
| Universe | Duck Hunt |
| Other playable appearance | in SSB4 |
| Availability | Unlockable |
| Final Smash | NES Zapper Posse |
| Tier | B- (54) |
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 are ranked 54th out of 82 on the current tier list, placing them at the end of the B- tier. This is a noticeable drop from their 30th out of 54 placement in SSB4. Duck Hunt boasts a formidable zoning/trapping game with their numerous projectiles and ranged options, most notable among these being Trick Shot, a powerful projectile that zones, combos, sets up for traps, edgeguards, and even breaks combos, making it a great option versus reckless players. In addition to this, Clay Shooting is the duo's most prominent combo starter as well as being able to zone. Wild Gunman is their main setup tool that can protect them, and the player can act out of the move before the gunman takes a shot. Duck Hunt also has respectable kill power, as their back aerial is a potent KO move that comes out frame 7, their smash attacks have some notable range, and Trick Shot also packs an ability to kill at higher percents. These positives bless Duck Hunt with a lethal set-up game that can capitalize off of players who aren't wary of their traps if utilized correctly.
Despite a good amount of strengths, the duo also pack some glaring weaknesses. Most notable among them is the fact that most of their kit is lackluster aside from some aerials and their special moves. Whilst their aerials are good, they still have flaws, like with their forward aerial not being able to KO reliably and their down aerial having inconsistent hitboxes, allowing the opponent to fall out of the move. Duck Hunt does not have the greatest endurance either, as they are light and only have average mobility, letting faster opponents like Sonic, Mythra, and Cloud rush them down and pressure them with their fast and large moves. Further adding to this endurance issue is Duck Hunt's bad recovery; despite a respectable travel distance, the same cannot be said about its speed, letting these aformented fighters more easily take advantage of this and get an early offstage KO. Lastly, all these shortcomings make Duck Hunt one of the hardest characters to learn in the game, as players must be crafty with their setups to net KOs and rack damage, all while dealing with the aformented weaknesses.
Due to the duo's strange nature for a zoner, they have historically been an unpopular pick across all of Ultimate. However, even with these cons, players like Raito and Jagabata have still managed to gather decent results.
How to unlock[edit]
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[edit]
Duck Hunt is a duo that fights collectively as if they were a single character, much like Banjo & Kazooie. They are lightweight 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 excels 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 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 who shoots from his 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 them occasional use for blocking attacks.
Duck Hunt's air game also has decent utility courtesy of their good air speed. Their 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. Their neutral aerial also complements 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, Duck Hunt's up aerial 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 are not without their flaws. Although their forward aerial is fairly fast at frame 7 and has decent range, it has poor KO power; even with the sweetspot, the move does not 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, Duck Hunt's down aerial has some inconsistencies of its own, as while it is a decent spike on paper, the two hits do not always connect with each other. Duck Hunt's endurance also leaves much 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 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 starts KOing middleweights until 190%. Their forward tilt, while being disjointed and having a passable startup at frame 8, lacks range in comparison to other disjoints and does not start KOing middleweights until 150%. Their up tilt, while in theory being a frame 7 combo starter into their neutral and up aerials at low and mid percentages, is not as consistent in practice due to the fact that its narrow hitbox struggles to hit grounded opponents even at point blank range. Even Duck Hunt's 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 their 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 poor KO power, as it is unable to KO middleweights past 200%. On top of having a 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 much to be desired due to none of their throws leading to consistent combos or KOing at reasonable percentages.
Overall, Duck Hunt excels at controlling the neutral game by simultaneously controlling both the duo and their assortment of projectiles to generate setups, frame traps, and pressure, whether the opponent is on-stage, at the ledge, or off-stage, while their good air mobility and fair share of fast aerials also give them a slight emphasis on off-stage 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.
Changes from Super Smash Bros. 4[edit]
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. Their forward aerial has a slightly shorter duration, and their 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 is destroyed by the opponent, and its tweaked properties make it harder to destroy, causing it to lose some of its setups into Trick Shot; additionally, Trick Shot's higher power, while making it a more reliable projectile, makes 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 moves' 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 do not noticeably benefit from 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[edit]
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[edit]
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[edit]
- 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[edit]
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[edit]
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[edit]
- 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[edit]
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 the majority of the roster with its universal shield damage nerf to projectiles, though it also made it safer for Duck Hunt to shield their own Trick Shot can. Wild Gunman was also buffed to hit targets more effectively. Version 3.1.0 made Duck Hunt's 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 their neutral attack more consistent. Version 8.0.0 made teching slightly worse as a homogenization effort. Version 10.1.0 made Duck Hunt's 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[edit]
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, Both-Feet Kick) 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% ( | ||||