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|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = C-
|tier = C-
|ranking = 67
|ranking = 65
}}
}}
'''Duck Hunt''' ({{ja|ダックハント|Dakkuhanto}}, ''Duckhunt''), known in PAL versions as '''Duck Hunt Duo''', are playable fighters in ''[[Super Smash Bros. Ultimate]]''. They were officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|R.O.B.}}, and the rest of the returning roster. Although they are a team, Duck Hunt are collectively classified as [[Fighter number|Fighter #59]].
'''Duck Hunt''' ({{ja|ダックハント|Dakkuhanto}}, ''Duckhunt''), known in PAL versions as '''Duck Hunt Duo''', are playable fighters in ''[[Super Smash Bros. Ultimate]]''. They were officially revealed on [https://www.youtube.com/watch?v=L93H7YC-83o June 12th, 2018] alongside {{SSBU|Dr. Mario}}, {{SSBU|R.O.B.}}, and the rest of the returning roster. Although they are a team, Duck Hunt are collectively classified as [[Fighter number|Fighter #59]].
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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 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 67th out of 82 on the current [[tier list]], placing them in the C- tier. This is a slight drop from their 30th out of 55 placement in ''SSB4''.
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==
==How to unlock==
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Duck Hunt are a duo that fight collectively as if they were a single character, much like {{SSBU|Banjo & Kazooie}}. They are lightweights, and specifically weigh as much as {{SSBU|Sonic}}, which places them among the bottom 20 in that category. Duck Hunt also have below-average height, above-average [[walk]]ing/[[dash]]ing speeds (being the 25th and 36th fastest, respectively), a slow [[initial dash]] (tied for the 12th slowest with {{SSBU|Incineroar}}, {{SSBU|Snake}}, {{SSBU|Bowser Jr.}}, and {{SSBU|Ryu}}), low [[traction]] (the 15th lowest), above-average [[air speed]] (tied for the 20th fastest with {{SSBU|Bowser}},  {{SSBU|Sheik}}, {{SSBU|Lucas}}, and {{SSBU|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.
Duck Hunt are a duo that fight collectively as if they were a single character, much like {{SSBU|Banjo & Kazooie}}. They are lightweights, and specifically weigh as much as {{SSBU|Sonic}}, which places them among the bottom 20 in that category. Duck Hunt also have below-average height, above-average [[walk]]ing/[[dash]]ing speeds (being the 25th and 36th fastest, respectively), a slow [[initial dash]] (tied for the 12th slowest with {{SSBU|Incineroar}}, {{SSBU|Snake}}, {{SSBU|Bowser Jr.}}, and {{SSBU|Ryu}}), low [[traction]] (the 15th lowest), above-average [[air speed]] (tied for the 20th fastest with {{SSBU|Bowser}},  {{SSBU|Sheik}}, {{SSBU|Lucas}}, and {{SSBU|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 the press of the special button make 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 the 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.
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 a frame 6 and has a decent amount of active frames.
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 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.
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.
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 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.
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.
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 {{SSBU|Link}} is good at zoning and creating setups with [[Boomerang]] and [[Remote Bomb]], he is considered to be a high tier 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.
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 {{SSBU|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]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Duck Hunt received a mix of buffs and nerfs in the transition to ''Ultimate'', but have been buffed significantly overall. 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.
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''.


[[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, all of which improve its utility. [[Clay Shooting]] has less ending lag and forces opponents to stay in place if they get hit, which make it an excellent combo tool. In addition, it now explodes into shrapnel that deals damage in many directions, increasing its effective range.
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 Gunman|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.


[[Duck Jump]] now allows the duo to act out of it after at least 50 frames; when coupled with the reintroduction of directional air dodges, these changes somewhat improve the safety and reliability of their once-risky recovery. Lastly, [[Wild Gunman]] has less ending lag, higher damage outputs and knockback (to the point that the orange and sombrero gunmen boast KO potential at high percents), 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.


Duck Hunt also benefit from the universal changes of ''Ultimate''. Their mobility has improved, particularly in regard to their dash/initial dash speeds and their aerials' reduced landing lag. These changes, when coupled with many of Duck Hunt's moves in general having less endlag, somewhat improves their combo game.
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.


However, Duck Hunt have received some nerfs. Their lighter weight further worsens their already poor endurance. Some of their aerials have also been worsened: clean neutral aerial's noticeably lower knockback growth hinders its KO potential, forward aerial has a slightly shorter duration, and down aerial no longer auto-cancels with a short hop. Lastly, Trick Shot has lost some of its set-ups into Clay Shooting, while the latter is harder to destroy and its shrapnel can also damage Duck Hunt.
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''.
 
Overall, the changes to Duck Hunt greatly benefit them, as they are considered to be better than they were in ''SSB4''. These buffs and nerfs, however, also change their playstyle somewhat. When coupled with ''Ultimate''{{'}}s faster engine, the combination of Duck Hunt's lighter weight, improved mobility and generally improved normal moves gives them more a more aggressive playstyle than in ''SSB4''. Despite this, the large retention of their camping game also enables them to use it potently, despite the faster game engine favoring more offensive playstyles.
 
Initially, Duck Hunt were believed to be considerably worse than in ''SSB4'', to the point that their playerbase was even smaller than it was in ''SSB4''. {{sm|Raito}}, the best Duck Hunt player in the world, most notably held this negative perception of them, and thus resorted to using secondaries, such as {{SSBU|Inkling}}. However, as time went on, Raito started achieving very strong results competitively with them, such as placing 3rd at both {{Trn|Albion 4}} and {{Trn|Umebura Japan Major 2019}}, placing 5th at {{Trn|EVO 2019}}, and taking sets off of notable players including {{sm|Dabuz}}, {{sm|Shuton}}, {{sm|Cosmos}}, and {{sm|Abadango}}.
 
These commendable results indicate that Duck Hunt have maintained their viability, but have also potentially become even more viable than in ''SSB4''. Along with Raito, other Duck Hunt mains, such as {{sm|Ozone}} and {{sm|Vintendo}}, started achieving respectable results as of late. Although Duck Hunt's playerbase is still small, their impressive results, especially by Raito, indicate that they can be very potent when mastered.


{{SSB4 to SSBU changelist|char=Duck Hunt}}
{{SSB4 to SSBU changelist|char=Duck Hunt}}


==Update history==
==Update history==
Aside from glitch fixes, Duck Hunt have received a mix of buffs and nerfs from game updates.
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.


'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.2.0}}'''
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|fsdmg=5% (flock of ducks), 10% (gunmen's initial shots), 24% (gunmen's final shots), 6% (ending)
|fsdmg=5% (flock of ducks), 10% (gunmen's initial shots), 24% (gunmen's final shots), 6% (ending)
|fsdesc=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''.
|fsdesc=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===
{{Attributes
| cast=89
| weight=86 | rweight=70-71
| dash=1.76 | rdash=73-77
| run=1.793 | rrun=36
| walk=1.213 | rwalk=26
| trac=0.09 | rtrac=72
| airfric=0.015 | rairfric=9-30
| air=1.155 | rair=21-26
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.07 | raddaccel=26-38
| gravity=0.076 | rgravity=74
| fall=1.65 | rfall=33-38
| ff=2.64 | rff=34-39
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=34 | rjumpheight=29-31
| shorthop=16.48 | rshorthop=36-37
| djump=33.8 | rdjump=40-41
}}
}}


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Duck Hunt NA Announcer SSB4-SSBU.wav|North American/Japanese/Chinese
Duck Hunt NA Announcer SSB4-SSBU.wav|North American/Japanese/Chinese
Duck Hunt EU Announcer SSB4-SSBU.wav|European
Duck Hunt EU Announcer SSB4-SSBU.wav|European
Duck Hunt French Announcer SSBU.wav|French
Duck Hunt French EU Announcer SSBU.wav|French (PAL)
Duck Hunt Russian Announcer SSBU.wav|Russian
</gallery>
</gallery>


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*The dog scratches his ear.
*The dog scratches his ear.
<gallery>
<gallery>
SSBUDuckHuntIdle1.gif|Duck Hunt's first idle pose
SSBUDuckHuntIdle1.gif|Duck Hunt's first idle pose.
SSBUDuckHuntIdle2.gif|Duck Hunt's second idle pose
SSBUDuckHuntIdle2.gif|Duck Hunt's second idle pose.
</gallery>
</gallery>


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|-
|-
! scope="row"|Description
! scope="row"|Description
|Duck - Hunt - Duo! || Duck - Hunt! Rah - Rah - Rah! {{NTSC}} <br> Duo - Duck - Hunt! Duo - Duck - Hunt! {{PAL}} || ||
|Duck - Hunt - Duo! || Duck - Hunt! Rah - Rah - Rah! {{NTSC}} <br> Duo - Duck - Hunt! Duo - Duck - Hunt! {{PAL}} || Duet - Duck - Hunt! ||
|}
|}
</div>
</div>
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==In [[competitive play]]==
==In [[competitive play]]==
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. Despite this, Duck Hunt's playerbase, most notably {{Sm|Raito}}, showed that their buffs from ''SSB4'' ensured their viability. As a result, Duck Hunt's perception in the community improved, with most people believing that they were as viable as they were in ''SSB4''.
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
 
''See also:[[:Category:Duck Hunt players (SSBU)]]''
 
*{{Sm|embo_z|USA}} - First coming to prominence in 2022, he placed 2nd at {{Trn|GrandSlam 7}} while taking a set over {{Sm|Big D}}. Since then embo_z has quickly become the best Duck Hunt player in the United States, notably placing 13th at {{Trn|Major Upset}} and 33rd at {{Trn|Port Priority 8}} while taking a set over {{Sm|BassMage}}.
*{{Sm|Jagabata|Japan}} - Jagabata began competing offline in 2021. Since then Jagabata has built a reputation for upsetting top players, including defeating {{Sm|Yoshidora}} at {{Trn|Sumabato SP 24}}, {{Sm|Kaninabe}} at {{Trn|Sumabato SP 40}} and {{Sm|MuteAce}} at {{Trn|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]].
*{{Sm|Raito|Japan}} - 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 {{Trn|Umebura Japan Major 2019}} and 5th at {{Trn|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 {{Trn|Kagaribi 5}} or 13th at {{Trn|KOWLOON 5}}. To date Raito is the highest ranking Duck Hunt player on a global ranking, being 17th on the [[Fall 2019 PGRU]].
*{{Sm|SkWiirrel|Austria}} - 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 {{Trn|Tech Republic VII}} with a set over {{Sm|Neeroz}}, and 25th at major {{Trn|Temple: Hermès Edition}} with a set over {{Sm|RyuKai}}.
*{{Sm|Wisdom|USA}} - One of the best Duck Hunt players in the United States in the early metagame. Placed 5th at {{Trn|Paradigm Shift 2019}} with a win over {{Sm|Dark Wizzy}} and 7th at {{Trn|Standoff 2019}} while defeating {{Sm|Fatality}}. While Wisdom has not seen the same level of success since the early metagame, he continue to place well regionally.


However, Duck Hunt's results have since seen a slow decline, due to their playerbase stagnating and Raito's results declining. When coupled with Duck Hunt's worst flaws remaining mostly unaddressed, such as their mediocre KO potential and below-average ground game, the current consensus is that they are lower mid tier characters.  
===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.


===Most historically significant players===
In spite of this perception, {{Sm|Raito}} achieved a great deal of success with the character, notably placing 5th at one of the most important events in the early metagame, {{Trn|EVO 2019}}. Outside of Raito, the character was largely limited to strong regional results and the occasional top 48 at a major.  
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->


''See also:[[:Category:Duck Hunt professionals (SSBU)]]''
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 {{Sm|embo_z}} and {{Sm|Jagabata}} have achieved some significant regional results, with {{Sm|Sekai Doggo}}, notably winning the first, and to date only, superregional by a solo Duck Hunt player at {{Trn|Ultra Hard}}.


*{{Sm|ASA|Mexico}} - The best Duck Hunt player in Mexico. Placed 3rd at {{Trn|BIT MASTER MTY Round 4}}, 9th at {{Trn|SKL: Open Primavera 2020}}, 13th at both {{Trn|WeTecThose 9}} and {{Trn|BIT MASTER MTY 3rd IMPACT}}, and 25th at {{Trn|BIT MASTER MTY 8}} with wins over players such as {{Sm|Meme}}, {{Sm|Best Taco}}, and {{Sm|Vizard}}. Currently ranked 45th on the [[Mexican Power Rankings]].
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.
*{{Sm|Ozone|USA}} - One of the best Duck Hunt players in the United States. Placed 5th at {{Trn|Paradigm Shift}}, 7th at {{Trn|Guardian I}}, 9th at {{Trn|Midwest Arena}}, and 49th at {{Trn|Smash 'N' Splash 5}} with wins over players such as {{Sm|Dark Wizzy}}, {{Sm|Myran}}, and {{Sm|Mr. E}}. Currently ranked 7th on the [[Michigan Power Rankings#Super Smash Bros. Ultimate|Michigan Ultimate Power Rankings]].
*{{Sm|Raito|Japan}} - The best Duck Hunt player in the world. Placed 3rd at {{Trn|Albion 4}}, {{Trn|Umebura Japan Major 2019}} and {{Trn|Umebura SP 7}}, as well as 5th at both {{Trn|EVO 2019}} and {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|Abadango}}, {{Sm|Dabuz}}, and {{Sm|Shuton}}. Ranked 17th on the [[Fall 2019 PGRU]].
*{{Sm|Sekai Doggo|Chile}} - The best Duck Hunt player in South America. Placed 1st at {{Trn|Ultra Hard}}, 4th at {{Trn|Royalty 3}}, 7th at {{Trn|Iwanna Torneo Nacional!}}, 9th at {{Trn|Smash Chile - Civil War}}, and 49th at {{Trn|Glitch 8}} with wins over players such as {{Sm|ApolloKage}}, {{Sm|Keen}} and {{Sm|PeW}}. Currently ranked 10th on [[Chilean Power Rankings]].
*{{Sm|SkWiirrel|Austria}} - Placed 25th at both {{Trn|Temple: Hermès Edition}}, {{Trn|VCA 2021}} and {{Trn|Ultimate WANTED 3}} and 33rd at {{Trn|Albion 4}} and {{Trn|VCA 2019}}  with wins over players such as {{Sm|Elexiao}}, {{Sm|Jaka}}, and {{Sm|yetey}}. Currently ranked 3rd on the [[Austrian Power Rankings]].
*{{Sm|vinnihongo|USA}} - The best Duck Hunt player in [[SoCal]]. Placed 13th at {{Trn|2GG: SoCal Chronicles 2020}}, 25th at {{Trn|EVO 2019}}, and 33rd at {{Trn|2GG: SwitchFest 2019}} with wins over players such as {{Sm|Elegant}}, {{Sm|Kome}}, and {{Sm|Mew2King}}.
*{{Sm|Wisdom|USA}} - One of the best Duck Hunt players in the United States. Placed 5th at {{Trn|Paradigm Shift 2019}}, 7th at {{Trn|Standoff 2019}}, 9th at both {{Trn|Sweet Spot 6}} and {{Trn|Smash Out 2019}}, and 13th at {{Trn|Heartland Showdown 2020}} with wins over players such as {{Sm|Dark Wizzy}}, {{Sm|Fatality}}, and {{Sm|SKITTLES!!}}. Currently ranked 4th on the [[Kansas Power Rankings#Super Smash Bros. Ultimate rankings|Kansas Ultimate Power Rankings]].


=={{SSBU|Classic Mode}}: Dog, Duck, Zapper==
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