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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 65th out of 82 on the current [[tier list]], placing them | 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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==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'' | 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]], | 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. | ||
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 | However, Duck Hunt's biggest hindrances come from the gameplay mechanic changes, which have hurt them more than most other characters. On one hand, the nerfs to rage don't affect the duo as much as other characters due to their move's higher consistency at connecting; the universally faster mobility has improved the duo's own, and the universally reduced landing lag on aerials combines well with this change, further improving their combo game. On the other hand, this same increase in mobility means many other veterans now sport much faster mobilities, which combined with the lower landing lag allows them to overcome Duck Hunt and take advantage of the duo's poor disadvantage state, despite Trick Shot's frame 1 generation making it a usable, yet risky escape option. The universal reduction to projectiles' damage further exacerbates the ease for opponents to endure the duo's options. The changes to air dodge mechanics are also mostly detrimental to Duck Hunt, as while the duo can use one to extend their recovery after Duck Jump, the limit to one air dodge per air time (unless hit) makes the duo much easier to read offstage and edgeguard accordingly, forcing them to mix their recovery up more often, which can be risky; they also don't noticeably benefit their own edgeguarding game due to their worsened neutral and forward aerials. Lastly, the universal weakening of grabs further worsens Duck Hunt's grab game, with the increased ending lag on grabs making them even riskier to throw out and the slower startup on shield grabs out of [[shieldstun]] directly worsening their [[out of shield]] game, forcing Duck Hunt to rely on their aerials more. | ||
All in all, Duck Hunt's playstyle has been improved to possess many more varied options, and their moveset's power makes closing out stocks less of a hassle as before. However, their tools can be more easily taken advantage of and their weaknesses are further defined, with their already unremarkable endurance and disadvantage state being harder to endure, and their out of shield game becoming less reliable due to their worsened nautral aerial and grabs. Of note is that the duo also still retain some of their other weaknesses from ''SSB4'', such as a reliance on setups to KO despite their improved KO potential, and a deficient close-quarters game. ''Ultimate''{{'}}s faster engine further weakens the efficacy of their zoning- and setup-centric playstyle, whose core is mostly intact from ''SSB4'', as the game favors quicker, more aggressive playstyles, making them easier to pressure; the benefits Duck Hunt have received from these gameplay changes also fail to compensate. This forces the duo to shift to a more aggressive playstyle, which while less polarized, is also less effective. Duck Hunt's unimpactful changes from game updates also fail to make up for the universal nerfs to projectiles brought by these updates. Because of these changes, Duck Hunt fares worse in ''Ultimate'' than in ''SSB4''. | |||
{{SSB4 to SSBU changelist|char=Duck Hunt}} | {{SSB4 to SSBU changelist|char=Duck Hunt}} | ||
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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Most historically significant players=== | ===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 --> | <!--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 --> | ||
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''See also:[[:Category:Duck Hunt players (SSBU)]]'' | ''See also:[[:Category:Duck Hunt players (SSBU)]]'' | ||
*{{Sm|embo_z|USA}} - | *{{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| | *{{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|Raito|Japan}} - The best Duck Hunt player in the | *{{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| | *{{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. | ||
*{{Sm| | |||
===Tier placement and history=== | |||
In the early metagame, most players believed Duck Hunt were worse than they were in ''SSB4'' due to ''Ultimate''{{'}}s game mechanics encouraging more aggressive gameplay, which contrasted Duck Hunt's more campy playstyle. | |||
In spite of this perception, {{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. | |||
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}}. | |||
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. | |||
=={{SSBU|Classic Mode}}: Dog, Duck, Zapper== | =={{SSBU|Classic Mode}}: Dog, Duck, Zapper== | ||
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|•The enemy is easily distracted by items | |•The enemy is easily distracted by items | ||
|{{SSBUMusicLink|Other|Monkey Watch}} | |{{SSBUMusicLink|Other|Monkey Watch}} | ||
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