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Duck Hunt (SSBU)

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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 playable 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

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

Aesthetics

  • 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

  • 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).
  • Nerf Duck Hunt is considerably lighter, reducing their survivability (91 → 86).

Ground Attacks

  • 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.
  • Up tilt:
    • Buff Up tilt has less startup (frame 7 → 6).
    • Buff Up tilt has less ending lag (FAF 34 → 28).
    • 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.
  • Forward tilt:
    • Buff Forward tilt does more knockback, increasing its viability as a KO option.
  • Down tilt
    • Buff Down tilt has less ending lag (FAF 35 → 28).
    • Buff Down tilt deals slightly more knockback, improving its edge-guarding and gimping potential.
  • Buff All smash attacks connect more reliably.
  • Forward smash:
    • Buff Forward smash deals more knockback.
    • Buff Forward smash can now be angled.
  • Up smash:
    • Buff Up smash's first and second hit deal slightly more damage (2%/2.4% → 2.5% each).
  • Down smash:
    • Buff Down smash deals more knockback.

Aerial Attacks

  • 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 endlag (FAF 46 → 45).
    • Nerf Forward aerial has slightly less range.
  • Back aerial:
    • Buff Back aerial's sweetspot deals 0.5% more damage, and thus deals more knockback.
  • Down aerial:
    • Buff Down aerial has considerably less endlag (FAF 60 → 50).
    • Nerf Down aerial no longer auto-cancels on a short-hop.

Throws/other attacks

  • Buff Standing grab and dash grab have less startup lag (stand/dash: 8/10 → 6/9).
  • Nerf Standing grab and dash grab have more endlag (stand/dash: FAF 29/36 → 35/43).
  • Buff Back throw has less endlag (FAF 44 → 40).

Special Moves

  • Trick Shot:
    • Change Trick Shot is slower and more floaty, but starts further forward.
    • Change Trick Shot's explosion now 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 now has bullet holes appear every time the special button is pressed.
    • Buff Trick Shot's can is now able to be hit with an attack midair, allowing Duck Hunt to cover more options.
    • Buff Trick Shot's explosion deals slightly more damage and knockback.
    • Buff Trick shot's can is now 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 endlag (FAF 46 → 42).
    • Change Trick shot's can auto explodes more quickly after the eighth shot (76 frames → 60).
  • Clay Shooting:
    • Buff Clay Shooting has slightly less ending lag (FAF 66 → 64).
    • 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 Clay Shooting's pigeon is no longer destroyed when pressing Special Move while it's out. Instead, it is shot once.
    • Change Clay Shooting faces the screen more.
  • Duck Jump:
    • Buff After 50 frames, Duck Jump can be acted out of with an attack or air dodge.
  • Wild Gunman:
    • Change The Wild Gunmen's eyes now flash before they are about to shoot, instead of flashing immediately after spawning.
    • Buff Wild Gunman has less endlag (FAF 45 → 42).
    • Buff The orange and sombrero Gunmen deal significantly more knockback.
    • Buff Each Gunman deals more damage.
    • Nerf Each Gunman fires two frames later.
    • 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 now has a tangible hurtbox, which allows Duck Hunt to use it as a shield from projectile attacks.
    • Change The Wild Gunmen now have visual bullet tracers when shooting their guns, allowing players to see how far each gunman will shoot.
    • Change The Gunmen now have a soft, CRT-like glow.
  • Final Smash:

Update History

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 endlag (FAF 46 → 42).
  • Nerf Clay Shooting has more endlag (FAF 61 → 64).
  • Nerf Clay Shooting causes less hitlag.

Moveset

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 0% 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

  • The dog jumps into 8-bit grass, then does his signature laugh.
  • Runs on screen and turns around to kick a can from Hogan's Alley.
  • Summons a Wild Gunman to shoot to the left, then another one to the right.
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

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

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. In his battle they appear as a Grab Spirit with 3300 power. They are fought on the Omega version of the stage Duck Hunt.

Spirits

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.

Alternate costumes

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

Gallery

Character Showcase Video

Trivia

References