Hitbox visualization showing Duck Hunt's up smash.
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OverviewEdit

HitboxesEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Hit 1
0 0 0 2.5% 0   Standard 0 100 0   5.3 top 0.0 11.0 9.0 1.0× 1.0× 0%               Punch   All All            
The hitbox uses a position vector with offsets [-7, 10] for 8 frames.
Hit 2
1 0 0 2.5% 0   Standard 0 100 0   6.3 top 0.0 15.0 -8.0 1.0× 1.0× 0%               Punch   All All            
The hitbox uses a position vector with offsets [0, 17] for 8 frames.
Hit 3
2 0 0 10.0% 0   Standard 45 120 0   7.8 top 0.0 21.0 0.0 1.0× 1.0× 0%               Punch   All All            

TimingEdit

The reticles appear and have their hitboxes set 5 frames before each hit.

Charges between 5-6
Reticle generation 7, 15, 23
Hit 1 12-13
Hit 2 20-21
Hit 3 28-29
Interruptible 58
Animation length 68
                                                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
  
Charge interval
 
Hitbox
  
Prop event
 
Interruptible

TriviaEdit

  • Due to a glitch, the frame timer for the reticles before their hitbox appears activates twice if the gameplay speed is altered (such as in Training mode), causing each reticle to hit an additional time and significantly increasing the move's damage output. This quirk is also present in Duck Hunt's other smash attacks.