This article is about the Duck Hunt's appearance in Super Smash Bros. for Nintendo 3DS and Wii U. For other uses, see Duck Hunt. Duck Hunt, known as Duck Hunt Duo in Europe, is a duo of playable characters in Super Smash Bros. for Nintendo 3DS and Wii U. They were revealed via a live stream by people who received Super Smash Bros. for Nintendo 3DS early, and were one of the last characters to be officially revealed. They are from the classic NES game Duck Hunt.
Duck Hunt are currently ranked 30th on the tier list, which is thanks to them having a myriad of projectiles and ranged moves, but their kill moves are few and far between and are difficult to land.
- 1 How to Unlock
- 2 Attributes
- 3 Moveset
- 4 Other features
- 5 In competitive play
- 6 Trophies
- 7 Alternate costumes
- 8 Reveal trailer
- 9 Gallery
- 10 Trivia
How to Unlock
Complete the following:
- Play 110 matches.
- Clear Classic Mode with 15 characters.
After completing any option, the player must fight and defeat Duck Hunt on Battlefield.
Complete the following:
After completing either option, you must fight and defeat Duck Hunt on Duck Hunt (stage).
- Fast character overall.
- Can crawl. Also, his crawl is the fastest in the game.
- Great zoning and edge guarding game.
- Charging Smash Attacks increase their range.
- Has a meteor smash: Down Air.
- Trick Shot is a versatile projectile that can be used for setting traps.
- Clay Shooting is a great zoning move to put pressure from long distances.
- Wild Gunmen puts space between the player and the opponent and can be used for distraction as well as setting up punishes based on how the opponent reacts to avoid being hit by the projectile.
- Lightweight, being easy to launch.
- High lag during Smash Attacks.
- Low range for many attacks.
- Relies too much on his setups using the Special Attacks in order to be effective.
- Trick Shot can also damage Duck Hunt if he's too close to the explosion and opponents can use Trick Shot against him.
Duck Hunt is a small, lightweight character with a fast speed. Many of his normal attacks involves using the duck to attack. The duck hits pretty fast and his aerials are quite deadly. All the attacks involving the duck have sweetspots at the tip of the beak, causing higher damage and knockback, especially his Up Aerial. His Special Moves can be used to pressure opponents very easy.
Duck Hunt is definitely a zoning character. Much like Link, all of Duck Hunt's special moves, save for the up special, are projectile attacks that all have different uses. Zoning requires a bit of patience to do effectively, carefully watching opponents, looking for an opening, and then hitting them from afar. In a way this is much like Duck Hunt's character. Everyone has wanted to shoot that dog for laughing at some point, but players need to remember to have patience with the dog and with themselves so that they can keep a cool head and make every shot count.
Duck Hunt's jab, both regular and infinite, are great for racking up damage; in some cases they can be good for combos, such as when fighting heavy opponents. Duck Hunt's forward tilt is good for combos on the ground; Duck Hunt's down tilt can be used as a combo setup but often times will only put on damage. Duck Hunt's up tilt can be useful for putting opponents in the air for some aerial attacks. Duck Hunt's dash attack is excellent for putting on damage and that's about it.
Duck Hunt's smash attacks have great range. The forward smash is good for launching opponents and putting on damage. Duck Hunt's up smash covers a good area above him, so it is excellent for dealing with opponents that are trying to attack from above while also putting on damage. Duck Hunt's down smash is a great killing move since the first and second shots hit the opponents directly into the following shot, with the third shot launching and killing most characters between 90 and 100%.
Duck Hunt has some combo attacks in the air, while the others are only good for racking on damage, with one exception. Duck Hunt's forward air combos into itself on heavy characters like Bowser and light characters like Jigglypuff, but middle-weight characters are not easily comboed with this move. Duck Hunt's back air has good launch to it and is good for finishing combos. Duck Hunt's down air does not have much meteor power but is able to put some damage on opponents. The neutral air is only good for putting on damage; it has very little combo potential. Now for the exception; Duck Hunt's up air is the only other killing move in its arsenal and is fantastic for killing off the ceiling. It will kill most characters at just over 90%.
Duck Hunt's throws are all pretty good all things considered. His up throw can set up for aerial combos, as does the down throw. The forward and back throw can both be used for Trick Shot combos.
Trick Shot is a difficult, yet versatile projectile that can provide the greatest pressure out of all his projectiles due to its damage and knockback from detonation. The versatility comes from shooting the can. Position is key. This move is great for stage control. When the dog kicks it out, pressing the special attack button again will make the Zapper shoot the can, causing it to bounce up and forwards a bit. If the opponent is trying to approach from above, pressing the button quickly many times to get the can to go high in the air is a good strategy; it won't always hit the opponent, but it will cause them to hesitate and DI backwards. The Trick Shot can be useful for dealing with opponents that have reflectors as well. Duck Hunt can shoot the Trick Shot at any time, so an opponent might think they are going to let it fall on top of them when they suddenly shoot the can again. An opponent that tries to reflect the can will not be able to effectively read where and when the can will hit, so Duck Hunt can use this to their advantage. The Trick Shot will only be on the stage for a set time. Duck Hunt can hit the can forwards with a forward tilt or dash attack; just about any move works. This will give the move an increase in range and an opponent charging at Duck Hunt head on will often get hit by the can when it gets launched by an attack. The opponents can do the same though, so remember to watch out because the explosion from the Trick Shot can hurt Duck Hunt too. Setting the Trick Shot can out on the stage can keep opponents guessing. Another good way to use it is edge-guarding; an opponent trying to recover low can be hit by a falling Trick Shot, though players need to remember that the Trick Shot falls at a slight angle rather than straight down, so use this information to ensure the attack connects. Finally, a few combos that can work with the Trick Shot. Set out the Trick Shot at a certain point on the stage. Grab the opponent and throw them towards the Trick Shot with a forward or back throw. Then, just as they pass over the can, press the button multiple times to hit them with the can.
Clay Shooting can provide quick and long range pressure and damage. All three shots are quite easy to land as long as the disk is close to the enemy or hits them. Clay Shooting can interrupt enemy projectiles if it hits them, though the clay pigeon will be destroyed as well. An opponent hit by the pigeon will not be knocked far, so when a player presses the special attack button to make the Zapper shoot the pigeon, the opponent will be damaged by these shots as well. Also, a clay pigeon that comes to rest on the ground will remain an obstacle to opponents for a short time since the Zapper can still shoot it then.
Duck Hunt's up special Duck Jump is an average recovery, covering a decent amount of distance both vertically and horizontally.
Wild Gunmen may seem simple, but their quick projectiles make them a good pressuring tool; especially the leader, whose draw is incredibly fast. Wild Gunman has more uses than it seems at first glance. The move is quite slow, doesn't deal much damage, and if the gunman is hit by the opponent, they won't attack at all. However the move has a lot more defensive use and combo setup potential than it does offensive. When Duck Hunt puts the Wild Gunman out, a number of things could happen.
◾Note: For some of these to work, Duck Hunt must be standing behind the Wild Gunman, having not moved since the move was thrown out.
1) The opponent will stand there and get shot. It will probably never happen.
2) The opponent will dash in and attack the Wild Gunman. If this happens, Duck Hunt should shield until their attack ends and then grab them.*
3) The opponent will jump to avoid the shot. This is great for setting up some aerial combos with Duck Hunt.
4) The opponent will shield the shot. This is a great way to set up some grabs and throws; the opponent will shield the shot half the time but not expect Duck Hunt to dash in and grab them. If Duck Hunt manages to grab them before the Wild Gunman fires, hold them in the grab and pummel them until the shot is taken. The shot will put on additional damage to the opponent; then throw them and go for an aerial combo. Now the opponent might spot dodge, but this is highly unlikely because the time in which it takes for the gunman to fire the shot varies between each gunman design, and opponents will not have memorized the time for each of the five gunmen.
Duck Hunt's weaknesses are his lightweight and hefty end lag from his specials and smash attacks. This makes Duck Hunt a high-risk character, focusing on pressuring the enemy from a distance before using either a Smash attack, or a sweet-spotted aerial. Players need to use the zoning strategies effectively to rack on damage, set up a combo, and then go for the kill; doing this correctly is important considering how Duck Hunt has very few killing options. Putting it in Duck Hunt terms, players need to 'Ready, Aim, Fire!'. Ready is the zoning and damage pressure, preparing for the next steps. Aim is comboing the opponents to put them where they are wanted. Fire is capitalizing on the opponent's position Duck Hunt put them in and going for the kill.
- Neutral Combo: The dog attacks with his front paw, then a headbutt, a kick with his hind paws, and then the duck pecks forward multiple times.
- Dash Attack: The duck pecks forward.
- Side Tilt: The duck attacks forward. It can be tilted up and down.
- Down Tilt: The duck attacks downward.
- Up Tilt: The duck attacks upward.
- Side Smash: The unseen player fires three shots in front of the dog as he cowers in sheer terror.
- Down Smash: The unseen player fires three shots from both sides of the dog as he cowers in sheer terror. The shots have reversed knockback, allowing it to combo on itself, where the third hit causes the players to be launched backwards with reasonable knockback.
- Up Smash: The unseen player fires three shots above the dog as he cowers in sheer terror.
To be added
- Neutral Aerial: The dog does a cartwheel.
- Foward Aerial: The duck attacks forward.
- Back Aerial: The duck attacks backward.
- Up Aerial: The duck pecks upwards three times. The third peck has decent launch power.
- Down Aerial: The dog swings the duck downward, hitting the enemy with the bird. Has meteor smash properties on the last hits.
Grabs and Throws
- Pummel: The duck does a headbutt.
- Forward Throw: The dog throws the opponent forward.
- Back Throw: The dog throws the opponent backward.
- Down Throw: The dog throws the opponent down to the ground.
- Up Throw: The dog uses his hind paws to throw the opponent upward.
|Duck Hunt's Special Moves|
|Standard Special||Trick Shot|
|Side Special||Clay Shooting|
|Up Special||Duck Jump|
|Down Special||Wild Gunman|
|Final Smash||NES Zapper Posse|
|Duck Hunt's Custom Special Moves|
|Custom 1||Custom 2|
|Standard Special||High-Explosive Shot||Zigzag Shot|
|Side Special||Rising Clay||Clay Break|
|Up Special||Duck Jump Snag||Super Duck Jump|
|Down Special||Quick Draw Aces||Mega Gunman|
- Jumps into a 8-bit sprite bush and performs his signature laugh, just like when you miss a duck in the original Duck Hunt.
- Up: The dog stands on his front paws and does a little dance, while the duck stands on one of the dog's hind paws before shaking his head, telling him to stop it.
- Side: The dog lies on his side and performs his infamous laugh while the duck flies over him.
- Down: The dog stands on his hind paws and does a little dance while waving his front paws in the air.
- Duck Hunt looks and sniff the ground.
- The Dog scratches its ear.
- Duck Hunt uses Wild Gunman to his right then immediately to his left while standing on its hind legs.
- Duck Hunt dashes around and kicks a can away.
- Duck Hunt jumps into a bush and does its signature laugh similarly to its on-screen appearance.
To be added
In competitive play
To be added
- Duck Hunt
- You could call these two the stars of the NES 1985 launch title Duck Hunt. The goofy dog would chase down any ducks hit by the Zapper. In Smash Bros., these two work as a team to fight. When a can or a clay pigeon is in play, hit the button again to fire at it. Show your foes how the ducks felt!
- Duck Hunt (10/1985)
- Duck Hunt (Alt.)
- Duck Jump, an up special, has the charming twosome float up in an adorable fashion. It also makes getting back to the stage much easier. Their side smash can hit up to three times at close range, depending on your shooting skills. By charging up the attack, you can increase the range even further!
- Duck Hunt (10/1985)
- NES Zapper Posse
- In this Final Smash, three games from the Light Gun Series team up: Duck Hunt, Hogan's Alley, and Wild Gunman. A flock of ducks fly by, warping anyone they hit to the Wild West. There, a posse of gunmen will use foes for target practice! If the ducks don't hit anyone, though, nothing happens besides some birds passing through.
- Duck Hunt is the only newcomer who is not a clone to be unlockable in both versions of SSBWU/3DS.
- The dog is the second playable character in the Super Smash Bros. series that is solely quadrupedal, the first being Ivysaur.
- The dog is the first canine character who is a domestic breed, since Fox and Wolf are wild breeds.
- The duck is the second avian fighter in the series, the first being Falco.
- They are, in a way, the first fighter comprised of three characters (if one considers the dog, the duck and the unseen player using the NES Zapper). This is even referenced in Duck Hunt's Palutena's Guidance.
- Duck Hunt perhaps is a replacement of the Ice Climber duo, but some people think that this is not the case. This was confirmed during an interview with Masahiro Sakurai, on which he said that the Ice Climbers would lag the game up, leading people to think that Sakurai didn't want to miss a 80s game representative, thus adding Duck Hunt to fill the gap. This once happened to the Balloon Fighter, since he was originally slated to be a new fighter in Melee, but was later dropped for the Ice Climbers partway during development.
- Duck Hunt and Toon Link are the only playable characters in Super Smash Bros. 3DS/Wii U to also appear as background characters (King Dedede is also included as of the June 2015 update). Duck Hunt will still appear in the background when the character is playing, making them the only character to do so.
- Duck Hunt's victory pose featuring the dog summoning two gunmen has two versions: he summons two different gunmen, or a single gunman twice. As such, it is estimated to be 25 versions total. (The actual number has yet to be confirmed.)
- Duck Hunt's target reticles during the duo's Smash Attacks, Trick Shot and Clay Shooting can be a different color depending on which player is controlling them.
- When the game is slowed down via Training mode, Special Smash or the Timer item, the hit count (if all hits connect) for all of Duck Hunt's smash attacks double from 3 hits to 6, dealing twice as much damage. This gives Duck Hunt the most damaging smash attacks in the game, although not through normal conditions.
- Duck Hunt breaks the fourth wall during their trailer. As their introduction tagline appears, both the dog and duck notice it and move backward with surprise.
- Duck Hunt's last palette swap resembles Banjo and Kazooie.