Super Smash Bros. 4

Duck Hunt (SSB4)

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This article is about Duck Hunt's appearance inSuper Smash Bros. 4. For the characters in other contexts, seeDuck Hunt. For other uses, seeDuck Hunt (disambiguation).
Duck Hunt
inSuper Smash Bros. 4
Duck Hunt SSB4.png
DuckHuntSymbol.svg
UniverseDuck Hunt
Other playable appearanceinUltimate


AvailabilityUnlockable
Final SmashNES Zapper Posse
TierD (30)
Duck Hunt (SSB4)
Duck Hunt Takes Aim!
—Introduction tagline

Duck Hunt (ダックハント,Duck Hunt), rendered in-game asDuckhunt in the Japanese version and known asDuck Hunt Duo in thePAL version, are playable characters inSuper Smash Bros. 4. After initially beingleaked on August 19th, 2014 as part of theESRB leak, and then being inadvertently revealed via a non-official livestream on September 11, 2014,[1] Duck Hunt's first official acknowledgement occurred via aDirector's Room Miiverse post on October 22nd, 2014. This was then followed by their official trailer being revealed during aNintendo Direct on November 5th, 2014.[2] LikeDonkey Kong andDiddy Kong, the dog and duck use realistic vocalizations derived from their respective species.

Duck Hunt is ranked 30th out of 54 on thetier list, placing them at the top of the D tier. Duck Hunt's greatest strength are their three versatileprojectiles, granting them a very capable zoning game, with the remote controllableTrick Shot being especially useful. Duck Hunt's fastair speed and useful aerial attacks also grant them a decent air game, which in turn syncs well with their projectiles' ability to maintain stage control. Duck Hunt's frame data is also quite good: nearly all of their moves have less than 10 frames of start-up lag and very high knockback growth, which enable Duck Hunt to ward off opponents quite well in close quarters combat.

However, Duck Hunt's most glaring flaw is their KO potential, as their moveset's overall very high knockback growth is offset by their overall low damage output and overall very low base knockback. By extension, their smash attacks are infamously unreliable: despite having multiple hitboxes; respectable overall damage outputs; and the ability to increase their ranges viacharging, their initial hitboxes' knockback and launching angles can result in opponents inadvertently evading their last hitboxes. Finally, due to Duck Hunt's above-average falling speed and being among the lightest middleweights, their endurance is also unimpressive; their recovery's overall mediocrity compounds this flaw: although the dog is capable ofwall jumping,Duck Jump's maneuverability and decent travel distance are offset by its slow travel speed and lack of protection.

Although Duck Hunt's flaws have resulted in them attaining minimal tournament representation initially, efforts from dedicated mains such asBrood andRaito were able to shift Duck Hunt's perception. As such, the duo has risen greatly on the tier list.

How to unlock[edit]

Super Smash Bros. for Nintendo 3DS[edit]

After completing one of the two methods, Duck Hunt must then be defeated onBattlefield, even if theirhome stageof the same name is present in the game's system as of update1.1.1.

Super Smash Bros. for Wii U[edit]

After completing one of the two methods, Duck Hunt must then be defeated onDuck Hunt.

Attributes[edit]

Duck Hunt aremiddleweights, being tied withPalutena as the third lightest members of that weight class. Duck Hunt have slightly above-averagewalking anddashing speeds, as well as above-averageair andfalling speeds. However, they have averageair acceleration, as well as below-averagegravity andtraction. As a result, Duck Hunt's overall mobility is fairly average. Aside from these general attributes, the dog and duck each possess specific traits: the dog cancrawl andwall jump, while the duck has ahurtbox just like the dog.

As their name in the PAL version suggests, Duck Hunt is not a single character, but actually a tag team like theIce Climbers andRosalina & Luma. In Duck Hunt's case, their team consists of the dog and a duck fromDuck Hunt.[3] In addition to using spins, paw swipes, headbutts and pecks, the dog and duck each partake inspecial moves. The dog initiates their neutral and down specials,Trick Shot andWild Gunman, whereas the duck performs their up special,Duck Jump. However, Duck Hunt also have five moves that reference theNES Zapper: theirsmash attacks; the remainder of Trick Shot; and their side special,Clay Shooting.

Duck Hunt's offensive special moves are oriented at zoning and stage control. Trick Shot is useful for not only playingmindgames, but also helping Duck Hunt with edge-guarding. However, the explosion also damages Duck Hunt, which forces careful spacing between them and the tin can. Clay Shooting's long range makes it useful for luring opponents from a distance, and especially for hindering an opponent's approach. Wild Gunman is best suited for mindgames like Trick Shot, and both moves can synchronize rather well with each other.

Unlike Trick Shot, however, Wild Gunman has minimal offensive use because of its varying damage outputs, unimpressive knockback, and each gunman being unable to fire if they are dealt at least 5%. Another perk that each of Duck Hunt's offensive special moves is their inherent defensive capabilities: Trick Shot's tin can, Clay Shooting's clay pigeon, and Wild Gunman's gunmen are each able to block an opponent's projectiles, similarly toLink andToon Link'sBombs. Lastly,Duck Jump is a maneuverablerecovery option that covers a decent amount of vertical and horizontal distance.

Duck Hunt's air game is perhaps the strongest aspect of their offense after their projectiles, and typically synchronizes well with the latter's suitability for stage control. Duck Hunt's neutral aerial is useful for edge-guarding thanks to its minimal start-up lag andsex kick properties, while its clean hitbox is strong enough to reliably KO even on-stage opponents at reasonable percentages. Both their forward and back aerials are useful for edge-guarding, while the latter's sweetspot and their up aerial are also strong enough to KO reliably. Lastly, Duck Hunt's down aerial is their most damaging aerial and is able tometeor smash.

Although Duck Hunt's grounded attacks are less effective than their aerial attacks, they still have their uses. Their neutral attack is their most useful grounded attack, thanks to a number of perks. Its second and third hits have disjointed hitboxes; its neutral infinite is reliable for damage racking even at high percentages; and its last hit and infinite's finisher are reliable for spacing, thanks to their very high knockback growth.

Despite having very minimal horizontal range, Duck Hunt's up tilt is perhaps their second most useful grounded attack. It is a reliable combo starter against middleweights, heavyweights and fast-fallers, yet its very high knockback growth and fairly minimal start-up lag also allow it to function as Duck Hunt's most consistent KOing option. Their forward tilt, down tilt and dash attack are decent for spacing, yet are also useful for launching Trick Shot's tin can back into the line of fire. Lastly, all of Duck Hunt's smash attacks have respectable power, and can increase their ranges via charging.

However, Duck Hunt possess glaring weaknesses. The most notable one is their KO potential: even though almost the entirety of their moveset has very high knockback growth, this is offset by their overall low damage output and overall very low base knockback. To compound this, Duck Hunt's smash attacks are infamously inconsistent: due to their initial hitboxes' very high knockback growth and unfavorable launching angles, it is possible for opponents to inadvertently evade their concluding hitboxes, even with minimalsmash directional influence. Duck Hunt's aerials do not fare much better: only their clean neutral, clean back, and up aerials have KO potential, while all of their aerials are best suited for edge-guarding because of their short ranges.

Duck Hunt's endurance is also unremarkable. In addition to their above-average falling speed and fairly unimpressive weight, Duck Hunt's overall recovery is mediocre at best, owing to Duck Jump's slow travel speed and lack of protection often forcing the dog to wall jump. These traits also make Duck Hunt susceptible to rushdowns and combos, although their neutral aerial, Trick Shot, and Clay Shooting can somewhat help alleviate these types of pressure.

While it is not as burdensome as their KO potential and recovery, Duck Hunt's grab game is nevertheless very polarized. Their grabs have deceptively long ranges; their pummel is among the most damaging in the game; and their forward and back throws can help them launch an opponent into Trick Shot's trajectory if they initially dodged the tin can. Forward throw can also combo into a dash attack beginning at 0%, and into a dashing, short hopped forward aerial from low to medium percentages. However, none of their throws possess KO potential; down throw is extremely ineffective at starting combos; and their pummel is tied withMega Man's as the fifth slowest in the game.

Duck Hunt possess a few notablecustom moves. Zigzag Shot is very unpredictable and travels an impressive distance upward. When the shots are timed correctly, it functions as a capable, albeit gimmicky, KOing option. Super Duck Jump covers more vertical distance and has awindbox thatpushes away nearby opponents, but has more start-up lag and covers almost no horizontal distance. The variations of Wild Gunman are the most promising, however: Quick Draw Aces makes Duck Hunt's zoning game more powerful and even more difficult to counter at the cost of covering less distance, whereas Mega Gunman's improved defense and larger hurtbox grant them a way to ward off pressure at the cost of weakening their zoning and stage control games.

Overall, Duck Hunt's projectiles make them very capable at maintaining a strong defensive presence and playing mindgames. However, due to relying heavily on their projectiles in order to maintain an offensive presence, Duck Hunt can be very vulnerable to characters that can counteract them, such as those capable ofreflection. As a result, players must also properly synchronize their projectiles with their useful air game in order to maintain a precise, varied, and pressuring offensive presence on the ground and in the air.

Update history[edit]

Duck Hunt have received a handful of buffs via game updates. Update1.0.8 made their neutral aerial safer by decreasing its landing lag. Update1.1.0 improved the utility of their neutral attack's last hit, and slightly improved their forward smash's reliability by increasing the sizes of its second and last hitboxes. However, this same update also slightly toned down their neutral infinite's damage racking potential. Lastly, update1.1.5 slightly improved Duck Hunt's KO potential by marginally increasing the knockback growth of their smash attacks' last hits.

Super Smash Bros. 41.0.8

  • Buff Neutral aerial's landing lag decreased: 22 frames → 17.

Super Smash Bros. 41.1.0

  • Change Neutral attack's first and second hits have received two hitboxes with differing angles.
  • Buff Neutral attack's third hit deals 1% more damage: 4% → 5%; its knockback increased: 40 (base)/125 (growth) → 50/130; its hitbox size increased: 5u → 5.8u; and its vertical displacement increased: 4.5u → 5.5u. Altogether, these changes improve its spacing potential.
  • Nerf Neutral infinite's finisher's hitbox no longer stretches vertically.
  • Buff Forward smash's second and third hits' hitbox sizes increased: 4.5u (second)/5.1u (third) → 5.2u/7u.

Super Smash Bros. 41.1.5

  • Buff Forward smash's third hit has higher knockback scaling (123 → 125).
  • Buff Up smash's third hit has higher knockback scaling (110 → 112).
  • Buff Down smash's third hit has higher knockback growth (153 → 155).


Moveset[edit]

For a gallery of Duck Hunt's hitboxes, seehere.

 NameDamageDescription
Neutral attackScratch (ひっかき)
Headbutt (頭突き)
Double-Footed Kick (両足蹴り,Both-Feet Kick)
Woodpecker Rush (キツツキラッシュ)
Duck Finish (ダックフィニッシュ)
2%The dog performs a paw swipe, followed by a headbutt, followed by a double-footed side kick performed from thebaby 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. It is one of Duck Hunt's most useful moves, thanks to its damage racking and spacing potentials.
3%
5%
0.8% (loop), 3% (last)
Forward tiltDuck Attack (ダックアタック)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 propelTrick Shot's tin can a long distance forward while it is in front of themselves.
Up tiltFeather Attack (羽根アタック)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. It can combo into itself from 0%-28% on middleweights (and up to 35% on heavyweights and fast-fallers); into an up smash and into a short hopped neutral aerial at low percentages; and into a short hopped up aerial at medium percentages. In addition to its combo potential, its very high knockback growth and fairly minimal start-up lag make it Duck Hunt's most consistent KOing option. It KOs middleweights at 157%/149% (3DS/Wii U) from anywhere onFinal Destination. However, it has very minimal horizontal range, which forces Duck Hunt to practically stand next to a grounded opponent in order to land it.
Down tiltDuck Leg Sweep (ダック足ばらい)8%The dog swings his lower back forward to propel the duck, who performs a turning peck. Due to being asemi-spike, it is very useful for moving Trick Shot's tin can while it is in front of themselves, especially since it launches the can faster than pressing the special button does. It is also decent for spacing andshield stabbing. Despite being a semi-spike, its average damage output and below-average knockback growth make it unsuitable for edge-guarding.
Dash attackDash Thrust (ダッシュ突き)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.
Forward smashZapper (ザッパー)4% (hits 1-2),9% (hit 3),17% (all hits connect)The dog and duck look forward before theNES 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. As a result, it is preferable to space accordingly in order to simply use the last hit when attempting to score a KO. Its last hit KOs middleweights at 102%/91% (3DS/Wii U) while near the edge of Final Destination.
Up smashAnti-Air Zapper (対空ザッパー)2% (hit 1),2.4% (hit 2),10% (hit 3),14.4% (all hits connect)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. Its last hit KOs middleweights at 124%/112% (3DS/Wii U) from anywhere on Final Destination.
Down smashDefense Zapper (防衛ザッパー)5% (hits 1-2),6% (hit 3),16% (all hits connect)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. Its last hit KOs middleweights at 118%/108% (3DS/Wii U) while near the edge of Final Destination.
Neutral aerialBow-Wow Wheel Ring (ワンワン車輪)11% (clean), 5% (late)The dog performs anaerial cartwheel. It functions like asex kick and hits on frame 6, which ties it with up aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. When coupled with its clean hitbox's decent damage output and very high knockback growth, it is one of Duck Hunt's most viable KOing options, and is decent at breaking out of combos and juggles. Its clean hitbox KOs middleweights at 133%/121% (3DS/Wii U) while near the edge of Final Destination. Although its late hitbox is useful forlocking at low percentages, it lacks KO potential.
Forward aerialDuck Shoot (ダックシュート)6.5% (duck), 10% (duck's beak), 7.5% (late duck's beak)The dog thrusts his lower back forward to propel the duck, who performs a corkscrew peck. It hits on frame 7, which ties it with back aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. It also has the lowest amount of landing lag out of Duck Hunt's aerials. When coupled with its range and the duck's beak functioning as a sweetspot, these traits make it useful for spacing, edge-guarding, and combos. However, its sweetspot's average damage output and knockback growth make it unsuitable for KOing outright.
Back aerialRear Duck Shoot (後方ダックシュート,Backward Duck Shoot)10% (duck), 12% (duck's beak), 10.5% (late duck's beak)The dog thrusts his lower back backward to propel the duck, who performs a turning peck. It hits on frame 7, which ties it with forward aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. Like forward aerial, the duck's beak is a sweetspot, though it is much stronger in comparison, to the point that it actually possesses KO potential. Sweetspotted back aerial KOs middleweights at 133%/126% (3DS/Wii U) while near the edge of Final Destination. However, its other hitboxes have much lower KO potential, and it has the second highest amount of landing lag out of Duck Hunt's aerials.
Up aerialWild Duck (暴れダック,Savage Duck)3% (hits 1-2), 6% (hit 3)The duck pecks upward three times while carrying the dog in tow. It hits on frame 6, which ties it with neutral aerial for the lowest amount of start-up lag out of Duck Hunt's aerials. Its last hit has the highest knockback growth out of Duck Hunt's aerials, which makes it one of Duck Hunt's most viable KOing options. Its last hit KOs middleweights at 117%/105% (3DS/Wii U) while near the upperblast line of Final Destination. It also auto-cancels with a short hop.
Down aerialCooperation Meteor (協力メテオ)5% (hit 1), 10% (hit 2)The dog somersaults to perform a headbutt, followed by the duck immediately performing a somersaulting peck. It has an excellent auto-cancel window, which allows it to auto-cancel even after fast falling at the peak of theirdouble jump. Its second hit can alsometeor smash airborne opponents. However, landing before the second hit comes out results in Duck Hunt enduring very high landing lag, which makes it unsafe to use before landing.
GrabGrab (つかみ)The dog bites the opponent and holds them with his mouth. Despite their animations, Duck Hunt's grabs have deceptively long ranges, especially their pivot grab.
PummelGrab Duck Headbutt (つかみダック頭突き)3%The duck performs a headbutt. It is one of the most damaging pummels in the game, but is tied withMega Man's pummel as the fifth slowest in the game.
Forward throwBow-Wow Throw (ワンワン投げ)8%The dog rears his head back and sways it forward to throw the opponent. It can combo into a dash attack or Clay Shooting from 0% to very low percentages, and a forward aerial from low to medium percentages. It can also be used to throw an opponent toward Trick Shot's tin can if the tin can is still on-stage.
Back throwBack Bow-Wow Throw (後ろワンワン投げ)9%The dog spins around to throw the opponent. It is Duck Hunt's most damaging throw and, like forward throw, it can be used to throw the opponent into the trajectory of Trick Shot's tin can if it is still on-stage.
Up throwDouble-Footed Bow-Wow Throw (両足ワンワン投げ,Both-Feet Bow-Wow Throw)6%The dog performs a handstand kick. It can lead into an up aerial at low percentages. Despite having the highest knockback growth out of Duck Hunt's throws, it lacks KO potential because of its low damage output.
Down throwBow-Wow Slamming (ワンワン叩きつけ)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 up aerial at high percentages for a potential KO combo. Outside of this, it can combo into Trick Shot and a forward aerial at low to medium percentages. However, these combos are largely ineffective, as the former is risky because of Trick Shot's explosion also being capable of harming Duck Hunt, whereas the latter requires a hard read.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
 7%The duck pecks on either side of the dog.
Floor attack (back)
Floor getups (back)
 7%The duck headbutts behind the dog and then in front of the dog.
Floor attack (trip)
Floor getups (trip)
 5%The duck pecks behind the dog and then in front of the dog.
Edge attack
Edge getups
 7%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 specialDefaultTrick Shot8% (explosion), 1.8%-2% (contact), (can combine into one 10% hit if used near someone)The dog kicks away a tin can from theHogan'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. The can is also capable of being manipulated by anyone’s attacks, with the dog and duck’s tilt attacks being especially useful in this regard. Additional button presses only knock the can in whatever direction it was hit last. After either a combination of 8 button presses/whacks (not counting the opening kick), or ~10 seconds pass, the can starts to emit smoke and explodes after another ~3/4 of a second. The can will also instantly explode if it comes into contact with anything (excluding the duo, unless someone else knocks the can towards them). LikeLink andToon Link'sBombs, the can is also capable of blocking incoming projectiles. However, this also applies to the opponent's attacks, while the explosion will also hurt the dog and duck if it hits them. 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.
Custom 1High-Explosive Shot7%/12% (explosion), 1% (contact)The tin can is kicked only once upon its initial activation. It covers greater distance, travels faster, and can potentially deal more damage than the default version. However, pressing the special button again at any time will make the tin can explode immediately, making it less suitable for edge-guarding. The can automatically explodes after ~1.5 seconds. It will not explode upon physical contact, instead ricocheting a decent amount of horizontal distance.
Custom 2Zigzag Shot6% (shot), 6% (explosion), 2% (contact)The tin can's direction alternates in the air for each special button press. Getting hit by the explosion launches the opponent directly upward, while the tin can's contact hitbox can lead into juggling combos that can potentially KO them near the upper blast line. However, the explosion deals less damage. The can doesn’t explode or deal damage upon contact, but gains a contact hitbox after it has been shot, which can very easily combine with the shot’s hitbox. The can explodes after 5 shots or ~5 seconds, and explodes a little quicker than usual.
Side specialDefaultClay Shooting2% (hit 1), 1.8% (hits 2-4), 5% (hit 5)The dog throws a clay pigeon, based on the Clay Shooting sub-game (Game C) fromDuck Hunt. It has two flight trajectories: a slower, higher arc when tilt thrown, and a faster, straighter arc when smash thrown. Pressing the special button again causes the off-screen hunter to destroy it with a barrage of shots from the NES Zapper, making it anatural 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, though the window until the clay pigeon disappears is just a couple of seconds. Like Link and Toon Link's Bombs, it can also block incoming projectiles. However, it is overall quite laggy. The clay pigeon will shatter if it strikes a wall.
Custom 1Rising Clay2%-8%The clay pigeon slowly rises into the air rather than falling, and deals more damage the farther it travels. It travels slightly faster and farther and retains Clay Shooting's trajectory influence. It is not shot at.
Custom 2Clay Break7% (hit 1), 7% (hit 2), 13% (hit 3)The clay pigeon travels faster, farther, and higher. Pressing the special button again will fire 3 shots at it, with each shot being stronger than the default version's, but each shot has varying accuracy. It retains Clay Shooting's trajectory influence. Because it arcs more and disappears slightly quicker, it is more difficult to set up as a ground trap.
Up specialDefaultDuck JumpThe 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. However, it is unsafe because of its slow speed and lack of protection.
Custom 1Duck Jump Snag1% (hits 1-6), 2% (hit 7)The dog bites any nearby opponents repeatedly as the duck carries him upward, which can potentiallygimp an opponent's recovery. However, it covers less vertical and horizontal distance.
Custom 2Super Duck JumpCovers more vertical distance with a quick upward surge, and has a strongpush effect upon ascending, thanks to agust generated by the duck flapping its wings. The dog and duck ascending faster make it less susceptible to being gimped from above. However, there’s a short delay before the upward surge, and the move covers half the horizontal distance.
Down specialDefaultWild Gunman4%-7%The dog summons an 8-bit version of one of the five gunmen fromWild 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. The gunmen will slowly descend in mid-air.
Custom 1Quick Draw Aces6%-9%The gunmen have less start-up lag, while their damage outputs and base knockback are slightly higher. However, their shots' ranges are reduced slightly and their knockback growth is lower. The gunmen also have much less durability, as they will fall if they receive 1%. The gunmen won’t descend in mid-air.
Custom 2Mega Gunman3%-6%The gunmen are much larger and much more durable, as they are able to receive 40% before falling. However, their damage outputs are slightly lower, and will only fire after a considerable delay. The gunmen will descend quickly in mid-air.
Final SmashNES Zapper Posse45%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 fromWild Gunman. The opponent is then repeatedly fired at by the gunmen, who are also shooting at the cardboard cutout gangsters and tin cans fromHogan's Alley. It is quite powerful, as it KOs middleweights at 46% while near the edge of Final Destination inSuper Smash Bros. for Nintendo 3DS.

Stats[edit]

StatsWeightDash speedWalk speedTractionAir frictionAir speedAir accelerationGravityFalling speedJumpsquatJump heightDouble jump heightEmpty landing lag
Value911.55 – Initial dash
1.63 – Run
1.1550.0450.0151.10.01 – Base
0.07 – Additional
0.0761.65 – Base
2.64Fast fall
434 - Base
16.477137 -Short hop
33.7999994

Announcer call[edit]

Sound.pngThis article could use additional or higher-quality audio files.
The editor who added this tag suggests:Needs announcer calls from other languages.
If you have a good audio file for this article, upload ithere.

In European versions, the announcer refers to Duck Hunt as a duo.

On-screen appearance[edit]

  • The dog leaps into an 8-bit sprite of grass with the duck on his back before they both rise from the grass while the dog performs his signature laugh. The grass then disappears in a puff of smoke.
DuckHuntOnScreenAppearanceSSB4.gif

Taunts[edit]

  • Up taunt: The dog performs a handstand and barks before the duck, while perched on one of his hindpaws, quacks at him to stop.
  • Side taunt: The dog lays on his side and does his signature laugh while the duck flaps its wings tauntingly.
  • Down taunt: The dog stands on his hindpaws and dances.
Up tauntSide tauntDown taunt
DuckHuntUpTauntSSB4.gifDuckHuntSideTauntSSB4.gifDuckHuntDownTauntSSB4.gif

Idle poses[edit]

  • The dog and the duck sniff the ground.
  • The dog scratches his ear.
DuckHuntIdlePose1WiiU.jpgDuckHuntIdlePose2WiiU.jpg

Crowd cheer[edit]

Cheer (English)Cheer (Japanese)Cheer (Spanish)
CheerNTSC

PAL
NTSC

PAL
DescriptionDuck - Hunt!NTSC
Duck - Hunt Duo!PAL
Duck Hun - to!Duck - Hunt! Rah - Rah - Rah!NTSC
Duo - Duck - Hunt! Duo - Duck - Hunt!PAL
Cheer (French)Cheer (German)Cheer (Italian)
CheerNTSC

PAL
DescriptionDuck Hunt !NTSC
Du - o Duck Hunt !PAL
Duck - Hunt - Duo!Duo - Duck - Hunt!

Victory poses[edit]

A remix of the jingle that plays before a new game starts inDuck Hunt. It begins with the original 8-bit rendition, then transitions to an orchestral rendition for the rest of its duration.
  • The dog usesWild Gunman to the left and then immediately to the right while the duck eitherSuper Smash Bros. for Nintendo 3DSlooks at the dog, orSuper Smash Bros. for Wii Ulooks at the Gunman.
  • The dogdashes on-screen, turns around to kick a tumbling tin can similarly toTrick Shot, and then strikes a pose alongside the duck.
  • The dog leaps into an 8-bit sprite of grass, and then rises from the grass while performing his signature laugh as the duck flies out and eitherSuper Smash Bros. for Nintendo 3DSlooks off into the distance, orSuper Smash Bros. for Wii Ulooks at the camera. It is almost identical to their on-screen appearance.
DuckHuntPose1WiiU.gifDuckHuntPose2WiiU.gifDuckHuntPose3WiiU.gif

Incompetitive play[edit]

Official Custom Moveset Project[edit]

CharacterCustom sets available
Duck Hunt (SSB4)Duck Hunt31213123312211211123
31321132311132213323

Most historically significant players[edit]

See also:Category:Duck Hunt players (SSB4)

Tier placement and history[edit]

Duck Hunt's viability has been among the most contentious throughoutSSB4's lifespan. They were initially considered to be among the best characters in the game, largely thanks to their zoning game offering them excellent set-ups and stage control. Later, it would become clear that Duck Hunt's overall average mobility, smash attacks' awkward hitboxes, handful of KOing options, and over-reliance on set-ups collectively hindered them in competitive play. As a result, their playerbase in the Western scene declined dramatically, even in light of the nerfs toDiddy Kong andSheik, two of their most challenging matchups.

Despite this, Duck Hunt managed to achieve respectable tournament success in Japan, thanks toBrood,Raito andYou3. These players also expanded Duck Hunt's metagame by employing even smarter set-ups, frame traps and pressure options. Western players that continued to main Duck Hunt, such asDandy Penguin andImHip, would also achieve decent success in tournaments. These instances of success somewhat improved Duck Hunt's perception: they were tied withLittle Mac for 42nd/43rd on the firsttier list, and then ranked 42nd on the second tier list.

However, Duck Hunt's perception continued to improve followingGENESIS 4: Brood, You3 and Raito placed 25th, 33rd and 49th, respectively, while Brood scored an upset againstZeRo, who was the bestSSB4 player in the world at the time. This upturn resulted in Duck Hunt being ranked 37th on the third tier list, which saw them reassessed as mid-tier characters. Thanks to Raito's consistently high placings since GENESIS 4, Duck Hunt's perception has improved even further. To reflect this, they were ranked 30th on the fourth and final tier list, which rendered them as the highest ranking mid-tier characters. However, some players, such asDabuz, view Duck Hunt as underrated and deserving of high-tier status.

In Solo Modes[edit]

All-Star Mode[edit]

In All-Star Mode, Duck Hunt is fought in Stage 2 in the 3DS version or Stage 6 in the Wii U version if they have been unlocked alongsideLink,Samus,Peach,Bowser,Zelda, andR.O.B.

Super Smash Bros. for Wii UEvent Matches[edit]

Solo Events[edit]

Co-op Events[edit]

Congratulations Screens[edit]

3DS[edit]

  • Classic Mode

    Classic Mode

  • All-Star Mode

    All-Star Mode

Wii U[edit]

  • Classic Mode

    Classic Mode

  • All-Star Mode

    All-Star Mode

Trophies[edit]

Duck Hunt's default trophy is obtained by clearing Classic Mode as Duck Hunt. Their alternate trophy is obtained by clearing All-Star Mode as Duck Hunt in the 3DS version or purchasing it in the Trophy Shop for 1000G in the Wii U version (the latter can only appear after clearing Classic or All-Star as Duck Hunt). The NES Zapper Posse trophy is obtained only in the Wii U version by clearing All-Star Mode as Duck Hunt.

3DS Classic Mode trophy
Wii U Classic Mode trophy
NtscDuck Hunt
PalDuck Hunt Duo
NTSCYou 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!
NES:Duck Hunt (10/1985)
PALBack in 1987, when Duck Hunt came out, these two might not have had the best relationship. That all seems to have changed now, and this unlikely pair are here to fight together. After throwing a can or a clay pigeon, press the button again to have a little helper fire the NES Zapper for extra damage!
NES:Duck Hunt (08/1987)
3DS All-Star Mode trophy
Wii U alternate trophy
NtscDuck Hunt (Alt.)
PalDuck Hunt Duo (Alt.)
NTSCSuper Smash Bros. for Nintendo 3DSDuck 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!
NTSCSuper Smash Bros. for Wii UDuck 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 farther!
NES:Duck Hunt (10/1985)
PALDuck Jump Duo, 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, and by charging up the attack, you can increase the range even further!
NES:Duck Hunt (08/1987)
NES Zapper Posse trophy
NES Zapper Posse
NTSCIn 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.
PALIn this Final Smash, three games from the Light Gun Series team up: Duck Hunt, Hogan's Alley and Wild Gunman. It warps its victims to the Wild West, where a posse of gunmen are waiting to use them for target practice! But if the ducks that fly past at the start don't hit anyone, it'll be nothing but a flock of ducks passing by.

Alternate costumes[edit]

Palette swap (SSB4)
Duck Hunt (SSB4)Duck Hunt (SSB4)Duck Hunt (SSB4)Duck Hunt (SSB4)Duck Hunt (SSB4)Duck Hunt (SSB4)Duck Hunt (SSB4)Duck Hunt (SSB4)

Reveal trailer[edit]

Gallery[edit]

Trivia[edit]

  • Duck Hunt make a few references to their home game:
    • The dog performs his signature laugh during theiron-screen appearance, sidetaunt, and one of theirvictory poses.
    • The dog'stiptoeing animation is almost identical to his animation seen in the beginning of each round ofDuck Hunt.
    • The dog and duck dodging the NES Zapper's shots during their smash attacks is a reference to the fact that players can shoot the dog during a bonus round inVS. Duck Hunt.
    • When they are renderedhelpless after usingDuck Jump, the sound effect used when a duck falls after being shot inDuck Hunt is played.
  • The dog is the fourth playable canid character afterFox,Wolf andLucario. He is also the second quadrupedal character afterIvysaur. In comparison, the duck is the third playable avian character afterFalco andKing Dedede.
    • However, the dog is also capable of being bipedal. He stands on his hind legs during their down taunt and defeated/No Contest animation, and while swinging theHome-Run Bat or carrying a heavyitem.
  • Duck Hunt andDark Pit are the onlynewcomers to not appear in theopening movie. Unlike Dark Pit, however, Duck Hunt are also the onlynewcomers to not have footage from their reveal trailer in the movie.
  • Duck Hunt,Pac-Man andVillager are the only characters who havespecial moves based on a series other than their home series.
  • Duck Hunt are the onlyunlockable newcomers who are the sole fighter of a new universe.
  • Duck Hunt are among the few characters who lack voice clips inSound Test. Despite this, the dog barks during some of his attacks; laughs during their side taunt, on-screen appearance, and one of their victory poses; yelps during theirstar KO; and whines ifNES Zapper Posse misses. The duck quacks during their up taunt, and each of thegunmen yell before firing. This could be because they are registered as sound effects instead of voice clips. Because of this, some, if not all, of these sounds can still be heard, even if Duck Hunt aremetal.
  • When the game is slowed down viaTraining,Special Smash or theTimer, the number of hits for Duck Hunt's smash attacks will double from three to six if all of their hits connect, which results in their smash attacks dealing twice as much damage. Conversely, the last hit of each of their smash attacks will be more powerful when the game is sped up. These quirks technically make Duck Hunt's smash attacks the most damaging and among the most powerful in the game.
  • Duck Hunt are the only characters whose facial expressions change when their trailer's tagline is displayed.
  • Due to theirhome stageDuck Hunt beingdownloadable content inSuper Smash Bros. for Nintendo 3DS, in that game they are fought onBattlefield when unlocking them, and on miscellaneous stages (like other characters who lack a stage) in Classic Mode. When the Duck Hunt stage is downloaded, their Classic Mode stage changes to that stage; however, their unlock stage remains Battlefield.
  • With Duck Hunt's only appearance in their home series being in 1984, this is the longest gap of 30 years and 5 months between a character being playable inSmash and their last appearance in their home series, surpassing the recordR.O.B. had inBrawl.
  • If Duck Hunt gets grabbed by a move that uses a unique animation for grabbed characters (Wii Fit Trainer's grab,Bowser'sFlying Slam,Ganondorf'sFlame Choke, etc.), the duck will be in at-pose position. This is possibly due to the duck not containing any animation for whenever it gets grabbed by certain moves.
  • Despite claiming to bite foes during Duck Jump Snag, the dog’s mouth does not open at all, even though the hitboxes appear.
  • Duck Hunt is one of four characters whose placement differs on thecharacter selection screen between the 3DS and Wii U versions, along withMr. Game & Watch,Little Mac, andShulk. InSuper Smash Bros. for Nintendo 3DS, Duck Hunt is betweenGreninja andR.O.B., while inSuper Smash Bros. for Wii U, Duck Hunt is betweenRobin andKirby.
  • Duck Hunt's render inSuper Smash Bros. for Nintendo 3DS's character select screen is slightly altered, as the duck is brought slightly closer to the dog to fit it into the icon. They, along withRosalina & Luma andOlimar, are the only ones to have edited renders in the game.
  • Duck Hunt,Toon Link andMario are the only characters who yell their Star KO voice clip when their tokens are KO'd in StreetSmash.

References[edit]

External links[edit]


v • d • e
Fighters inSuper Smash Bros. 4
VeteransBowser ·Captain Falcon ·Charizard ·Diddy Kong ·Donkey Kong ·Dr. Mario ·Falco ·Fox ·Ganondorf ·Ike ·Jigglypuff ·King Dedede ·Kirby ·Link ·Lucario ·Lucas ·Luigi ·Mario ·Marth ·Meta Knight ·Mewtwo ·Mr. Game & Watch ·Ness ·Olimar ·Peach ·Pikachu ·Pit ·R.O.B. ·Roy ·Samus ·Sheik ·Sonic ·Toon Link ·Wario ·Yoshi ·Zelda ·Zero Suit Samus
NewcomersBayonetta ·Bowser Jr. ·Cloud ·Corrin ·Dark Pit ·Duck Hunt ·Greninja ·Little Mac ·Lucina ·Mega Man ·Mii Fighter (Mii Brawler ·Mii Gunner ·Mii Swordfighter) ·Pac-Man ·Palutena ·Robin ·Rosalina & Luma ·Ryu ·Shulk ·Villager ·Wii Fit Trainer
v • d • e
Duck Hunt (universe)Duck Hunt universe
FighterDuck Hunt (SSB4 ·SSBU)
StageDuck Hunt
OtherWild Gunmen
Trophies andSpiritsTrophies ·Spirits
MusicSSB4 ·Ultimate
Related universesWild Gunman ·Hogan's Alley