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- Oct 21, 2011
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Welcome, little pup, to The Doghouse
This thread is meant to serve as the base of reference to Duck Hunt's moveset, advanced techniques, and metagame discussion.
It is also not literally a doghouse, unfortunately. Let's just pretend.
Alternate Colors
General Statistics
Weight: 91 (Bowser is 128 and Jigglypuf is 68)
Air Speed Rank: 12-15/52 (Tied with Mega Man, Sheik, Falcon)
Running Speed Rank: 25/52
Walking Speed Rank: 22/52
Fall Speed Rank: 13-16/52 (Tied with Ike, Jr, Ganon)
# of Jumps: 2
Can Crawl?: Yes
Interaction with Wall: Can wall jump but not cling
Weight: 91 (Bowser is 128 and Jigglypuf is 68)
Air Speed Rank: 12-15/52 (Tied with Mega Man, Sheik, Falcon)
Running Speed Rank: 25/52
Walking Speed Rank: 22/52
Fall Speed Rank: 13-16/52 (Tied with Ike, Jr, Ganon)
# of Jumps: 2
Can Crawl?: Yes
Interaction with Wall: Can wall jump but not cling
Taunts
Up Taunt
The dog gets on his front legs, raises his hind legs in the air, and does a little dance. The duck then scolds him.
Side Taunt
The infamous laugh from the original Duck Hunt returns but with a different position and sound effect. Seems the dog is getting too old to be constantly standing up.
Down Taunt
The dog stands on his hind legs and gets jiggy with it. Very intimidating.
Jab, Dash Attack, Tilts, Ledge Attack, Getup Attack
First jab followed by ending third jab. Can also multijab.
Damage: 2.5% (1st), 2.5% (2nd), 4% (3rd), 1% (infinite jab hits)
The dog swipes at the opponent with his paw, then his head, then his legs. For the multijab, the duck goes on a pecking frenzy.
Dash Attack
Damage: 10% (sweetspot), 7% (sourspot)
The dog rushes forward with a little slide while the duck attacks with the beak.
Forward Tilt
Damage: 8%
The dog raises his legs into the air while the duck flies forward to peck. Disjointed move good for pokes.
Up Tilt
Damage: 7%
The dog again pushes his legs off the ground into the air but this time the duck does a headbutt.
Down Tilt
Damage: 8%
The dog slyly crouches down and pushes the duck forward with his legs so the duck can peck.
Smash Attacks
Forward Smash
Damage: 17%-23%
The mysterious hunter from the foreground shoots three times in front of the dog & duck, surprising them.
Up Smash
Damage: 14%-20%
The hunter takes aim and fires thee times above the dog & duck.
Down Smash
Damage: 16%-22%
The hunter shoots three times around the dog while he narrowly evades each shot.
Aerial Attacks
Neutral Air
Damage: 11% (sweetspot), 5% (sourspot)
The dog angrily spins around and does a full rotation in the air.
Forward Air
Damage: 10% (sweetspot), 6.5% (sourspot)
The dog extends his legs forward with a mean face so the duck can fly in front and unleash a disjointed peck.
Back Air
Damage: 12.5% (sweetspot), 10% (sourspot)
The dog throws his legs behind him so the duck can fly back for a peck.
Up Air
Damage: 9% total. 3% (1st & 2nd hit), 6% (3rd hit)
The duck stands on the dogs rump and pecks upwards three times.
Down Air
Damage: 15% total. 5% (hit 1), 10% (hit 2)
The duck swipes the duck down against the opponent with a lot of malice for a meteor smash.
Pummel & Throws
Pummel
Damage: 2%
The duck headbutts the opponent.
Forward Throw
Damage: 8%
The dog throws the opponent forward like a dirty bone.
Back Throw
Damage: 9%
The dog throws the opponent back as if to say, "this toy sucks!"
Up Throw
Damage: 6%
The dog kicks the opponent up using his hindlegs. A feat of athleticism.
Down Throw
Damage: 5%
The dog hastily slams the opponent down into the ground. The opponent then bounced back up in front.
Special Moves & Final Smash
Trick Shot (B)
Damage: 9%-12% (DH takes 8% if hit)
The dog spawns a can from out of the blue and decides to kick it, sneering. Continually pressing B results in the foreground shooting it. The Can can be shot 8 times before blowing up and with each shot, it travels less distance with greater velocity.
Clay Shooting (<>B)
Damage: 12% total. 2% (initial pigeon hit), 10% (if all reticles connect)
The dog throws a clay pigeon forward which the hunter can then shoot. If the stick is tilted, the clay pigeon will travel at a higher angle with less speed. If the stick is smashed, the clay pigeon flies lower at a faster speed.
Wild Gunman (vB)
Damage: 4% (White shirt and brown hat), 4% (Black vest, red bandana, brown hat), 5% (tall, black coat & hat), 6% (brown coat and brown hat), 7% (sombrero)
The dog spawns a gunman from Wild Gunman to appear in front of him and shoot forwards. Each gunmen has a 1/5 chance of appearing and out of 5 times, each gunman will appear once.
Duck Jump (^B)
Damage: N/A
The duck flies up and carries the dog with him for a recovery. Has no hitbox and cannot be cancelled.
Final Smash: NES Zapper Posse
Damage: 45% total
When activated, 8-bit ducks fly towards the background, trapping opponents who touch them in the middle of a gun duel consisting of the Wild Gunmen versus the thugs from Hogan's Alley. During this scene, the Wild Gunmen repeatedly shoot and defeat the thugs, sending cans, ducks, and any trapped opponents flying.
Advanced Techniques
-Can canceling
Future update:
-Customs
-Projectile-specific properties
-Fixing up existing information
Forward Smash
Damage: 17%-23%
The mysterious hunter from the foreground shoots three times in front of the dog & duck, surprising them.
Up Smash
Damage: 14%-20%
The hunter takes aim and fires thee times above the dog & duck.
Down Smash
Damage: 16%-22%
The hunter shoots three times around the dog while he narrowly evades each shot.
Aerial Attacks
Neutral Air
Damage: 11% (sweetspot), 5% (sourspot)
The dog angrily spins around and does a full rotation in the air.
Forward Air
Damage: 10% (sweetspot), 6.5% (sourspot)
The dog extends his legs forward with a mean face so the duck can fly in front and unleash a disjointed peck.
Back Air
Damage: 12.5% (sweetspot), 10% (sourspot)
The dog throws his legs behind him so the duck can fly back for a peck.
Up Air
Damage: 9% total. 3% (1st & 2nd hit), 6% (3rd hit)
The duck stands on the dogs rump and pecks upwards three times.
Down Air
Damage: 15% total. 5% (hit 1), 10% (hit 2)
The duck swipes the duck down against the opponent with a lot of malice for a meteor smash.
Pummel
Damage: 2%
The duck headbutts the opponent.
Forward Throw
Damage: 8%
The dog throws the opponent forward like a dirty bone.
Back Throw
Damage: 9%
The dog throws the opponent back as if to say, "this toy sucks!"
Up Throw
Damage: 6%
The dog kicks the opponent up using his hindlegs. A feat of athleticism.
Down Throw
Damage: 5%
The dog hastily slams the opponent down into the ground. The opponent then bounced back up in front.
Special Moves & Final Smash
Trick Shot (B)
Damage: 9%-12% (DH takes 8% if hit)
The dog spawns a can from out of the blue and decides to kick it, sneering. Continually pressing B results in the foreground shooting it. The Can can be shot 8 times before blowing up and with each shot, it travels less distance with greater velocity.
Clay Shooting (<>B)
Damage: 12% total. 2% (initial pigeon hit), 10% (if all reticles connect)
The dog throws a clay pigeon forward which the hunter can then shoot. If the stick is tilted, the clay pigeon will travel at a higher angle with less speed. If the stick is smashed, the clay pigeon flies lower at a faster speed.
Wild Gunman (vB)
Damage: 4% (White shirt and brown hat), 4% (Black vest, red bandana, brown hat), 5% (tall, black coat & hat), 6% (brown coat and brown hat), 7% (sombrero)
The dog spawns a gunman from Wild Gunman to appear in front of him and shoot forwards. Each gunmen has a 1/5 chance of appearing and out of 5 times, each gunman will appear once.
Duck Jump (^B)
Damage: N/A
The duck flies up and carries the dog with him for a recovery. Has no hitbox and cannot be cancelled.
Final Smash: NES Zapper Posse
Damage: 45% total
When activated, 8-bit ducks fly towards the background, trapping opponents who touch them in the middle of a gun duel consisting of the Wild Gunmen versus the thugs from Hogan's Alley. During this scene, the Wild Gunmen repeatedly shoot and defeat the thugs, sending cans, ducks, and any trapped opponents flying.
Advanced Techniques
Recovering with the Can
If offstage and need to recover, the Can can be used as an active hitbox to aid DH's otherwise hitbox-less recovery. Buffer a trickshot Can with the double jump and then Up B towards the stage while mashing B in relation to the Duck Jump. Keep the Can right on DH (his recovery can't be canceled so other button inputs won't mess it up) and if someone tries to follow you offstage to attack, the Can will either hit them or explode the both of you and put you in a better position to return to the stage. Important to learn so that the mediocre recovery can at least have some boosts.
Foxtrotting with the Can
As an added mobility option, Duck Hunt is able to foxtrot while shooting the Trick Shot Can. One way of performing a fox-trot is by flicking or tapping the control stick sideways to perform an initial dash, returning the stick to a neutral position to cancel the onset of the full dash, and then tapping the stick sideways again to perform another initial dash. With a Trick Shot Can out, the Can can be shot in between the flicks of the control stick by timing the B button presses. If done too sloppily, the control stick + B will register as a clay pigeon toss. Foxtrotting with the Can is an effective way of threatening landings and having stage control through the means of an aerial hitbox and DH on the ground. It can also be used for fake-out approaches since upon seeing DH foxtrotting with the Can, the enemy will typically shield (jumping means they get blown up). If there's a shield, drop the Can right in front of them and go for a grab. This can also be done with shorthops.
Sour/Sweetspotting the Can from a Dash Attack
When a Trick Shot Can is just kicked from DH, it is possible to buffer a dash attack (Control stick+C stick down is the easiest way for me) and sweetspot the Can with the Dog's body (usually a sourspot but it makes the sweetspot noise + sends the Can where a sweetspot would) which wil send the Can forward. However, when the Can is shot via B, the Can will be shot in the direction of DH's initial positioning rather than forwards like a regular sweetspot dash attack would. This is an effective edgeguard tool since in addition to punishing recoveries from deep offstage, it will also punish those recovering right below because the way the Can will be shot will move it towards the stage rather than the blastzone. Video courtesy of ThatGuyYouMightKnow
How Duck Hunt's Own Attacks Affect the Positioning of the Can
-Bair on the Can will send the Can in the direction the bair hit it in but when shot with B, it will shoot backwards towards DH rather than away like Fair/dtilt/ftilt. This is very useful in harassing people offstage since rather than being able to evade it, you can actively harass them with the Can by shooting it towards the ledge they're trying to grab. Also, if a bair Can hits the opponent, they will fly up towards DH for a reliable Uair/Nair KO.
-Can>sourspot dash attack (easy if you DA right as the can lands in front of you) will send the Can playing in a high angle behind you and will shoot, like the bair, in the opposite direction. This also has a lot of practicality for edgeguarding/harassing people offstage who are recovering from far where DH might be uncomfortable following.
-Can>sweetspot dash attack will also send the Can at a high angle but unlike the sourspot, will shoot forwards rather than backwards.
-Can>Utilt will send the Can at a vertical angle and when shot, will go backwards. This is a good mixup for covering a blind spot DH has.
-Can>Fair/dtilt/ftilt will send the Can forwards and when shot, will move forwards. Good for adding pressure and forcing shields. Can>SH Fair approaches can work well offensively since the disjointed hitbox from the fair is just at the perfect length to hit the Can forward while having DH move closer without getting TOO close so he can still react to rolls/jumps.
-Cans are great as a "get away from me" tactic. If you know what direction the Can will shoot to when pressing B, you can shield and B to get rid of pressure and reset the position to neutral or put DH at an advantageous spot for followups.
-Cans, in addition to gunmen and clay pigeons, can tank a number of projectiles in the game including Samus' charge shot and Lucario's aura sphere regardless of rage/aura boost. Unlike the gunmen and clay pigeon, a Can tanking a hit will not render it useless since it doesn't get destroyed and worst case, gets sent back. It can always just be hit forward again.
If offstage and need to recover, the Can can be used as an active hitbox to aid DH's otherwise hitbox-less recovery. Buffer a trickshot Can with the double jump and then Up B towards the stage while mashing B in relation to the Duck Jump. Keep the Can right on DH (his recovery can't be canceled so other button inputs won't mess it up) and if someone tries to follow you offstage to attack, the Can will either hit them or explode the both of you and put you in a better position to return to the stage. Important to learn so that the mediocre recovery can at least have some boosts.
Foxtrotting with the Can
As an added mobility option, Duck Hunt is able to foxtrot while shooting the Trick Shot Can. One way of performing a fox-trot is by flicking or tapping the control stick sideways to perform an initial dash, returning the stick to a neutral position to cancel the onset of the full dash, and then tapping the stick sideways again to perform another initial dash. With a Trick Shot Can out, the Can can be shot in between the flicks of the control stick by timing the B button presses. If done too sloppily, the control stick + B will register as a clay pigeon toss. Foxtrotting with the Can is an effective way of threatening landings and having stage control through the means of an aerial hitbox and DH on the ground. It can also be used for fake-out approaches since upon seeing DH foxtrotting with the Can, the enemy will typically shield (jumping means they get blown up). If there's a shield, drop the Can right in front of them and go for a grab. This can also be done with shorthops.
Sour/Sweetspotting the Can from a Dash Attack
When a Trick Shot Can is just kicked from DH, it is possible to buffer a dash attack (Control stick+C stick down is the easiest way for me) and sweetspot the Can with the Dog's body (usually a sourspot but it makes the sweetspot noise + sends the Can where a sweetspot would) which wil send the Can forward. However, when the Can is shot via B, the Can will be shot in the direction of DH's initial positioning rather than forwards like a regular sweetspot dash attack would. This is an effective edgeguard tool since in addition to punishing recoveries from deep offstage, it will also punish those recovering right below because the way the Can will be shot will move it towards the stage rather than the blastzone. Video courtesy of ThatGuyYouMightKnow
How Duck Hunt's Own Attacks Affect the Positioning of the Can
-Bair on the Can will send the Can in the direction the bair hit it in but when shot with B, it will shoot backwards towards DH rather than away like Fair/dtilt/ftilt. This is very useful in harassing people offstage since rather than being able to evade it, you can actively harass them with the Can by shooting it towards the ledge they're trying to grab. Also, if a bair Can hits the opponent, they will fly up towards DH for a reliable Uair/Nair KO.
-Can>sourspot dash attack (easy if you DA right as the can lands in front of you) will send the Can playing in a high angle behind you and will shoot, like the bair, in the opposite direction. This also has a lot of practicality for edgeguarding/harassing people offstage who are recovering from far where DH might be uncomfortable following.
-Can>sweetspot dash attack will also send the Can at a high angle but unlike the sourspot, will shoot forwards rather than backwards.
-Can>Utilt will send the Can at a vertical angle and when shot, will go backwards. This is a good mixup for covering a blind spot DH has.
-Can>Fair/dtilt/ftilt will send the Can forwards and when shot, will move forwards. Good for adding pressure and forcing shields. Can>SH Fair approaches can work well offensively since the disjointed hitbox from the fair is just at the perfect length to hit the Can forward while having DH move closer without getting TOO close so he can still react to rolls/jumps.
-Cans are great as a "get away from me" tactic. If you know what direction the Can will shoot to when pressing B, you can shield and B to get rid of pressure and reset the position to neutral or put DH at an advantageous spot for followups.
-Cans, in addition to gunmen and clay pigeons, can tank a number of projectiles in the game including Samus' charge shot and Lucario's aura sphere regardless of rage/aura boost. Unlike the gunmen and clay pigeon, a Can tanking a hit will not render it useless since it doesn't get destroyed and worst case, gets sent back. It can always just be hit forward again.
Future update:
-Customs
-Projectile-specific properties
-Fixing up existing information
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