Super Smash Bros. Obliteration/Duck Hunt

Duck Hunt is the Main Protagonist/Mascot of the Duck Hunt series of games, and a Unlockable Character in Super Smash Bros. Obliteration. This Duck and Dog duo have been hiding from the likes of humans whom have attempted to shoot them since 1984, using cunning survival instincts they have been able to, survive all the way into the Nintendo Switch era. No longer endangered, and ready for another round of Action, Duck Hunt has arrived to hunt their way to the top of the Mountain of Smashers. With a moveset based around, Dog Swipes, Bites and Tail Attacks, Duck Wing Attacks and Pecks, and the pairs signature NES Zapper Posse to hunt any foe dead, this Duck and Dog Pair are willing to bring the hunt to any opponent who challange them, in a true fight for the ages.
==Attacks==
Type 	Name	Damage 	Description
Neutral 	 	(2% = paw swipe, 3% = headbutt, 5% = dropkick, 1% = loop, 3% = last, 14% = total). 	The dog performs a paw swipe, followed by a headbutt, followed by a dropkick 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. It is one of Duck Hunt's best moves, thanks to its damage racking potential and its last hits being useful for spacing due to their very high knockback growth,
Forward Tilt 	 	(8%) 	The dog leans on his chest and forepaws in order to thrust his lower back forward and
propel the duck, who attacks with a peck. It can be angled and is decent for spacing,
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 and thrusts its wings upward. It has decent combo potential, as it can combo into itself beginning at 0% and up to 28% on middleweights and 35% on heavyweights, into an up smash, and into a short hopped neutral aerial. Additionally, it can act as a set-up for a short hopped up aerial beginning at medium percentages depending on the opponent's DI, and even KO at very high percentages due to its very high knockback growth. 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 Tilt 	 	(8%) 	The dog swings his lower back forward to propel the duck, who then attacks with a turning peck,due to being a semi-spike, it is arguably their best move for launching Trick Shot's tin can while it is infront of them, especially since it launches the can faster than pressing the special button does,outside of this, it is decent for shield stabbing.
Forward Smash 	 	(4% = hits 1-2, 9% = hit 3, 17% = total). 	The dog barks to signal the off-screen hunter to fire the NES Zapper three times in front of the duo while the dog and duck comically dodge the shots. It is a semi-spike and the longer it is charged, the largerits range becomes. However, its first two hits are unreliable due to their angles and very high knockback growthoccasionally launching opponents too early, and thus allowing them to evade the 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.
Up Smash 	
(2% = hit 1, 2.4% = hit 2, 10% = hit 3, 14.4% = total).	The dog looks upward to signal the off-screen hunter to fire the NES Zapper upward three times while the dog and duck comically dodge the shots. Like forward smash, its range increases the longer it is charged, but its first two hits are unreliable due to their angles and very high knockback growth.	
Down Smash 	 	(5% = hits 1-2, 6% = hit 3, 16% = total). 	The dog looks at the ground to signal the off-screen hunter to fire at both sides while the dog and duck 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 result, Duck Hunt must face away from the edge when attempting to use this move to 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 due to their angles and very high knockback growth.
==Aerial Attacks==
Type 	Name	Damage 	Description
Neutral	 	(10% = clean, 6% = late). 	The dog performs a cartwheel. It functions like a sex kick and is decent at breaking out of combos or juggles,its clean hit KOs at 126% while near the edge, making it one of Duck Hunt's very few reliable KOing options,
Forward	 	(6.5% = duck, 10% = clean duck's beak, 7 = late duck's beak).	The dog thrusts his lower back forward to propel the duck, who then attacks with a corkscrewing peck, good for spacing, edgeguarding and aerial follow-ups due to its speed and range.
Back 	 	(10% = duck, 12% = clean duck's beak, 9% = late duck's beak).	The dog thrusts his lower back backward to propel the duck, who then attacks with a turning peck, the duck's beak is a sweetspot and KOs at 125% while near the edge, making it one of Duck Hunt's very few reliable KO'ing options,
Up 	 	(3% = hits 1-2. 6% = hit 3, 12% = total). 	The duck pecks upward three times while carrying the dog in tow. Its last hit has the highest knockback out of Duck Hunt's aerials, making it one of their very few reliable KOing options, especially while near the upper blast line, autocancels with a short hop.
Down 	 	(5% = hit 1, 10% = hit 2, 15% = total). 	The dog somersaults to propel the duck, who then attacks with a somersaulting peck, its second hit meteor smashes airborne opponents, it has an excellent autocancel window, which allows it to autocancel even after fast falling at the peak of their double jump, however, landing before the second hit comes out results in Duck Hunt enduring very high ending lag, which makes it unsafe to use before landing.
==Other Attacks==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(6%) 	The Duck Pokes In Both Forward/Back Directions, While getting Up.
Floor Attack (Back) 	 	(5%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(6%) 	The Duck Pokes In Both FOrward/Back Directions, Near The Ground.
Ledge Attack 	 	(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 attacks with a peck, All
While Climbing Up.
Dash Attack 	 	(10% = clean, 8% = late).	The dog slides onto his chest and forepaws in order to thrust his lower back forward
and propel the duck, who then attacks with a peck. It covers a fair amount of distance
and is decent at warding off the opponent,
==Grabs/Throws==
Type 	Name	Damage 	Description
Grab 	 	(N/A) 	The Dog Grabs An Opponent By Clinching, Has Long Range.
Pummel 	 	(3%) 	The duck performs a headbutt, moderately slow, but
a heavily damaging pummel.in the game.
Forward	 	(6% = hit 1, 2% = throw, 8% = total).	The dog rears his head back and sways it forward to throw the opponent,
it can combo into a dash attack or Clay Shooting at low percentages, and a 
forward aerial at medium percentages, Additionally, if Trick Shot's tin can 
is still on-stage, it can be used to throw the opponent into the can's trajectory.
Back 	 	(6% = hit 1, 3% = throw, 9% = total) 	The dog spins around to throw and then kick the opponent, 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 	 	(4% = hit 1, 2% = throw, 6% = total).	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 will not KO until around 225% due to its low 
damage output.
Down 	 	(4% = hit 1, 1% = throw, 5% = total).	The dog sways his head downward to slam the opponent onto the ground,
it can combo into Trick Shot and a forward aerial at low to medium percentages,
however, the former is risky due to the explosion also being capable of harming 
Duck Hunt, whereas the latter requires a hard read, it can also combo into an 
up aerial at high percentages,
==Taunts==
Up = The dog performs a handstand and barks before the duck, while perched on one of 
his hindpaws, quacks at him to stop.
Side = The dog lays on his side and does his signature laugh while the duck flaps its 
wings tauntingly.
Down = The dog stands on his hindpaws and dances.
==Special Moves==
Type 	Name 	Damage 	Decription
Neutral Special	Trick Shot 	(8% = contact, 2% = explosion, 10% = total). 	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 enough button presses, the can starts to emit smoke and will then explode,the can is able to be manipulated by the dog and duck's attacks outside of the special button. However, this also applies to the opponent's attacks, while the explosion will also hurt the dog and duck if it hits them,it is Duck Hunt's best edgeguarding option, and KOs at 145% while near the left or right blast lines.
Side Special 	Clay Shooting	(2% = hit 1, 1.8% = hits 2-4, 5% = hit 5, 12.4% = total).	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 witha barrage of 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 beginning at 0% and up to medium percentages, or into a forward aerial at high percentages. Although somewhat situational, the clay pigeon can also act as amakeshift landmine by allowing it to land on the ground, and then destroying it to surprise an opponent.
Up Special 	Duck Jump 	(N/A) 	The duck flies upward while carrying the dog before getting tired and falling to the ground, it covers a decent amount of vertical distance and is maneuverable. However, it covers a minimal amount of horizontal distance, even while moving forward, and is unsafe due to its lack of protection and overall slow speed.
Down Special 	Wild Gunman 	(7%) 	The dog summons an 8-bit gunman from Wild Gunman, the gunman willfire his gun after a set amount of time, which is dependent on the gunman that appears, and then disappear in a puff of smoke. The gunman can also block attacks, but if he receives at least 5%, he will fall and thus not fire his gun. Once a gunman falls, Duck Hunt must wait for very briefly before they can summon another one.
==Final Smash==
Type 	Name 	Damage 	Description
Final Smash	NES Zapper Posse	(45% = per hit)	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. It KOs most
opponents at 75%
Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Duck Hunt (series)
Category:Duck Hunt Characters
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