Duck Hunt (SSBU)

Duck Hunt (, Duckhunt), known in PAL versions as Duck Hunt Duo, are playable fighters in Super Smash Bros. Ultimate. They were officially revealed on June 12th, 2018 alongside , , and the rest of the returning roster. Although they are a team, Duck Hunt are collectively classified as Fighter #59.
Duck Hunt retain their realistic dog barks and duck quacks, using a combination of recycled voice clips from Super Smash Bros. 4 along with additional new ones.
Duck Hunt are ranked 64th out of 82 on the current tier list, placing them in the upper half of the C- tier. This is a considerable drop from their 30th out of 54 placement in SSB4.
==How to unlock==
Complete one of the following:
*Play VS. matches, with Duck Hunt being the 56th characters to be unlocked.
*Clear with or any character in his unlock tree, being the last character unlocked after .
*Have Duck Hunt join the player's party in World of Light.
Duck Hunt must then be defeated on (the Ω form is used in World of Light).
==Attributes==
Duck Hunt are a duo that fight collectively as if they were a single character, much like . They are a lightweight, and specifically weigh as much as , which places them among the bottom 20 in that category. Duck Hunt also have below-average height, above-average walking/dashing speeds (being the 25th and 36th fastest, respectively), a slow initial dash (tied for the 12th slowest with , , , and ), low traction (the 15th lowest), above-average air speed (tied for the 20th fastest with , , , and ), average air acceleration and falling speed, and low gravity (the 14th lowest). Duck Hunt can also crawl and wall jump. These traits make Duck Hunt a character who, while lacking strong burst movement on the ground due to their slow dash, does a good job at maintaining aerial presence with their air speed and fairly high jumps. Collectively speaking, their overall mobility is average.
Due to having three unique projectiles for special moves, Duck Hunt excel in zoning and stage control with an emphasis on setups. Trick Shot generates a tin can that explodes on contact, and the fact that it can be maneuvered by the player with a press of the special button makes it a key component of Duck Hunt's pressure, setups, and stage control. Additionally, the fact that the can is generated on frame 1 gives it utility as a combo breaker. Clay Shooting involves throwing a clay pigeon that can be detonated with a press of the special button. It not only has use as a zoning tool, but also functions as Duck Hunt's most potent combo starter, as the fact that they can act out of the move before it detonates allows them to chain the move into itself, aerials, or a combination of the two. Wild Gunman summons a gunman who shoots from his respective gun after a delay. This further supplements their zoning and setup-centered playstyle, since they can act out of the move before the gunshot. In addition, the gunmen possess their own hurtboxes, giving it occasional use for blocking attacks.
Duck Hunt's air game also has decent utility courtesy of their good air speed. Their back aerial is a fast and powerful finisher that comes out at frame 7 and KOs middleweights as early as 120% from the edge of Final Destination, making it even deadlier in the context of edgeguarding. Their neutral aerial also compliments their edgeguarding abilities, as it comes out fast at frame 6 and has lingering hitboxes that make it useful for gimps while the strong hit also functions as a passable KO move, KOing middleweights at 135% from the edge of Final Destination. Finally, Duck Hunt's up aerial is a good vertical finisher that starts KOing middleweights at around 135% near the blast zone; plus, it comes out fast at frame 6 and has a decent amount of active frames.
Unfortunately, Duck Hunt's main weakness is that, outside of some of their aerials, the aspects of their kit that don't revolve around their versatile projectiles are rather lackluster. For example, while their aerials are undeniably the best parts of their kit outside of their special moveset, some are not without their flaws. Although their forward aerial is fairly fast at frame 7 and has decent range, it has poor KO power; even with the sweetspot, the move does not start KOing middleweights until around 180% from the edge of Final Destination, and the fact that the move has sourspots adds a layer of inconsistency to its already poor KO power. In addition, Duck Hunt's down aerial has some inconsistencies of its own, as while it is a decent spike on paper, the two hits do not always connect into each other. Duck Hunt's endurance also leaves much to be desired due to their low weight and exploitable recovery; while Duck Jump covers good horizontal and vertical distance, its unremarkable speed and lack of protection make it prone to edge guards. While their recovery fares better than in SSB4 due to it being able to be canceled into attacks and air dodges, the fact that Duck Hunt can only cancel their recovery 50 frames later still makes it fairly exploitable.
However, the flaws of other aspects of Duck Hunt's kit are most apparent in their ground game, as their grounded normals are mediocre at best and well below average at worst. While their rapid jab is a good damage racking option, neither it nor the standard jab starts KOing middleweights until 190%. Their forward tilt, while being disjointed and having passable startup at frame 8, lacks range in comparison to other disjoints and does not start KOing middleweights until 150%. Their up tilt, while in theory being a frame 7 combo starter into their neutral and up aerials at low and mid percentages, is not as consistent in practice due to the fact that its narrow hitbox struggles to hit grounded opponents even at point blank range. Even Duck Hunt's down tilt, which is among their best grounded moves due to being their fastest grounded poke (at frame 6) and being capable of starting tech chases, suffers from being an even worse disjoint than their forward tilt in terms of both range and KO power.
While the aforementioned moves are simply mediocre, the same cannot be said for their dash attack, a move that is genuinely below average; it has slow startup at frame 10 while also having poor KO power, as it is unable to KO middleweights past 200%. On top of having slow startup, Duck Hunt's poor initial dash further hinders its use as a burst option, a role that dash attacks are generally meant to fulfill. Duck Hunt's smash attacks don't do their ground game many favors either, as while they have good KO power and are disjointed for utilizing the NES Zapper, their startup is rather subpar, and they have awkward hitboxes that prevent all the hits from connecting at times. Their grab game is also a contributor to their less than stellar strength on the ground; their standing and pivot grabs have deceptively good range, but the reward they get from a grab leaves much to be desired due to none of their throws leading to consistent combos or KOing at reasonable percentages.
Overall, Duck Hunt excel at controlling the neutral game by simultaneously controlling both the duo and their assortment of projectiles in order to generate setups, frame traps, and pressure whether the opponent is on-stage, at the ledge, or off-stage, while their good air mobility and fair share of fast aerials also give them a slight emphasis on off-stage edgeguards. In exchange for these strengths, they have a notable lack of flexibility in other aspects of their kit due to their overall average recovery and ground game, meaning they have to be more reliant on crafty use of their projectiles in order to get things going compared to other zoners.
==Changes from Super Smash Bros. 4==
Duck Hunt have received a mix of buffs and nerfs in the transition to Ultimate. While objectively buffed significantly, many of the nerfs the duo have received, though of lower quantity than their buffs, are further pronounced by the significant changes to gameplay mechanics. Overall, despite their plethora of buffs, Duck Hunt have been nerfed overall in the transition to Ultimate.
Duck Hunt's notoriously inconsistent KO potential has been improved in many ways; their infamously unreliable smash attacks now connect much more reliably (though there are rare instances where their final hits may still fail to connect), while their forward tilt is now a situational KO option thanks to its much higher base knockback. Trick Shot, whose cans were already a powerful, versatile projectile, also KOs much earlier, and all Wild Gunmen deal more damage with no knockback compensation and now possess some degree of KO potential, especially the leader and the sombrero gunman. Aside from their buffs to power, the duo's special moves have all seen miscellaneous improvements; Trick Shot's cans travel further, the move has less endlag, and cans can now be hit in midair, all of which improve its utility. Clay Shooting has less ending lag, and the pigeons now explode into shrapnel that deals damage in many directions, increasing its effective range and forcing opponents to stay in place if they get hit, which make it an excellent combo tool. Duck Jump now allows the duo to act out of it after at least 50 frames with any action; when coupled with the reintroduction of directional air dodges, these changes somewhat improve the safety of their vulnerable recovery. Finally, Wild Gunman has less ending lag, all gunmen fire faster, and the defeated gunmen each maintain a hurtbox that allow Duck Hunt to use them to block incoming attacks.
While receiving predominantly more buffs, Duck Hunt is not without a few noticeable nerfs. Most prominently, the duo is lighter, which further worsens their already poor endurance. Some of their aerials have also been worsened; clean neutral aerial's deals less knockback, which while improving its combo potential, noticeably reduces its KO power. Their forward aerial has a slightly shorter duration, and their down aerial no longer auto-cancels with a short hop. The shrapnel left by Clay Shooting's pigeons can now damage Duck Hunt if it is destroyed by the opponent, and its tweaked properties make it harder to destroy, causing it to lose some of its setups into Trick Shot; additionally, Trick Shot's higher power, while making it a more reliable projectile, makes it a far riskier option to escape pressure. The dog's grabs also have less range, making it harder for them to grab opponents despite their standing and dash grabs' faster startup.
However, Duck Hunt's biggest hindrances come from the gameplay mechanic changes, which have hurt them more than most other characters. On one hand, the nerfs to rage don't affect the duo as much as other characters due to their moves' higher consistency at connecting; the universally faster mobility has improved the duo's own, and the universally reduced landing lag on aerials combines well with this change, further improving their combo game. On the other hand, this same increase in mobility means many other veterans now sport much faster mobilities, which, combined with the lower landing lag, allows them to overcome Duck Hunt and take advantage of the duo's poor disadvantage state, despite Trick Shot's frame 1 generation making it a usable, yet risky escape option. The universal reduction to projectiles' damage further exacerbates the ease for opponents to endure the duo's options. The changes to air dodge mechanics are also mostly detrimental to Duck Hunt, as while the duo can use one to extend their recovery after Duck Jump, the limit to one air dodge per air time (unless hit) makes the duo much easier to read offstage and edgeguard accordingly, forcing them to mix their recovery up more often, which can be risky; they also do not noticeably benefit from their own edgeguarding game due to their worsened neutral and forward aerials. Lastly, the universal weakening of grabs further worsens Duck Hunt's grab game, with the increased ending lag on grabs making them even riskier to throw out and the slower startup on shield grabs out of shieldstun directly worsening their out of shield game, forcing Duck Hunt to rely on their aerials more.
All in all, Duck Hunt's playstyle has been improved to possess many more varied options, and their moveset's power makes closing out stocks less of a hassle as before. However, their tools can be more easily taken advantage of, and their weaknesses are further defined, with their already unremarkable endurance and disadvantage state being harder to endure, and their out of shield game becoming less reliable due to their worsened nautral aerial and grabs. Of note is that the duo also still retain some of their other weaknesses from SSB4, such as a reliance on setups to KO despite their improved KO potential, and a deficient close-quarters game. Ultimates faster engine further weakens the efficacy of their zoning- and setup-centric playstyle, whose core is mostly intact from SSB4, as the game favors quicker, more aggressive playstyles, making them easier to pressure; the benefits Duck Hunt have received from these gameplay changes also fail to compensate. This forces the duo to shift to a more aggressive playstyle which, while less polarized, is also less effective. Duck Hunt's unimpactful changes from game updates also fail to make up for the universal nerfs to projectiles brought by these updates. Because of these changes, Duck Hunt fares worse in Ultimate than in SSB4.
==Update history==
Aside from glitch fixes, Duck Hunt have received a mix of buffs and nerfs from game updates. Version 2.0.0 made Trick Shot more safe to use, but also made Clay Shooting less safe, forcing players to prioritize Trick Shot in zoning. Version 3.0.0 impacted Duck Hunt more than the majority of the roster with its universal shield damage nerf to projectiles, though it also made it safer for Duck Hunt to shield their own Trick Shot can. Wild Gunman was also buffed to hit targets more effectively. Version 3.1.0 made Duck Hunt's up aerial more consistent, allowing easier kills off the top blast zone. Version 7.0.0 gave Duck Hunt the near-universal shield size increase and made their neutral attack more consistent. Version 8.0.0 made teching slightly worse as a homogenization effort. Version 10.1.0 made Duck Hunt's forward smash connect more consistently, significantly increasing its KO potential.
Overall, Duck Hunt fares slightly worse than at launch. While its buffs were good quality-of-life adjustments, its nerfs were more impactful due to its playstyle relying on projectiles and traps. This caused the already small competitive base of Duck Hunt to struggle even more.
 
 
 
 
 
 
 
 
 
==Moveset==
*Duck Hunt can crawl and wall jump.
For a gallery of Duck Hunt's hitboxes, see here.
===Stats===
===Announcer call===
In European versions, the announcer refers to Duck Hunt as a duo.
Duck Hunt NA Announcer SSB4-SSBU.wav|English (North American)/Japanese/Chinese
Duck Hunt EU Announcer SSB4-SSBU.wav|English (European)
Duck Hunt French Announcer SSBU.wav|French
Duck Hunt French EU Announcer SSBU.wav|French (PAL)
Duck Hunt Russian Announcer SSBU.wav|Russian
===On-screen appearance===
*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.
DuckHuntOnScreenAppearanceSSBU.gif|Duck Hunt's on-screen appearance
===Taunts===
*Up taunt: The dog performs a frontal handstand, while the duck balances on one of the hind legs and quacks negatively in response.
*Side taunt: The dog lays on his side and does his infamous laugh, while the duck flies next to him, quacking.
*Down taunt: The dog stands on his back legs and does a dance.
SSBUDuckHuntTaunt1.gif|Duck Hunt's up taunt.
SSBUDuckHuntTaunt2.gif|Duck Hunt's side taunt.
SSBUDuckHuntTaunt3.gif|Duck Hunt's down taunt.
===Idle poses===
*The dog and the duck sniff the ground.
*The dog scratches his ear.
SSBUDuckHuntIdle1.gif|Duck Hunt's first idle pose.
SSBUDuckHuntIdle2.gif|Duck Hunt's second idle pose.
===Crowd cheer===
 	Cheer (English) 	Cheer (Japanese/Chinese)	Cheer (Italian) 	Cheer (Dutch) 	Cheer (French)
Cheer 	 	 	 	 	
Description	Duck - Hunt! Duck - Hunt Duo!	Duck Hun - to! 	Duo - Duck - Hunt!	Duck! *clap* Hunt! *clap*	Duck - Hunt! Duo - Duck - Hunt!
 	Cheer (German) 	Cheer (Spanish) 	Cheer (Russian) 	Cheer (Korean)
Cheer 	 	 	 	
Description	Duck - Hunt - Duo!	Duck - Hunt! Rah - Rah - Rah! Duo - Duck - Hunt! Duo - Duck - Hunt!	Duet - Duck - Hunt!	Deok Heonteu Deok Heonteu Deok - Heon - teu!
===Victory poses===
*Left: The dog jumps into a patch of 8-bit grass. He then, along with the duck, pops up from the grass and proceeds to do his signature laugh.
*Up: Runs on screen and turns around to kick away a can from Hogan's Alley. He then makes a cartoon running pose.
*Right: Summons a Wild Gunman to shoot to the left, then another one to shoot to the right. He then continuously holds the pose used to summon them. The Wild Gunmen do not appear in Team Battles.
DuckHuntVictoryPose1SSBU.gif
DuckHuntVictoryPose2SSBU.gif
DuckHuntVictoryPose3SSBU.gif
==In competitive play==
===Most historically significant players===
See also::Category:Duck Hunt players (SSBU)
* - First coming to prominence in 2022, he placed 2nd at while taking a set over . Since then, embo_z has quickly become the best Duck Hunt player in the United States, notably placing 13th at and 33rd at while taking a set over .
* - Jagabata began competing offline in 2021, and has since built a reputation for upsetting top players, including defeating at , at , and at . As a result of their strong performances and wins, Jagabata became first Duck Hunt player since Raito to be on a full year global ranking, being ranked 146th on LumiRank 2023.
* - The best Duck Hunt player of all time, Raito has achieved far greater success at the national level then any other Duck Hunt player. His greatest success came in 2019 and 2020, when he regularly placed in the top 8 of some of the most notable events at the time, including 3rd at and 5th at . While he has been less successful in the post-COVID-19 pandemic metagame, he continues to achieve the occasional strong result, such as placing 9th at or 13th at . To date, Raito is the highest ranking Duck Hunt player on a global ranking, being 17th on the Fall 2019 PGRU.
* - The best Duck Hunt player in Europe for the entirety of Ultimate, SkWiirrel has consistently put up reasonably strong regional and national performances. He placed 9th at superregional with a set over , and 25th at major with a set over .
* - One of the best Duck Hunt players in the United States in the early metagame. Placed 5th at with a win over and 7th at while defeating . While Wisdom has not seen the same level of success since the early metagame, he continues to place well regionally.
===Tier placement and history===
Initially, most players believed Duck Hunt were worse than they were in SSB4 due to Ultimates game mechanics encouraging more aggressive gameplay, which contrasted Duck Hunt's more campy playstyle. However, Duck Hunt's overall perception remained somewhat positive thanks to , who achieved a great deal of success throughout the early metgame, including winning the superregional and placing top 8 at several majors, including 5th at both and , two of the largest Ultimate events of all-time. 
Even with this success, Raito's performances remained noticeably more inconsistent when compared to his performances in Smash 4, and following the early metagame, his results gradually became worse. As such, as time went on, Duck Hunt's relevance in the metagame also declined despite efforts from dedicated mains at a regional level such as , , and . A few Duck Hunt players were able to put up impressive performances from time to time, including Sekai Doggo winning , defeating at , and placing 7th , the latter performance making mzk the only other Duck Hunt player to place top 8 at a major. However, their overall performances still pale in comparison to Raito's peak, and as Duck Hunt's worst flaws -- their mediocre KO potential and below-average ground game -- remained mostly unaddressed, most players agree that the duo were outclassed by other characters of a similar archetype, who have more flexibility in parts of their kits that do not revolve around their projectiles. This is reflected in their tier list placement, where the duo were ranked 67th in the C- tier as a low-mid tier character on the first list, then rose slightly to 65th on the second list, albeit remaining in the C- tier.
==: Dog, Duck, Zapper==
Duck Hunt's opponents are animals, or in the case of the s, humans wearing animal costumes. All the stages are grass- and nature-themed stages, except for round 6, which instead references Duck Hunt being a dog like the Nintendogs. Due to being an animal, Rathalos also fits this theme and is fought as the final boss of their route.
Round 	Opponent 	Stage 	Music 	Notes
1 	and 	Kongo Jungle 	 	
2 	 	Windy Hill Zone	 	
3 	, , and 	Garden of Hope 	 	
4 	Giant 	Kongo Falls 	 	
5 	(x2), (x2), and	Green Greens 	 	Horde Battle (2 at a time).
*Mii Brawler costume combinations: Cat Hat and Cat Suit (x2)
*Mii Gunner costumes: Bear Hat and Bear Suit (x2)
*Mii Swordfighter costumes: Monkey Hat and Monkey Suit
6 	(x6) 	Living Room 	 	Horde Battle (3 at a time).If any of these costumes are being used by the player, the default Duck Hunt takes their place.
Bonus Stage	Bonus Stage 	Bonus Stage 	Bonus Stage	Bonus Stage
Final 	Rathalos 	Forest Hill 	 	
Credits roll after completing Classic Mode. Completing it as Duck Hunt has accompany the credits.
==Role in World of Light==
Duck Hunt were among the fighters that were summoned to fight the army of Master Hands.
During the opening cutscene, Duck Hunt were present on the cliffside when Galeem unleashed his beams of light. The duo was seen panicking alongside and a composed , with the dog covering his eyes and the duck attempting to lift the dog off the ground with Duck Jump. The duo was then placed under Galeem's imprisonment alongside the rest of the fighters, excluding .
In the mode proper, Duck Hunt can be found inside a forest covered in fog to be challenged and recruited.
===Fighter Battle===
No.	Image	Name 	Type	Power	Stage 	Music
59 	 	Duck Hunt	 	3,300	(Ω form)	
==Spirit==
Duck Hunt's fighter spirit can be obtained by completing as Duck Hunt. It is also available periodically for purchase in the shop for 300 Gold, but only after Duck Hunt has been unlocked. Unlocking Duck Hunt in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Their fighter spirit has an alternate version that replaces it with their artwork in Ultimate.
SSBU spirit Duck Hunt.png|974. Duck Hunt
==In Spirit Battles==
===As the main opponents===
Spirit	Spirit 	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters 	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
122 	 	Luigi's Mansion Series 	•Clear 	 	3,600 	Luigi's Mansion 	N/A 	•The enemy is invisible 	 	 	
152 	 	Donkey Kong Series 	• 	 	4,400 	The Great Cave Offensive 	•Hazard: Fog 	•The stage is covered in fog•Timed battle (1:30) 	 	 	
322 	 	Yoshi Series 	• Team 	 	4,600 	 	•Hazard: Lava Floor 	•The floor is lava•The enemy can deal damage by dashing into you 	 	Yarn and 	
435 	 	Pokémon Series 	•Giant 	 	4,600 	Gaur Plain (Battlefield form) 	•Hazard: Lava Floor 	•The floor is lava•The enemy is giant•The enemy has increased move speed 	 	 	
583 	 	EarthBound Series 	• • 	 	1,500 	Onett 	N/A 	•Take your strongest team into this no-frills battle 	 	 	
712 	 	Kid Icarus Series 	•Giant 	 	4,100 	Find Mii (Ω form) 	•Curry-Filled 	•The enemy breathes fire•The enemy is giant 	 	 	
831 	 	Animal Crossing Series 	• • 	 	3,900 	Fourside 	•Assist Trophy Enemies (Squid Sisters)•Temporary Invincibility	•Defeat the main fighter to win•The enemy will occasionally be invincible after a little while•Hostile assist trophies will appear after a little while 	 	 	
841 	 	Animal Crossing Series 	• • 	 	2,600 	Bridge of Eldin 	N/A 	•The enemy shields often•The enemy's shield has extra durability•The enemy has increased defense when badly damaged 	 	Copper (tan costume)Booker (black costume)	
975 	 	Wild Gunman 	• Team 	 	3,400 	Gerudo Valley (Ω form) 	•Temporary Invincibility•Item: Shooting Types 	•Start with 300% damage•All fighters will occasionally be invincible•Reinforcements will appear after an enemy is KO'd 	 	 	
1,199 	 	Rhythm Heaven Series Rhythm Paradise Series	• •Tiny 	 	1,500 	Pilotwings 	•Item: Throwing Types 	•The enemy is easily distracted by items 	 	 	
1,255 	 	Nintendogs Series 	• 	 	3,400 	Living Room 	•Assist Trophy Enemies (Nintendog) 	•Hostile assist trophies will appear 	 	 	
1,275 	 	Darumeshi Sports Store 	• 	 	1,900 	Saffron City (Battlefield form)	•Item: Beastball 	•The enemy is easily distracted by items 	 	 	
1,276 	 	Rusty's Real Deal Baseball 	• 	 	1,900 	Fourside (Battlefield form) 	•Item: Home-Run Bat 	•The enemy is easily distracted by items 	 	 	
1,443 	 	FINAL FANTASY Series 	• 	 	3,400 	Gerudo Valley 	•Uncontrollable Speed 	•The enemy is very fast and can't stop quickly when the enemy's at high damage•The enemy can deal damage by dashing into you•The enemy has increased move speed and reduced weight	 	 	
1,469 	 	MONSTER HUNTER Series 	• • (Moveset 3133, Ninja Headband, Black Ninja Suit)	 	3,400 	Gaur Plain (hazards off) 	•Move Speed ↑ 	•The enemy has increased move speed when the enemy's at high damage•The enemy favors dash attacks•The enemy starts the battle with a Killing Edge 	 	 	
1,469 	• • (Moveset 3133, Hunter's Helm, Hunter's Mail)	MONSTER HUNTER Series 	 	 	3,400 	Gaur Plain (hazards off) 	•Move Speed ↑ 	•The enemy has increased move speed when the enemy's at high damage•The enemy favors dash attacks•The enemy starts the battle with a Killing Edge 	 	 	
This alternative occurs when the corresponding DLC has been purchased and downloaded.
===As minions===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters 	Battle parameters	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
525 	 	Pokémon Series 	• • • 	 	9,000 	Kalos Pokémon League 	N/A 	•The enemy's melee weapons have increased power•The enemy can unleash powerful critical hits at random•The enemy starts the battle with a Beam Sword	 	 	
866 	 	Mega Man Series 	• (120 HP)•Metal (60 HP)	 	9,100 	Wily Castle (Battlefield form)	N/A 	•Stamina battle•The enemy's shooting items have increased power•The enemy is metal 	 	Treble 	
1,130 	 	Famicom Mukashibanashi Series	• • • • • 	 	3,500 	(hazards off) 	N/A 	•Defeat an army of fighters 	 	Ringo 	
1,417 	 	ARMS 	• •Metal 	 	1,600 	Spring Stadium 	N/A 	•Defeat the main fighter to win•The enemy is metal 	 	Barq 	
===As allies===
Spirit	Spirit	Spirit 	Spirit 	Battle parameters	Battle parameters	Battle parameters	Battle parameters 	Battle parameters 	Battle parameters	Battle parameters	Inspiration
No. 	Image 	Name 	Series 	Enemy Fighter(s) 	Type 	Power 	Stage 	Rules 	Conditions 	Music 	Character
1,254 	 	Nintendogs Series	• ×3•Ally:	 	3,900 	Living Room 	•Assist Trophy Enemies (Nintendog)	•Join forces with a CPU ally•Hostile assist trophies will appear•The enemy has increased move speed	 	Toy Poodle 	
==Alternate costumes==
							
							
==Gallery==
SSBU Duck Hunt Number.png|Duck Hunt's fighter card.
Duck Hunt unlock notice SSBU.jpg|Duck Hunt's unlock notice.
SSBUWebsiteDuckHunt1.jpg|Taunting on their titular stage.
SSBUWebsiteDuckHunt2.jpg|Dashing ahead of and toward a Smart Bomb on Spirit Train.
SSBUWebsiteDuckHunt3.jpg|Hitting with their neutral infinite on The Great Cave Offensive.
SSBUWebsiteDuckHunt4.jpg|Crouching alongside on Tortimer Island.
SSBUWebsiteDuckHunt5.jpg|Sidestepping on The Great Cave Offensive.
SSBUWebsiteDuckHunt6.jpg|Several Duck Hunts on Mario Galaxy.
SSBUWebsite15.jpg|Taunting alongside the Nintendog on .
SSBUWebsiteMrGame&Watch5.jpg|Idling alongside on Tortimer Island.
SSBUWebsiteVillager5.jpg|Using Duck Jump alongside 's Balloon Trip on Mario Galaxy.
SSBUWebsiteChefKawasaki3.jpg|Alongside Chef Kawasaki on Mushroom Kingdom U.
SSBUWebsiteBanjo&Kazooie4.jpg|Crouching alongside on Windy Hill Zone.
SSBUSoraDuckDog.jpg|Alongside on Battlefield.
===Fighter Showcase Video===
==Trivia==
*Duck Hunt are the only fighters who travel to Living Room in Classic Mode.
*If Duck Hunt are hit by Max Malicious Moonsault, the duck's wings will be spread out in a t-pose fashion.
**This also happens if a directional air dodge is used or when caught by an attack with a special grabbing animation. This is also true with the latter in SSB4.
*Duck Hunt are the only characters who face all of the fighters in the same round in their route.
**They are also the only characters to face all of the fighters in their route, albeit in different rounds.
*There is a graphical error with Duck Hunt's on-screen appearance when done facing the left. The smoke effects appear behind the 8-bit grass instead of in front of it.
*Duck Hunt's slowest walking speed animation has the dog walk close to the ground, and visibly sniff the ground. This is a reference to the animation that plays at the start of a round of Duck Hunt.
*Despite not being present in Team Battles, Wild Gunman's appearance and firing sound effects can still be heard if Duck Hunt are the leading fighters of a winning team.
*Duck Hunt, , , , , and are the only fighters to appear as allies in spirit battles.
*In European Spanish, European French, German, and Italian, the name tag and voice clip from the Announcer on the victory screen is slightly different from the one used on the character select screen. Instead, a noticeable translation of "the" is featured (el Dúo Duck Hunt, le Duo Duck Hunt, das Duck Hunt Duo, il Duo Duck Hunt). This trait is shared with , , , the , , , and the s. Additionally, Duck Hunt and are the only fighters to have this trait in the European versions, but not in the American version.
*Duck Hunt, the Ice Climbers, , , and are the only non-DLC characters who do not appear in more than one spirit battle from their respective home universes. does not appear in any universe spirit battles at all. This is not counting Olimar, who appears only in the Mockiwi spirit battle as himself, but is fought in other spirit battles with Alph taking his place.
**While the Mii Fighters technically represent the universe, they appear in most of the Mii-related spirit battles.
*If the player is only using VS. matches to unlock characters, like in SSB4, the universe is the final one with playable representation to appear. Duck Hunt are the penultimate characters to unlock in Super Smash Bros. for Nintendo 3DS (with the final being Jigglypuff, whose universe already has unlocked playable representation in Pikachu, Charizard, Lucario, and Greninja), the final characters to unlock in Super Smash Bros. for Wii U, and in Ultimate, all other characters that follow Duck Hunt in the timed encounters are from universes that have already appeared.
*Unlike in SSB4, the duck does not blink in any animations that the dog does, the sole exception being if Duck Hunt are trapped in a bind pose. This is similar to a situation in SSB4 where R.O.B. does not emote in the Wii U version's Versus Mode.
**However, this is not strictly an error because ducks in real life do not blink. Instead, their eyes stay lubricated with their third eyelid, which is called the nictitating membrane.
*In almost all of their spirit battles, Duck Hunt is solely representing dog characters. Squawks' battle is the only one where Duck Hunt represents a bird character.
*In the Sound Test, unlike other fighters comprising multiple characters (such as the Ice Climbers, Olimar's Pikmin and Winged Pikmin, and ), Duck Hunt's voice clips are not split between the dog and duck, nor are their clips given specific designations. The Sound Test first lists the dog's four barking clips, followed by the duck's two quacking clips, followed by the dog's star KO voice clip.
==References==
 
Category:Spirits
es:Dúo Duck Hunt (SSBU)