Duck Hunt vs. Wii Fit Trainer! Not something I'd ever thought I'd see a few years ago. My flatmate mains 'er! Les do this!
Pro's for Duck Hunt:
- Clay Pigeon and Gunmen can take the force of fully charged Sun Salutation.
- Wii Fit generally doesn't suit the fully aggressive playstyle, so some space is allowed to set up projectiles.
- Reverse-Bairing the Can can be a good way of preventing Wii Fit from hanging off the ledge.
- Wii Fit Trainers Smash Attacks are laggy enough that you won't get caught out by them on their own most of the time.
Con's for Duck Hunt:
- You don't want to challenge Wii Fit Trainer offstage. Ya just don't. Her header spikes and I hafta remind myself of that every time! Wii Fit just has a million reasons to remain defensive offstage. She's a really good defensive character overall.
- Just like Duck Hunt is good covering the stage, Wii Fit is no different. Fully charged Sun Salutation travels across the width of every legal stage as does her Header. Landing will be difficult with Wii Fit on the ground.
- Wii Fit Trainers Deep Breathing provides a 30% power boost for 7 seconds. I haven't tested it out, but I wonder if SS with DB attached would plow through Duck Hunts Clay Pigeons/Gunmen. Chances are, WFT can get the kill way earlier than you can (though that's a given at this point).
What I like and dislike about this MU is just how slow it can be. It's not like fighting a Shiek or Sonic or even a Toon Link. You're not forced to constantly maneuver around the stage trying to match the tempo of your opponent. With this MU, you can afford to slow down a bit and set stuff up.
The downside of this is getting actual hits in on your opponent proves more difficult here than in some other MU's I know. WFT is perfectly comfortable offstage most of the time and will most likely wait for you to approach, at least thats what my flatmate likes to do. And I fall for it cause I'm a sucker.
What I like to do though, in that situation, is back air the can and start shooting it once it's over Wii Fit Trainers head so it comes back towards me, forcing WFT to get up off the ledge and then I respond accordingly (I like to hold fsmash charge while the can is coming back, hoping that they are so distracted by the can that they won't see me, but more often then not it doesn't land, so just pay attention to how they react. If they drop off the ledge, then you can let the can fall for a bit, shoot it again when its under the ledge so it hits the wall and bounces the other way and then by that point the can will be ready to explode and it will be covering the ledge. WFT is then forced to stall a little bit longer, raising the pressure up a little more.
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I just want to talk a bit about WFT's Header. It's a really cool move that strikes me as being incredibly similar to Duck Hunts can! You can pull off some crazy stuff with it! If Wii Fit Trainer does an air dodge while setting up the Header, the ball will freefall. From there, WFT can do some pretty wacky things:
Jab 1: Sends the ball flying low forwards.
Jab 3: This sends the ball rolling across the floor (provided the first two jabs don't hit.)
Down Tilt: This sends the ball sailing behind WFT.
F-Tilt: WFT's back foot sends the ball flying straight up.
U-Tilt: This sends the ball in an arc behind WFT.
F-Smash: The ball goes flying forward at a slight upwards angle.
D-Smash: The ball goes flying rolling across the ground.
Grab: Here's an interesting one, if WFT manages to grab you midway through the balls descent from freefall, that adds up to a 10% pummel if the ball is at WFT's midsection (Credit goes to Lord_Espurr for finding that one) which can end up being a 23% throw!
Here's a vid for it! (Credit goes to Fancykong)
https://vine.co/v/ePbJ5tIK6d5
Lord_Espurr goes on to say:
"So you know how her back throw is two hits? This works when the first hit of the throw hits the ball into them while they are in hitstop from the second hit. Then when they go into the grab release animation, they'll still be in the hitstop from b throw before they fly off.
This is why it works best on midsize characters like Mario or Villager. Bigger characters like Bowser or DDD will get hit by the ball before they get hit by the second hit of b throw. If you drift a tiny bit to the left or right after canceling the header you can hit thinner characters, but I've only managed to do this once."
I reckon this would work on Duck Hunt, but I haven't tested it out yet and I would say that this would be quite a situational set up, but it would be really cool if pulled off properly!
I would say these two characters are pretty dang similar to one another. Both of them like space to set up, both of them like their space to do these things. I would say that Duck Hunt has the upper hand slightly (and glancing through the Wii Fit boards, it seems they agree) but I'll still put this down as a
0, seeing as I haven't had a good lead against my flatmate's WiiFit yet. Here's hoping it'll happen someday.