- Game Versions
- Smash 3DS, Smash Wii U
Welcome Everyone to My Duck Hunt Dog Basics Guide. Here i Will talk About how Each move works, How Much Each Damage can do, Depending on if Sweet or Sour Spotted, and some Small Combos you can start. I Am not an Expert Duck hunt Player, I just play him for funsies, and hopefully you will too :D (No pictures for now sorry)
Lets Start with His Jab Combo Shall We?
Jab 1-2 do about 2.5% damage, while the third hit does 4%. you can also do a multi-hit, which each hit does about 1%. With the multi-hit you can usually do about 12-15%. His jab is good for spacing and quickly punishing run-ups, however should not be used too much
His Tilts are what were going to talk about next. each tilt uses the Duck on his back to Attack with. they all have quite good range
F-Tilt always does 8% (unless u spam it, then it will do about 6-7%) great spacing. Can be Tilted up or down
D-Tilt also always does 8%, and is good for spacing, as it send the Opponent a decent distance
U-Tilt always does 7%, and should not be used a lot, unless the opponent is above you. U-Tilt can be chained at lower percents
His Smash attacks are what make him Special. They get the help from the third member of this trio to shoot their opponents, this being the Red Targets, or Shots as i call them
His Forward Smash is a round of 3 shots, that each do different percentages.
The first and second shot do 4-5% depending on charge, however the third and final shot do 9-12% and is usually what u want to hit, as it is whats going to kill your opponents. The move does 17-22% if all 3 shots are hit. This move is a little weird, as your opponents can get out of certain shots. This Smash also increases in range the more you charge. Very punishable if missed, as their is lots of lag time.
His Down Smash is another round of 3 Shots, that hit one side after the other.
Forward, Back,Forward is the pattern the attacks go, so remember this for punishing. if an opponent is hit by the first shot or second shot, they will usually be taken into the third one as well. the first and second shot both do 5-7%, while the final shot does 6-8%, dealing a total of 16-22% if all shots are hit. the final shot also send the opponent, so is a great at killing enemies close to the ledge. lots of end lag, very punishable.
His Up Smash is another Series of 3 Shots. the first shot will always do 2%, the second 2-3%, and the third will do about 10-14%. the full 3 shots do 14-20%. good at catching airborne enemies, very punishable if missed.
His Dash Attack always does 10%. is has good range, and works to keep combo's going, but has a little end lag, so use wisely.
His Aerials are quite interesting.
His Forward and Back air both send the duck forward and behind (respectively) to attack the foes. His Forward and Back air both also have a sweet and sour spot. If hit nearest towards the dog, F-Air will do 6%, and B-Air will do 10%. If Hit at the very tip of the Duck, his beak, F-air will do 10%, while B-Air will do 12%. the Duck is the Sour spot, and the Beak is the Sweet Spot.
The N-Air is where the dog spins around for a couple seconds. if the opponent is hit at the Sweet Spot, When the move begins, is deals 11% and has amazing killing power, as early as 106%! the Sour spot is after you let the dog spin for a bit, dealing 5%. Great quick move for surprising enemies
The U-Air is another 3 hit move, dealing 3% for the first hits, and 6% for the final. the final hit has good killing power. lots of lag if used on ground. this is a great tool to keep combos Going
your D-Air is a 2 part move. the first hit is the Dog hitting your foe, dealing 5%. shortly after, the duck comes in to hit and deals 10%, as well as creating a meteor effect (spiking, for any casuals reading this.) not the best spike, try not to use it too much.
His Grab is Standard.
Each Pummel does 3%, and comes out every second.
His F-Throw does 8%, and can be followed by Dash Attack
B-Throw does 9%, also can be followed by Dash Attack. both are good later in the match for quick damage.
U-Throw does 6%, however doesn't combo very easily. avoid using it if possible.
His D-Throw, while doing the least at 5%, is also his best. D-Throw can combo into both his F-Air and U-Air at Lower percents, making it a good quick way to rack up damage.
His Specials are where is gets Interesting.
His Can, Neutral B, throws a mini exploding can on the field, that if you press B again, will jump up a small distance. the Cans can be shot about 8 times before they explode automatically. if the cans directly hit the opponent while they are airborne, (Cans not foes) they will deal a small hit of 2%, followed by an explosion, dealing 8%. this is a great spacing tool, as well as a great edge guarding tool. the Can can be moved by attacks as well. If hit by anything other then the B shot, whenever you press B again, the direction in which the can will go changes. the Can can also damage the Dog, so be careful.
His Side-B is his Clay Pigeon, which is a little disk he throws. The Disk always flies at the same arc, and will disappear after a while. If you press B will the Disk is somewhere on the field, the shooter will shoot the disc. (Note: The Shooters priority is the disk, not the Can. Remember this.) the disk has 3 hit boxes. the first is when the disk hits someone, dealing 2%. Then, when shot with B, there are 2 explosions both dealing 5%, making total damage 12%. This move is great for spacing, however after thrown has Huge lag, so be careful.
His Down-B summons a Gunman that fires in the direction you summoned him. he can Summon 5 Different Gunmen. a Short and tall cowboy who both do 4%. a Cowboy wearing all Brown who deals 6%, a Man in all black who deals 5%, and a short man with a sombrero who deals 7%. all of them can be defeated, and so block projectiles for you. all of them can shoot the can to change the direction of where it will go when you press B. all of them have different ranges, however all i know is the Sombrero guy has the lowest. almost all others reach halfway across stage.
His Up-B is simple. same has Olimars, without the pikmen. the duck flies you up, however you can attack in it, so you are vulnerable.
Some Basic Combo's you can do as Duck hunt are as followed:
D-Throw->F-Air or U-Air
B-Throw->Dash Attack
F-Throw->Dash Attack
Side-B->Grab->Pummel->D-Throw
Neutral-B->Grab->F-Air
U-Throw->U-Air or N-Air
N-Air->Grab
Most of these combos are for early game, to rack up the damage.
Ty everyone for reading this Duck hunt guide. I hope this will help you learn how to play Duck hunt better, or even know how to play against him.
Lets Start with His Jab Combo Shall We?
Jab 1-2 do about 2.5% damage, while the third hit does 4%. you can also do a multi-hit, which each hit does about 1%. With the multi-hit you can usually do about 12-15%. His jab is good for spacing and quickly punishing run-ups, however should not be used too much
His Tilts are what were going to talk about next. each tilt uses the Duck on his back to Attack with. they all have quite good range
F-Tilt always does 8% (unless u spam it, then it will do about 6-7%) great spacing. Can be Tilted up or down
D-Tilt also always does 8%, and is good for spacing, as it send the Opponent a decent distance
U-Tilt always does 7%, and should not be used a lot, unless the opponent is above you. U-Tilt can be chained at lower percents
His Smash attacks are what make him Special. They get the help from the third member of this trio to shoot their opponents, this being the Red Targets, or Shots as i call them
His Forward Smash is a round of 3 shots, that each do different percentages.
The first and second shot do 4-5% depending on charge, however the third and final shot do 9-12% and is usually what u want to hit, as it is whats going to kill your opponents. The move does 17-22% if all 3 shots are hit. This move is a little weird, as your opponents can get out of certain shots. This Smash also increases in range the more you charge. Very punishable if missed, as their is lots of lag time.
His Down Smash is another round of 3 Shots, that hit one side after the other.
Forward, Back,Forward is the pattern the attacks go, so remember this for punishing. if an opponent is hit by the first shot or second shot, they will usually be taken into the third one as well. the first and second shot both do 5-7%, while the final shot does 6-8%, dealing a total of 16-22% if all shots are hit. the final shot also send the opponent, so is a great at killing enemies close to the ledge. lots of end lag, very punishable.
His Up Smash is another Series of 3 Shots. the first shot will always do 2%, the second 2-3%, and the third will do about 10-14%. the full 3 shots do 14-20%. good at catching airborne enemies, very punishable if missed.
His Dash Attack always does 10%. is has good range, and works to keep combo's going, but has a little end lag, so use wisely.
His Aerials are quite interesting.
His Forward and Back air both send the duck forward and behind (respectively) to attack the foes. His Forward and Back air both also have a sweet and sour spot. If hit nearest towards the dog, F-Air will do 6%, and B-Air will do 10%. If Hit at the very tip of the Duck, his beak, F-air will do 10%, while B-Air will do 12%. the Duck is the Sour spot, and the Beak is the Sweet Spot.
The N-Air is where the dog spins around for a couple seconds. if the opponent is hit at the Sweet Spot, When the move begins, is deals 11% and has amazing killing power, as early as 106%! the Sour spot is after you let the dog spin for a bit, dealing 5%. Great quick move for surprising enemies
The U-Air is another 3 hit move, dealing 3% for the first hits, and 6% for the final. the final hit has good killing power. lots of lag if used on ground. this is a great tool to keep combos Going
your D-Air is a 2 part move. the first hit is the Dog hitting your foe, dealing 5%. shortly after, the duck comes in to hit and deals 10%, as well as creating a meteor effect (spiking, for any casuals reading this.) not the best spike, try not to use it too much.
His Grab is Standard.
Each Pummel does 3%, and comes out every second.
His F-Throw does 8%, and can be followed by Dash Attack
B-Throw does 9%, also can be followed by Dash Attack. both are good later in the match for quick damage.
U-Throw does 6%, however doesn't combo very easily. avoid using it if possible.
His D-Throw, while doing the least at 5%, is also his best. D-Throw can combo into both his F-Air and U-Air at Lower percents, making it a good quick way to rack up damage.
His Specials are where is gets Interesting.
His Can, Neutral B, throws a mini exploding can on the field, that if you press B again, will jump up a small distance. the Cans can be shot about 8 times before they explode automatically. if the cans directly hit the opponent while they are airborne, (Cans not foes) they will deal a small hit of 2%, followed by an explosion, dealing 8%. this is a great spacing tool, as well as a great edge guarding tool. the Can can be moved by attacks as well. If hit by anything other then the B shot, whenever you press B again, the direction in which the can will go changes. the Can can also damage the Dog, so be careful.
His Side-B is his Clay Pigeon, which is a little disk he throws. The Disk always flies at the same arc, and will disappear after a while. If you press B will the Disk is somewhere on the field, the shooter will shoot the disc. (Note: The Shooters priority is the disk, not the Can. Remember this.) the disk has 3 hit boxes. the first is when the disk hits someone, dealing 2%. Then, when shot with B, there are 2 explosions both dealing 5%, making total damage 12%. This move is great for spacing, however after thrown has Huge lag, so be careful.
His Down-B summons a Gunman that fires in the direction you summoned him. he can Summon 5 Different Gunmen. a Short and tall cowboy who both do 4%. a Cowboy wearing all Brown who deals 6%, a Man in all black who deals 5%, and a short man with a sombrero who deals 7%. all of them can be defeated, and so block projectiles for you. all of them can shoot the can to change the direction of where it will go when you press B. all of them have different ranges, however all i know is the Sombrero guy has the lowest. almost all others reach halfway across stage.
His Up-B is simple. same has Olimars, without the pikmen. the duck flies you up, however you can attack in it, so you are vulnerable.
Some Basic Combo's you can do as Duck hunt are as followed:
D-Throw->F-Air or U-Air
B-Throw->Dash Attack
F-Throw->Dash Attack
Side-B->Grab->Pummel->D-Throw
Neutral-B->Grab->F-Air
U-Throw->U-Air or N-Air
N-Air->Grab
Most of these combos are for early game, to rack up the damage.
Ty everyone for reading this Duck hunt guide. I hope this will help you learn how to play Duck hunt better, or even know how to play against him.