TBFish
Smash Rookie
Spent the day playing around with Duck Hunt, here's what I got. Not all of it's new, even new to this game, and it's hardly comprehensive, but it's still all helpful:
Clay Pigeon:
-The Zapper will fire a single shot behind it until the it lands/hits someone, then it'll connect. Different from the trail of shots from Sm4sh.
-Since the shots don't hit the clay pigeon as reliably, if it comes out b/c you accidentally moved while trying to move the can you're SOL for longer.
-The explosion/shrapnel is bigger and better
Gunman:
-Faster recovery, which is a godsend.
-Take longer to become available if hit. Not new, but good to keep in mind.
-Pics from training mode showing off the ranges, now that you can see them easily: https://imgur.com/a/8W7eeNA
Duck Jump:
-The window to perform an action is about halfway up the lift and just before its max range, right before the Duck's eyes go wide (this game has great character animation doesn't it). Pics of the lowest and highest window to act: https://imgur.com/a/EBOAeaB
-This is a huge buff, especially with directional air dodges. Potential for surprise kills if they're expecting a dodge (like a Dair or a can bounced off a wall)
-Without holding any direction it'll move DH forward 5 units (meters? feet? inches?)
-Will take you about 9 units horizontally before you begin your descent
-Changing direction will shorten that significantly, so make sure you don't start the UpB in the wrong direction
THE CAN:
-Oh, the can. The best special in the game.
-Shooting the can near DH causes them to duck and cover now, but only when DH is on the ground.
-8 shots by the zapper then it'll start smoking.
-Same for regular attacks*, 8 hits then it'll start smoking. These all add up together, so hitting it w/a full side-smash, then shooting it 5 times will cause it to start smoking.
*But it's different with Utilt? Juggling it causes it to start smoking at 6 hits, at least when I was playing with it. Might be the timer, might be something else.
[New game mode idea: Can Volleyball]
-Measured the can's lifespan with a stopwatch, got ~10 seconds. (can't measure it exactly w/out being able to record video)
-Each hit will move the can less and less, including height. Here's the can moving along with the zapper each time it touches the ground, and each time Utilt hits: https://imgur.com/a/Bkkb9u0 & https://imgur.com/a/e0AmurY
-The final hit before it starts smoking, whether by Zapper or Dog, will send the can farther than it normally would go. It's different for each attack, but for the Zapper it's about what the initial toss is and just under double for others (I can't record video so I didn't measure it).
-You can now hit the can with the Zapper while it's smoking
-This is all pretty much old news, time for the good stuff
-The BIGGEST change for this character is being able to hit the can in the air.
-I would guess the reason it's floatier and is launched higher initially is to take that into consideration. B/c while it's a little harder to maneuver it with just the zapper, it's MUCH easier to position it for an aerial with this change. (It also can stuff approaches from the air better now)
-For instance, Can>Fair is an easy BnB you can do, especially with the new jump/attack shortcut. Can>Dash Attack is another easy one.
-One that's a tiny bit trickier: Can>Dash>Utilt, which you can do now that you can cancel anything from the dash. This'll launch the can straight up, covering more space. But be careful which direction your facing for the UTilt, since it'll change which direction the Zapper moves it. Lot of potential for shenanigans with this one.
-Here's a pic that shows when you can 1st act out of the can animation: https://i.imgur.com/JUSflsT.jpg
-Jump>Can launches it high enouch to basically do whatever the hell you want with it, and is an easy way to set up the can for a Bair.
-The first Zapper hit, b/c it's so floaty, is another reliable way to get a Bair in on the can.
-I can't tell if Can>side-switch/pivot>shorthop>Bair works. Could be I can't figure out the timing, not sure. But if it does, that's an incredible way to set up the can to come back to you.
-I'm noticing that sometimes when Fair connects, it barely affects the can's trajectory, or even knocks it downwards. I'm gonna play with that some more.
-Ledgeguarding with the can gets a little wackier too, but I need to look into it more.
-Uair launches it up, of course, but remember that the can will come back down too, covering your recovery longer that it would just falling down.
-Tho if the can is on its last hit, it'll fly high up and explode before it comes back down. Relevant since Uair does 3 hits. Could be a problem, could be a showy way to take a stock.
-The spike on the Dair will knock it down, fast. I'd bet hitting it with the Zapper while someone air-dodges out of the way could cause a lot of trouble, but I'm too bad at this game to get it consistently.
Basically: The can is even better and more versatile than it was in Sm4sh. I'm really excited for this character, I keep asking myself, "Can I do that?" and the answer most of the time seems to be "Yes." Like being able to hit it with 3 Fairs before it touches the ground (I bet you could do more). I think they have a lot of potential, and hope they see more playtime in this than Sm4sh. Still have so much to learn about this game...
Clay Pigeon:
-The Zapper will fire a single shot behind it until the it lands/hits someone, then it'll connect. Different from the trail of shots from Sm4sh.
-Since the shots don't hit the clay pigeon as reliably, if it comes out b/c you accidentally moved while trying to move the can you're SOL for longer.
-The explosion/shrapnel is bigger and better
Gunman:
-Faster recovery, which is a godsend.
-Take longer to become available if hit. Not new, but good to keep in mind.
-Pics from training mode showing off the ranges, now that you can see them easily: https://imgur.com/a/8W7eeNA
Duck Jump:
-The window to perform an action is about halfway up the lift and just before its max range, right before the Duck's eyes go wide (this game has great character animation doesn't it). Pics of the lowest and highest window to act: https://imgur.com/a/EBOAeaB
-This is a huge buff, especially with directional air dodges. Potential for surprise kills if they're expecting a dodge (like a Dair or a can bounced off a wall)
-Without holding any direction it'll move DH forward 5 units (meters? feet? inches?)
-Will take you about 9 units horizontally before you begin your descent
-Changing direction will shorten that significantly, so make sure you don't start the UpB in the wrong direction
THE CAN:
-Oh, the can. The best special in the game.
-Shooting the can near DH causes them to duck and cover now, but only when DH is on the ground.
-8 shots by the zapper then it'll start smoking.
-Same for regular attacks*, 8 hits then it'll start smoking. These all add up together, so hitting it w/a full side-smash, then shooting it 5 times will cause it to start smoking.
*But it's different with Utilt? Juggling it causes it to start smoking at 6 hits, at least when I was playing with it. Might be the timer, might be something else.
[New game mode idea: Can Volleyball]
-Measured the can's lifespan with a stopwatch, got ~10 seconds. (can't measure it exactly w/out being able to record video)
-Each hit will move the can less and less, including height. Here's the can moving along with the zapper each time it touches the ground, and each time Utilt hits: https://imgur.com/a/Bkkb9u0 & https://imgur.com/a/e0AmurY
-The final hit before it starts smoking, whether by Zapper or Dog, will send the can farther than it normally would go. It's different for each attack, but for the Zapper it's about what the initial toss is and just under double for others (I can't record video so I didn't measure it).
-You can now hit the can with the Zapper while it's smoking
-This is all pretty much old news, time for the good stuff
-The BIGGEST change for this character is being able to hit the can in the air.
-I would guess the reason it's floatier and is launched higher initially is to take that into consideration. B/c while it's a little harder to maneuver it with just the zapper, it's MUCH easier to position it for an aerial with this change. (It also can stuff approaches from the air better now)
-For instance, Can>Fair is an easy BnB you can do, especially with the new jump/attack shortcut. Can>Dash Attack is another easy one.
-One that's a tiny bit trickier: Can>Dash>Utilt, which you can do now that you can cancel anything from the dash. This'll launch the can straight up, covering more space. But be careful which direction your facing for the UTilt, since it'll change which direction the Zapper moves it. Lot of potential for shenanigans with this one.
-Here's a pic that shows when you can 1st act out of the can animation: https://i.imgur.com/JUSflsT.jpg
-Jump>Can launches it high enouch to basically do whatever the hell you want with it, and is an easy way to set up the can for a Bair.
-The first Zapper hit, b/c it's so floaty, is another reliable way to get a Bair in on the can.
-I can't tell if Can>side-switch/pivot>shorthop>Bair works. Could be I can't figure out the timing, not sure. But if it does, that's an incredible way to set up the can to come back to you.
-I'm noticing that sometimes when Fair connects, it barely affects the can's trajectory, or even knocks it downwards. I'm gonna play with that some more.
-Ledgeguarding with the can gets a little wackier too, but I need to look into it more.
-Uair launches it up, of course, but remember that the can will come back down too, covering your recovery longer that it would just falling down.
-Tho if the can is on its last hit, it'll fly high up and explode before it comes back down. Relevant since Uair does 3 hits. Could be a problem, could be a showy way to take a stock.
-The spike on the Dair will knock it down, fast. I'd bet hitting it with the Zapper while someone air-dodges out of the way could cause a lot of trouble, but I'm too bad at this game to get it consistently.
Basically: The can is even better and more versatile than it was in Sm4sh. I'm really excited for this character, I keep asking myself, "Can I do that?" and the answer most of the time seems to be "Yes." Like being able to hit it with 3 Fairs before it touches the ground (I bet you could do more). I think they have a lot of potential, and hope they see more playtime in this than Sm4sh. Still have so much to learn about this game...