I've been using Duck Hunt a bit recently and finding him surprisingly fun. I've been playing around with can a lot and am writing a mini guide about it. Be gentle, but criticisms and observations are welcome.
Basics about the can
There are two basic ways to make the can explode: either have it reach its self destruct timer through hits or time, or to have it collide with an opponent or an opponent's shield while it is in motion. The second in particular is the important part: any of Duck Hunt's moves that move the can will give it an additional chance to explode in your opponent's face while allowing you better mix ups.
You've got much greater control over the can than I initially thought: if you spam B as rapidly as possible, it will take a more vertical trajectory. If you spread out your neutral B's, the longer it's in the air, the further it will travel with each tap: you can easily hit someone on the other end of an omega stage by doing so.
The can is amazing for controlling an opponent's air approach, because of how well you can control it; you can basically deter them from taking their typical paths.
Once the can lands, the momentum drops considerably, to the point where you'll want to make a new can if you want to stop aerial approaches. It's still great as a zoning tool and to deter ground approaches. A can on the ground mixes well with your other moves. Your side and down B will nudge it forward as well, giving it an extra chance to blow up i your opponent's face.
The can "remembers" what direction it was pushed last; subsequent B's will nudge it in that direction. You or your opponent can change this direction by hitting it.
There are 3 ways to have your can blow up in your face:
-Be next to a moving can when it touches your opponent.
-Be next to a can at the end of the self destruct timer.
-Have an opponent knock it at you with an attack.
You cannot neutral B it at yourself, nor will it blow up when you attack it (it may, however, activate the self destruct timer). Furthermore, the can does not change ownership with regular attacks from your opponent. This means that once it hits the ground, you can continue nudging it with Neutral B afterward. Reflectors do seem to change ownership. You can still nudge it with your neutral B, but it will blow up in your face on impact.
Can Dashing
The can meshes well with Duck Hunt's dash attack: if you hit it head on with the duck, it will launch at about a 40 degree angle at a decent speed. If you don't sweet spot it, it gets launched backward.
The important part is that you can stop the momentum of the can with a neutral B, and the direction of the nudge will always occur in the direction of your dash. So if you sweet spot the can, you can launch the can the length of the stage and basically have your pick of where to place it. If you sour spot the can, you can either surprise an approaching opponent or place the can into a more desirable position between the two of you.
Interactions with other Specials
Side B: Can and Clay Pigeon are best friends. You generally want to always have the can out first, as once you huck a disc, the B to explode the pigeon has priority over nudging the can. The pigeon will nudge the can, as will the explosion, meaning if your timing is good, you can remote detonate the can in your opponent's face with these. Bigger and longer lasting explosions are fun.
Down B: All of your gunmen except for the tall black one will nudge the can a good distance. If you want to reset your can's direction at a distance, these guys are a nice option to have.
Up B: There's a discovery I made with this that is potentially huge. Your default Up B will always fly you up a set distance, which makes your recovery predictable.
What this means, however, is all you need to control is your left and right movements. You can control your can in the middle of an Up B, as long as you are not holding Up on the circle pad. So basically, if you get knocked off stage, make sure you are facing the stage, launch a can, activate Up B. While you are steering DH back to the stage, you can use the can to help cover your landing by madly tapping the B button.
Recycling
There are times where your can is almost out of nudges, or it's on the very tip of the stage, or the timer's almost run out. Make a habit of disposing of useless cans by either knocking them off the stage or blowing them up early with neutral B. Can is a huge part of your arsenal, so you always want it to be available or in a good position.
Random Miscellany
-It reflects Gordos from DDD. Most projectiles will nudge it, but not blow it up.
-It seems to do slightly less damage to Duck Hunt than to your opponent. Knock back seems identical at equal percentages.
Basics about the can
There are two basic ways to make the can explode: either have it reach its self destruct timer through hits or time, or to have it collide with an opponent or an opponent's shield while it is in motion. The second in particular is the important part: any of Duck Hunt's moves that move the can will give it an additional chance to explode in your opponent's face while allowing you better mix ups.
You've got much greater control over the can than I initially thought: if you spam B as rapidly as possible, it will take a more vertical trajectory. If you spread out your neutral B's, the longer it's in the air, the further it will travel with each tap: you can easily hit someone on the other end of an omega stage by doing so.
The can is amazing for controlling an opponent's air approach, because of how well you can control it; you can basically deter them from taking their typical paths.
Once the can lands, the momentum drops considerably, to the point where you'll want to make a new can if you want to stop aerial approaches. It's still great as a zoning tool and to deter ground approaches. A can on the ground mixes well with your other moves. Your side and down B will nudge it forward as well, giving it an extra chance to blow up i your opponent's face.
The can "remembers" what direction it was pushed last; subsequent B's will nudge it in that direction. You or your opponent can change this direction by hitting it.
There are 3 ways to have your can blow up in your face:
-Be next to a moving can when it touches your opponent.
-Be next to a can at the end of the self destruct timer.
-Have an opponent knock it at you with an attack.
You cannot neutral B it at yourself, nor will it blow up when you attack it (it may, however, activate the self destruct timer). Furthermore, the can does not change ownership with regular attacks from your opponent. This means that once it hits the ground, you can continue nudging it with Neutral B afterward. Reflectors do seem to change ownership. You can still nudge it with your neutral B, but it will blow up in your face on impact.
Can Dashing
The can meshes well with Duck Hunt's dash attack: if you hit it head on with the duck, it will launch at about a 40 degree angle at a decent speed. If you don't sweet spot it, it gets launched backward.
The important part is that you can stop the momentum of the can with a neutral B, and the direction of the nudge will always occur in the direction of your dash. So if you sweet spot the can, you can launch the can the length of the stage and basically have your pick of where to place it. If you sour spot the can, you can either surprise an approaching opponent or place the can into a more desirable position between the two of you.
Interactions with other Specials
Side B: Can and Clay Pigeon are best friends. You generally want to always have the can out first, as once you huck a disc, the B to explode the pigeon has priority over nudging the can. The pigeon will nudge the can, as will the explosion, meaning if your timing is good, you can remote detonate the can in your opponent's face with these. Bigger and longer lasting explosions are fun.
Down B: All of your gunmen except for the tall black one will nudge the can a good distance. If you want to reset your can's direction at a distance, these guys are a nice option to have.
Up B: There's a discovery I made with this that is potentially huge. Your default Up B will always fly you up a set distance, which makes your recovery predictable.
What this means, however, is all you need to control is your left and right movements. You can control your can in the middle of an Up B, as long as you are not holding Up on the circle pad. So basically, if you get knocked off stage, make sure you are facing the stage, launch a can, activate Up B. While you are steering DH back to the stage, you can use the can to help cover your landing by madly tapping the B button.
Recycling
There are times where your can is almost out of nudges, or it's on the very tip of the stage, or the timer's almost run out. Make a habit of disposing of useless cans by either knocking them off the stage or blowing them up early with neutral B. Can is a huge part of your arsenal, so you always want it to be available or in a good position.
Random Miscellany
-It reflects Gordos from DDD. Most projectiles will nudge it, but not blow it up.
-It seems to do slightly less damage to Duck Hunt than to your opponent. Knock back seems identical at equal percentages.
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