DunnoBro
The Free-est
You should all be familiar with the mechanics of the ledge by now, but I think duck hunt is in a unique position to abuse it.
In addition to the usual "grab ledge after recovering opponent does > punish" I theorize a few interactions with the ledge specific to DHD.
1: He has several options to attack a ledge trumped opponent.
He can:
A: Fall > Jump > Bair (Not guaranteed on most chars)
B: Fall > Jump > Trick shot against the stage, bouncing it behind him and towards the opponent.
C: Fall > Jump > B reverse trick shot
D: Fall > Jump > Clay shot
Options B and C seem to produce about the same results, with C being marginally superior time wise. (Though I don't think it will ever matter much) B to D also allow DHD to regrab the ledge if done right.
Clay shot option I believe needs rather precise timing, both in the jump, toss, and activation but if worked with a delayed activation you may be able to get more out of the damage.
2: He bypasses the main counter to this.
Most people mash l/r, their jump button, or even attack and up to avoid being ledge trumped if they're aware of the danger. However, duck hunt can threaten ALL of these options by placing a can around where they'd roll if they mashed l/r.
*Some characters have get up attacks with enough range to hit the can even from their roll point I think, Like ganon. (Though you should be sending the can after him offstage anyway generally)
This is just theory currently and I haven't tested it against good players, but it seems like something that can help in those matchups with characters who are difficult to threaten offstage.
In addition to the usual "grab ledge after recovering opponent does > punish" I theorize a few interactions with the ledge specific to DHD.
1: He has several options to attack a ledge trumped opponent.
He can:
A: Fall > Jump > Bair (Not guaranteed on most chars)
B: Fall > Jump > Trick shot against the stage, bouncing it behind him and towards the opponent.
C: Fall > Jump > B reverse trick shot
D: Fall > Jump > Clay shot
Options B and C seem to produce about the same results, with C being marginally superior time wise. (Though I don't think it will ever matter much) B to D also allow DHD to regrab the ledge if done right.
Clay shot option I believe needs rather precise timing, both in the jump, toss, and activation but if worked with a delayed activation you may be able to get more out of the damage.
2: He bypasses the main counter to this.
Most people mash l/r, their jump button, or even attack and up to avoid being ledge trumped if they're aware of the danger. However, duck hunt can threaten ALL of these options by placing a can around where they'd roll if they mashed l/r.
*Some characters have get up attacks with enough range to hit the can even from their roll point I think, Like ganon. (Though you should be sending the can after him offstage anyway generally)
This is just theory currently and I haven't tested it against good players, but it seems like something that can help in those matchups with characters who are difficult to threaten offstage.