B - Duck Toss: LD lobs a (dead) duck. Similar in style to Yoshi's Up B, you can charge and aim the toss for more distance and direction. Random variation would be a Clay Disc that lacks an arc, but instead works as a straight line projectile (but it can still be aimed and charged).
Up B - Duck Flight: Two ducks fly above LD. He grabs them and flies upward, and the ducks fly off into the distance (like when you fire and miss). The ducks flap and quack and do damage to anyone that touches them. Pressing A releases a duck, sacrificing some air, but allowing you to do a forward slash; both ducks can be released early in this fashion.
Side B - Duck Drag: LD grabs hold of two ducks (one in each hand / paw), and the ducks fly forward, dragging LD along in a frenzy until they fly away. All damage is done by the ducks flapping and struggling to break free. This leaves LD's backside a tad unprotected, but pressing A will let you release the ducks early and do a donkey kick, while pressing B gets the ducks to tug forward (maximum of 2 boosts).
Down B - Duck Hunt: A shot is fired, and a duck falls from the sky. LD tackles the duck that fell into the grass that sprouts up, then you're free to move around in the BG for about a second, then you pop back out of more grass that sprouts up wherever you are after that second or so. So kind of invisible and invincible by default. But as opposed to your quick dive into the grass, coming out is simply a crawl, and you cannot reappear in the air - if you are jumping, you will reappear from new grass on the nearest landmass.
Taunt: