DunnoBro
The Free-est
Trick Shot(The Can):
It's slower, laggier, and floatier; Meaning it's actually a somewhat less viable neutral tool. However, this makes it much more maneuverable and reliable a general pressure/approach forcing tool. Especially with the ability to hit for Duck Hunt himself to hit it in the air. (Meaning it can be launched towards recovering opponents MUCH quicker)
Again though, this affects his neutral a lot. Personally, I think he'll be relying more heavily on gunmen. Especially since they too can hit the can in the air. (Generating valuable auto-pressure)
Duck Jump (Upspecial):
The ability to cancel this move with an airdodge is actually a major buff to Duck Hunt's Offensive potential.
Originally, Duck hunt simply lacked the ability to go offstage himself for edgeguards safely. He'd simply take too long to regrab the ledge, often competing for it with the opponent he meant to pressure. This change however lets him use BOTH jumps while edgeguarding, and still retain the ability to recover high. That's HUGE considering how many options he can cover with nair/can.
This also grants him more landing and recovery options in general, letting him go super high. More reliably crossing up with the aid of the can, and even gunmen. (Possibly ledge recover mix-ups, one of duck hunt's biggest weaknesses in Wii U)
However, I think the devs clearly understood his greater survivability, which explains his notably lighter weight. To the point he's likely not a high, or top tier. Especially with his lack of combos. But he certainly seems like a far more consistent character, and far more potential to be tricky.
It's slower, laggier, and floatier; Meaning it's actually a somewhat less viable neutral tool. However, this makes it much more maneuverable and reliable a general pressure/approach forcing tool. Especially with the ability to hit for Duck Hunt himself to hit it in the air. (Meaning it can be launched towards recovering opponents MUCH quicker)
Again though, this affects his neutral a lot. Personally, I think he'll be relying more heavily on gunmen. Especially since they too can hit the can in the air. (Generating valuable auto-pressure)
Duck Jump (Upspecial):
The ability to cancel this move with an airdodge is actually a major buff to Duck Hunt's Offensive potential.
Originally, Duck hunt simply lacked the ability to go offstage himself for edgeguards safely. He'd simply take too long to regrab the ledge, often competing for it with the opponent he meant to pressure. This change however lets him use BOTH jumps while edgeguarding, and still retain the ability to recover high. That's HUGE considering how many options he can cover with nair/can.
This also grants him more landing and recovery options in general, letting him go super high. More reliably crossing up with the aid of the can, and even gunmen. (Possibly ledge recover mix-ups, one of duck hunt's biggest weaknesses in Wii U)
However, I think the devs clearly understood his greater survivability, which explains his notably lighter weight. To the point he's likely not a high, or top tier. Especially with his lack of combos. But he certainly seems like a far more consistent character, and far more potential to be tricky.