59 Duck Hunt
Duck Hunt (1984 - NES)
Duck Hunt is an odd character who uses his incredible zoning kit in order to eficiently control the stage. It is also a defensive fighter that will force its opponents to attack you, thus creating unexpected opportunities thanks to its can.
Characteristics
Strengths
- Excellent projectiles
- Great aerial game
- Really good grabs
Weaknesses
- Free recovery
- Lacks killmoves
- No fast moves
Matchups
Favourable
Unfavourable
Stages
Favourable
- Platforms for the can
- Needs space to move
Unfavourable
- Struggles against campers
- Gets easily edgeguarded with the walls
Skills
Pro Tips
Features
Duck Hunt owns several original moves, that can be activated at distance, like the Neutral B and the side B either to approach or to poke an enemy. However, the most original move of all is the Down B that randomly summons a gunman among five gunners, each with more or less attack speed/power. These gunners have a hitbox and can get K.Oed over 5%, thus making the gunners a great protection against some projectiles.
Best moves
NEUTRAL B
It's by far his most useful move, because the whole Duck Hunt's gamestyle is based on this 1-frame projectile. The Neutral B is great to deal % and to put pressure on your opponent, knowing that the can can kill at high %. A really useful tool in Duck Hunt's arsenal that can also be used to edgeguard or as a way to safely recover.
SIDE B
The Side B is also excellent thanks to its ability to start true combos with aerials. Besides, as a projectile, this special move is great for zoning, knowing that you can make the frisbee explode whenever you want in order to expand the move's hitbox. In a nutshell, a good move at close range and at distance that can increase % really fast.
DOWN B
A gunner shows himself next to Duck Hunt and will shoot more or less quickly or strongly. This move will pressure an enemy a lot that will do only one of two possible options : shielding or jumping, Allowing Duck Hunt to grab or to punish with aerials.
UP AIR
It's very useful to prevent the enemy from landing, due to the Up air's great range and priority that will heavily surprise an opponent and efficiently cover aerial aggressions. Besides, this moves owns a decent ejection potential, making of the Up air the best aerial Duck Hunt has to kill.
FORWARD AIR
The Forward air is the most used aerial (regardless of special moves) because it is used to increase % while having a great combo potential. This is due to the fact that this move owns the best range/lag ratio. Thus, it's one of his only tools in neutral (again, regardless of specials) to keep the opponent at bay.