Duck Hunt

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Ground Attacks

Hitbox Image
Jab 1
4
25
--
Transitions to jab 2 as early as frame 7.
1.5
7
3
--
-18
4
21
Hitbox Image
Jab 2
5
27
--
Transitions to jab 3 as early as frame 8 and rapid jab as early as frame 7
1.5
5
3
--
-19
5—6
21
Hitbox Image
Jab 3
6
33
--
--
5.0
12
6
--
-21
6—7
26
Hitbox Image
Rapid Jab
5/7/9/...
**
--
--
0.4
4
3
--
--
**
--
Hitbox Image
Rapid Jab Finisher
5
45
--
--
3.0
10
4
--
-36
5
40
Hitbox Image Hitbox Image Hitbox Image
Forward Tilt
8
31
--
--
8.0
7
8
--
-15
8—11
20
Hitbox Image
Up Tilt
7
27
--
--
7.0
7
7
--
-13
7—11
16
Hitbox Image
Down Tilt
6
27
--
--
8.0
7
8
--
-13
6—7
20
Hitbox Image
Dash Attack
10
43
--
--
10.0/7.0
8/7
10/7
Early/Late
-23
10—13(14—19)
24
Hitbox Image
Forward Smash
17/23/29
66
--
Charge hold is frame 5.
4.0/9.0
5/7
4/7
Multi/Final
-30
17—18/23—24/29—30
36
Hitbox Image
Up Smash
12/20/28
57
--
Charge hold is frame 5.
2.5/10
5/8
3/7
Multi/Final
-22
12—13/20—21/28—29
28
Hitbox Image
Down Smash
12/20/28
57
--
Charge hold is frame 2.
5.0/6.0
6/6
4/5
Multi/Final
-24
12—13/20—21/28—29
28

Aerial Attacks

Hitbox Image
Neutral Air
6
55
10
Autocancels on frame 1-3 and 44 onward
11./5.0
9/6
5/3
--
-5/-7
6—8(9—37)
FH
FH
18
Hitbox Image
Forward Air
7
44
9
Autocancels on frame 1-5 and 46 onward
10.0/6.5/7.5
10/6/8
4/3/3
Far/Close/Late
-5/-6/-6
7(8—9/10—11)
FH
FH
33
Hitbox Image
Back Air
7
41
14
Autocancels on frame 1-3 and 35 onward
12.5/10.0
11/8
5/4
Far/Close
-9/-10
7—8(9—10)
SH, FH, FHFF
SH, FH
31
Hitbox Image
Up Air
6/12/20
39
11
Autocancels on frame 32 onward
3.0/6.0
5/6
2/3
Multi/Final
-9/-8
6—7/12—13/20—21
SH, FH, FHFF
SH, FH
18
Hitbox Image
Down Air
14/20
49
15
Autocancels on frame 1-3 and 45 onward
5.0/10.0
6/8
3/4
--
-12/-11
14—15/20—21
FH
FH
28

Special Attacks

StandHitbox Image FlyHitbox Image ExplosionHitbox Image
Neutral B (Trick Shot)
1 / 16 / 1—2
41
--
Explodes next frame after making contact. Can shoot the can every 12 frames. Can generates on frame 1. After eighth shot, can will auto explode after 76 frames but can still be manipulated.
~2.0/10.0
-/8
-/4
Can/Explosion
--
1 / 16—** / 1—2
39
Hitbox Image
Side B (Clay Shooting)
17
64
--
Can only detonate when clay is immobile or rebounding after a hit. "Missed shots" occur on frame 4.
2.0
9
2
--
--
17—**
--
Hitbox Image
Clay Shooting, Detonate
4/5/14/23
--
--
--
2.5/3.0
7/5
2/2
Multi/Final
--
**
--
Up B (Duck Jump)
--
--
30
Can cancel into air dodge or attacks as early as frame 51. Cancels will avoid the special fall state and landing lag (This is technically only mostly true. For more detailed information, check out the Air Dodge Landing Lag Glitch on Smash Wiki via @CourageRatVA.)
--
--
--
--
--
**
--
Down B (Wild Gunman)
--
41
--
Gunman appears on frame 6
--
--
--
--
--
**
--
Wild Gunman, Leader in brown coat
55
41
--
Disappears on frame 151
10.0
12
4
--
--
**
--
Wild Gunman, Black suit
67
41
--
Disappears on frame 163
9.0
11
4
--
--
**
--
Wild Gunman, Sombrero guy
73
41
--
Disappears on frame 170
11.0
13
4
--
--
**
--
Wild Gunman, Short cowboy
79
41
--
Disappears on frame 175
8.0
11
3
--
--
**
--
Wild Gunman, Tall cowboy
91
41
--
Disappears on frame 187
8.0
11
3
--
--
**
--

Grabs / Throws

Hitbox Image
Grab
6
34
--
--
--
6—7
27
Hitbox Image
Dash Grab
9
42
--
--
--
9—10
32
Hitbox Image
Pivot Grab
10
37
--
--
--
10—11
26
Hitbox Image
Pummel
1
19
Total frames includes 13 frames of hitlag.
--
1.3
Hitbox Image
Forward Throw
18
29
--
--
8.0
Hitbox Image
Backward Throw
15
39
--
--
9.0
Hitbox Image
Up Throw
18
47
--
--
6.0
Hitbox Image
Down Throw
23/24
49
--
--
5.0

Dodges / Rolls

Spot Dodge
20/25
--
Intangible on frame 3-17.
Forward Roll
29
--
Intangible on frame 4-15.
Backward Roll
34
--
Intangible on frame 5-16.
Neutral Air Dodge
49
10
Intangible on frame 3-27.
Air Dodge, Down
66
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Down
78
11-19
Intangible on frame 3-21.
Air Dodge, Left/Right
83
11-19
Intangible on frame 3-21.
Air Dodge, Diagonally Up
100
11-19
Intangible on frame 3-21.
Air Dodge, Up
113
11-19
Intangible on frame 3-21.

Misc Info

Stats
Weight — 86
Gravity — 0.076
Walk Speed — 1.213
Run Speed — 1.793
Initial Dash — 1.76
Air Speed — 1.155
Total Air Acceleration — 0.08
SH / FH / SHFF / FHFF Frames — 46 / 56 / 31 / 38
Fall Speed / Fast Fall Speed — 1.65 / 2.64
Out of Shield, Neutral Air or Up Air — 9 frames
Out of Shield, Forward Air or Back Air — 10 frames
Out of Shield, Up Smash — 12 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
NormalHitbox Image
Ledge Hang
Hitbox Image
Getup Attacks
Facing UpHitbox Image Facing DownHitbox Image TripHitbox Image LedgeHitbox Image