Duck Hunt

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Ground Attacks

Jab 1
4
25
--
Transitions to jab 2 as early as frame 7.
1.5
7
3
--
-18
4
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
Jab 3
6
33
--
--
5.0
12
6
--
-21
6—7
Rapid Jab
5/7/9/...
33
--
--
0.4
4
3
--
--
**
Rapid Jab Finisher
5
45
--
--
3.0
10
4
--
-36
5
Forward Tilt
8
31
--
--
8.0
7
8
--
-15
8—11
Up Tilt
7
27
--
--
7.0
7
7
--
-13
7—11
Down Tilt
6
27
--
--
8.0
7
8
--
-13
6—7
Dash Attack
10
43
--
--
10.0/7.0
8/7
10/7
Early/Late
-23
10—13(14—19)
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
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
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

Aerial Attacks

Neutral Air
6
55
10
Autocancels on frame 1-3 and 44 onward
11./5.0
8/6
4/3
--
-6/-7
6—8(9—37)
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)
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)
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
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

Special Attacks

Stnad Fly Explosion
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
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—**
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.
--
--
--
--
--
**
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

Grab
6
34
--
--
--
Dash Grab
9
42
--
--
--
Pivot Grab
10
37
--
--
--
Pummel
1
19
Total frames includes 14 frames of hitlag.
--
1.3
Forward Throw
18
29
--
--
8.0
Backward Throw
15
39
--
--
9.0
Up Throw
18
47
--
--
6.0
Down Throw
24
49
--
--
5.0

Dodges / Rolls

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

Misc Info

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 — 41 / 55 / 28 / 37
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)