Duck Hunt

92 moves37 changed by HDR55 vanillainternal duckhunt
Notes ↓

Jabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5270°20 / 30-8416–0, 1, 2top
4-52Sakurai20 / 30-83top
4-52Sakurai15 / 20-84, 5top
hdr
Jab
5-7270°30 / 30-9518–0top
5-7270°25 / 25-91top
5-72Sakurai20 / 30-92top
5-72Sakurai15 / 20-93top
hdr‡
Jab
6-10555°55 / 70-25636–0, 1top
Attack100Start vanilla•
Jab
no hitboxes–3––
vanilla•
Jab
2-16 (every 2)0.4Sakurai16 / 15–2––0top
2-16 (every 2)0.4Sakurai12 / 10–1top
hdr☆
Jab
10.4Sakurai16 / 15–1––0top
10.4Sakurai12 / 10–1top
hdr‡
Jab
5380°70 / 140-34543–0, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Dash Attack
7-91060°100 / 40-26741–0, 1, 2top
10-197105°90 / 40-250, 1, 2top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Forward Tilt
8-117Sakurai35 / 100-18832––0duckhead
8-119Sakurai35 / 100-171, 2duckhead
hdr‡
Forward Tilt
9-137Sakurai35 / 100-17932––0duckhead
9-139Sakurai35 / 100-161, 2duckhead
hdr
Forward Tilt
8-117Sakurai35 / 100-18832––0duckhead
8-119Sakurai35 / 100-171, 2duckhead
hdr‡
Up Tilt
9-10896°50 / 94-17933––0top
9-12896°50 / 94-171top
10-12896°50 / 94-162top
hdr‡
Down Tilt
7-9825°50 / 60-16730––0duckhead
7-91025°50 / 60-151, 2duckhead
hdr‡
Crouch/Squat Tilt
8-9560°35 / 45-16829–C 230, 1top
8-9870°45 / 45-142top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla•
Forward Smash
no hitboxes–61––
hdr
Forward Smash
13-624Sakurai66 fixed-451363–0top
16-624Sakurai70 fixed-421top
19-629Sakurai50 / 131-372top
AttackHi4Charge vanilla•
Up Smash
no hitboxes–61––
hdr
Up Smash
7-445127°110 fixed-33745–0top
13-441185°50 / 120-231top
AttackLw4Charge vanilla•
Down Smash
no hitboxes–61––
hdr
Down Smash
8-4410132°68 / 82-29845–0top
14-441048°68 / 82-231top

Aerial Attacks

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagAuto cancelIDHitbox
hdr
Neutral Air
6-811Sakurai40 / 86+165671-3, 44–0, 1, 2, 3kneer, kneel, armr, arml
9-378Sakurai22 / 85-10, 1, 2, 3kneer, kneel, armr, arml
hdr
Forward Air
8-127.548°40 / 80-283781-5, 38–0top
8-911Sakurai30 / 8001, 2top
hdr
Back Air
7-1311Sakurai40 / 102-2737101-3, 40–0top
7-1013.5Sakurai30 / 102-11, 2top
hdr
Up Air
6-7295°30 / 30-664091, 32–0, 1, 2top
6-72367°30 / 30-63, 4, 5top
12-13295°30 / 30-60, 1, 2top
12-132366°30 / 30-63, 4, 5top
20-21791°50 / 125-40, 1, 2top
hdr
Down Air
14-155255°20 / 20-71450111-3, 39–0top
14-155130°20 / 20-71top
14-155275°20 / 20-72, 3top
20-217270°34 / 60-60top

Special Attacks

12 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Neutral Special
no hitboxes–36––
hdr‡
Neutral Special
no hitboxes–36––
hdr‡
Side Special
no hitboxes–58––
hdr‡
Side Special
no hitboxes–58––
SpecialHiStart vanilla•
Up Special
no hitboxes–6––
hdr◆
Up Special
8-11972°28 / 108-20835–0top
SpecialHiEnd vanilla•
Up Special
no hitboxes–21––
hdr
Up Special
8-111263°30 / 100-23840–0top
hdr
Up Special
6-92263°34 / 74-29650–0top
6-900°0 / 0–1top
SpecialAirHiStart vanilla•
Up Special
no hitboxes–630–
hdr‡
Down Special
no hitboxes–36––
hdr‡
Down Special
no hitboxes–36––

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr‡
Grab
8-9––– / –––37–0grab
CatchPull vanilla
Grab
no hitboxes–2––
CatchWait vanilla•
Grab
no hitboxes––––
vanilla
Pummel
11.3Sakurai30 fixed–18–0top
CatchCut vanilla
Grab
no hitboxes–30––
hdr
Dash Grab
9-10––– / –––43–0grab
hdr
Pivot Grab
10-11––– / –––38–0grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1845°60 / 65–1830120–
1-293Sakurai60 / 100–0–
vanilla
Back Throw
1945°62 / 50–1540250–
1-393Sakurai40 / 100–0–
hdr
Up Throw
1688°65 / 72–1844260–
1-433Sakurai40 / 100–0–
hdr
Down Throw
1580°90 / 40–2443190–
1-233Sakurai40 / 100–0–

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla•
Spot Dodge
intangible 3–15–27––
vanilla•
Forward Roll
intangible 4–13–34––
EscapeB vanilla•
Back Roll
intangible 4–13–34––
hdr•
Air Dodge
intangible 4–26–5810–
hdr•
Air Dodge
intangible 4–26–5810–
vanilla
Ledge Attack
18-20945°90 / 20-311856–0top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
22-23748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-301652–0top
22-23748°80 / 48-240top
DamageFall vanilla•
DamageFall
no hitboxes––––
vanilla
DownBoundU
no hitboxes–26––
DownWaitU vanilla•
DownWaitU
no hitboxes––––
DownDamageU vanilla•
DownDamageU
no hitboxes–14––
DownDamageU3 vanilla•
DownDamageU3
no hitboxes–40––
vanilla
DownEatU
no hitboxes–30––
DownStandU vanilla
Get-Up
no hitboxes–30––
DownForwardU vanilla
Get-Up Roll
no hitboxes–36––
DownBackU vanilla
Get-Up Roll
no hitboxes–36––
vanilla
DownBoundD
no hitboxes–26––
DownWaitD vanilla•
DownWaitD
no hitboxes––––
DownDamageD vanilla•
DownDamageD
no hitboxes–14––
DownDamageD3 vanilla•
DownDamageD3
no hitboxes–40––
vanilla
DownEatD
no hitboxes–30––
DownStandD vanilla
Get-Up
no hitboxes–30––
DownForwardD vanilla
Get-Up Roll
no hitboxes–36––
DownBackD vanilla
Get-Up Roll
no hitboxes–36––
DownSpot vanilla
DownSpot
no hitboxes–30––
Passive vanilla
Tech
no hitboxes–27––
PassiveStandF vanilla
Tech
no hitboxes–41––
PassiveStandB vanilla
Tech
no hitboxes–41––
PassiveWall vanilla•
Tech
no hitboxes–26––
PassiveWallJump vanilla•
Tech
no hitboxes–51––
vanilla
Tech
no hitboxes–27––
Pass vanilla•
Pass
no hitboxes–30––
vanilla
Ledge Grab
intangible 1–29–20––
CliffWait vanilla•
Ledge Hang
no hitboxes––––
CliffClimb vanilla
Ledge Climb
no hitboxes–35––
CliffEscape hdr✕
Ledge Roll
no hitboxes–50––
vanilla•‡
Ledge Jump
no hitboxes–11––
CliffJump2 vanilla•
Ledge Jump
no hitboxes–67––

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes–2––
LandingHeavy vanilla
Landing
no hitboxes–5––
GuardOn vanilla
Shield
no hitboxes–8––
Guard vanilla•
Shield
no hitboxes––––
vanilla
Shield
no hitboxes–12––

Projectiles & Articles

4 articles

Spawned objects carry their own hitboxes. Some moves put all of their damage here and none on the fighter, so this is where their numbers live. Frames count from the article appearing, not from the input.

Can

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
vanilla
Fly
1+280°50 / 400top
vanilla
Max
1+280°50 / 400top
hdr
Explode
1-7980°60 / 690top
1-71260°40 / 1000top
hdr
Stand
1+00°0 / 00top

Clay

4 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr⇥
Fly
1-160275°20 / 500top
hdr⇥
Hit
1-52.560°20 fixed0top
6-112.5100°20 fixed0top
12-160375°82 / 700, 1, 2top
vanilla⇥
WallHit
1-52.560°20 fixed0top
6-112.560°20 fixed0top
12-160360°30 / 1000, 1, 2top
vanilla⇥
ReflectHit
1-52.560°20 fixed0top
6-112.560°20 fixed0top
12-160360°30 / 1000, 1, 2top

Gunmanbullet

1 action
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Move
1+865°45 / 600top
1+865°45 / 901top
1+950°45 / 602top
1+1170°45 / 603top
1+1065°45 / 604top

Reticle

2 actions
ActionActiveDamageAngleBKB / KBGIDHitbox
hdr
Neutral Special
1+1.860°30 / 1000top
vanilla
Side Special
1+1.860°10 / 100top

Attributes

Weight & Size

Weight
85
Jostle Weight
5.1
Shield Radius
9.5

Ground Movement

Walk Speed
1.213
Walk Accel (mul)
0.105
Walk Accel (add)
0.105
Initial Dash
1.59
Run Speed
1.642
Run Accel (mul)
0.0858
Run Accel (add)
0.02
Traction
0.0605

Jumps

Jumpsquat
4
Jump Initial Y
12.155
Full Hop Height
34
Short Hop Height
14.48
Air Jump Height
33.8
Jump Count
2
Horizontal Jump Speed
1.4
Horizontal Wall Jump Speed
1.1
Vertical Wall Jump Speed
2.1

Air Movement

Air Speed
1.093
Air Accel (add)
0.02
Air Accel (mul)
0.056
Air Friction
0.0135
Gravity
0.088
Fall Speed
1.91

Landing Lag

Nair
7
Fair
8
Bair
10
Uair
9
Dair
11
Empty Landing
4
Heavy Landing
4

Notes

◆HDR replaces the vanilla animation, which changes when the move ends.
  • HDR replaces the animation (161 -> 40 frames).Up Special
‡Animation speed changes mid-move. Frames shown are real game frames, not animation frames.
  • Jab 3, Rapid Jab Finisher, Dash Attack, Forward Tilt (Up), Up Tilt, Down Tilt, Neutral Special, Neutral Special (Air), Side Special, Side Special (Air), Down Special, Down Special (Air), Grab, CliffJump1, Crouch/Squat Tilt
☆Added by HDR, reusing an animation chosen at runtime, so FAF cannot be derived.
  • Attack100Sub
✕HDR removes this move’s hitboxes.
  • CliffEscape
⇥The hit lasts as long as the object carrying it does. Its script never closes the hitbox, so the active frames end where the article’s life runs out.
  • Clay is on the field for up to 160 frames (param_clay.life), which is what ends the hit -- its script never does. Hitting something usually ends it sooner.Clay: Fly, Clay: Hit, Clay: WallHit, Clay: ReflectHit
•Other notes.
  • FAF here is the animation's length: the motion list sets no cancel frame for this action, so the true actionable frame may be earlier.Attack100Start, AttackS4Charge, AttackHi4Charge, AttackLw4Charge, Up Special (Start), Up Special (End), Up Special (Air, Start), DownDamageU, DownDamageU3, DownDamageD, DownDamageD3, PassiveWall, PassiveWallJump, Pass, CliffJump1, CliffJump2
  • Repeats while the input is held or mashed; one cycle is 16 frames. Frames shown are one cycle, so there is no fixed FAF.Rapid Jab
  • Landing lag is 30 frames, from `param_special_hi.landing_frame`. This special has no landing animation of its own — it hands the figure to the landing directly — so nothing in the script or the motion list shows it.Up Special (Air, Start)
  • Held: the animation loops, so this ends on release or on a state change rather than on a fixed frame.CatchWait, DamageFall, DownWaitU, DownWaitD, CliffWait
  • Timing from fighter_param_motion (escape_n_cancel_frame), not the animation.Spot Dodge
  • Intangible on frames 3-15.Spot Dodge
  • Timing from fighter_param_motion (escape_f_cancel_frame), not the animation.Forward Roll
  • Intangible on frames 4-13.Forward Roll, Back Roll
  • Timing from fighter_param_motion (escape_b_cancel_frame), not the animation.Back Roll
  • Timing from fighter_param_motion (escape_air_cancel_frame), not the animation.Air Dodge
  • Intangible on frames 4-26.Air Dodge, Air Dodge (Directional)
  • Landing lag is 10 frames, from common's `landing_frame_escape_air` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge
  • Timing from fighter_param_motion (escape_air_slide_cancel_frame), not the animation.Air Dodge (Directional)
  • Landing lag is 10 frames, from param_motion's `landing_frame_escape_air_slide_max` — the param HDR's air dodge status hands the landing when the dodge ends on the ground.Air Dodge (Directional)
  • Held: the animation is a hold placeholder, so this ends on release or on a state change rather than on a fixed frame.Shield

ACMD

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The animation command script the frame data on this page was read from. frame and wait move the animation on; ATTACK, CATCH and hitbox! create the hitboxes; clear_all ends them.