Duck Hunt

92 moves37 changed by HDR55 vanillainternal duckhunt
Notes ↓

Jabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Jab
4-5270°20 / 30-84160, 1, 2top
4-52Sakurai20 / 30-83top
4-52Sakurai15 / 20-84, 5top
hdr
Jab
5-7270°30 / 30-95180top
5-7270°25 / 25-91top
5-72Sakurai20 / 30-92top
5-72Sakurai15 / 20-93top
hdr
Jab
6-10555°55 / 70-256360, 1top
Attack100Start vanilla
Jab
no hitboxes3
vanilla
Jab
1, 2, 4, 6, 8, 10, 12, 140.4Sakurai16 / 1510top
1, 2, 4, 6, 8, 10, 12, 140.4Sakurai12 / 101top
hdr
Jab
10.4Sakurai16 / 1510top
10.4Sakurai12 / 101top
hdr
Jab
5380°70 / 140-345430, 1, 2top

Dash Attack

1 move
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Dash Attack
7-91060°100 / 40-267410, 1, 2top
10-197105°90 / 40-250, 1, 2top

Tilt Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagCancelIDHitbox
hdr
Forward Tilt
8-117Sakurai35 / 100-188320duckhead
8-119Sakurai35 / 100-171, 2duckhead
hdr
Forward Tilt
9-137Sakurai35 / 100-179320duckhead
9-139Sakurai35 / 100-161, 2duckhead
hdr
Forward Tilt
8-117Sakurai35 / 100-188320duckhead
8-119Sakurai35 / 100-171, 2duckhead
hdr
Up Tilt
9-10896°50 / 94-179330top
9-12896°50 / 94-171top
10-12896°50 / 94-162top
hdr
Down Tilt
7-9825°50 / 60-167300duckhead
7-91025°50 / 60-151, 2duckhead
hdr
Crouch/Squat Tilt
8-9560°35 / 45-16829C 230, 1top
8-9870°45 / 45-142top

Smash Attacks

6 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
AttackS4Charge vanilla
Forward Smash
no hitboxes61
hdr
Forward Smash
13-624Sakurai66 fixed-4513630top
16-624Sakurai70 fixed-421top
19-629Sakurai50 / 131-372top
AttackHi4Charge vanilla
Up Smash
no hitboxes61
hdr
Up Smash
7-445127°110 fixed-337450top
13-441185°50 / 120-231top
AttackLw4Charge vanilla
Down Smash
no hitboxes61
hdr
Down Smash
8-4410132°68 / 82-298450top
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 hitboxes36
hdr
Neutral Special
no hitboxes36
hdr
Side Special
no hitboxes58
hdr
Side Special
no hitboxes58
SpecialHiStart vanilla
Up Special
no hitboxes6
hdr
Up Special
8-11972°28 / 108-208350top
SpecialHiEnd vanilla
Up Special
no hitboxes21
hdr
Up Special
8-111263°30 / 100-238400top
hdr
Up Special
6-92263°34 / 74-296500top
6-900 / 01top
SpecialAirHiStart vanilla
Up Special
no hitboxes630
hdr
Down Special
no hitboxes36
hdr
Down Special
no hitboxes36

Grabs

7 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
hdr
Grab
8-9– / –370grab
CatchPull vanilla
Grab
no hitboxes2
CatchWait vanilla
Grab
no hitboxes
vanilla
Pummel
11.3Sakurai30 fixed-201240top
CatchCut vanilla
Grab
no hitboxes30
hdr
Dash Grab
9-10– / –430grab
hdr
Pivot Grab
10-11– / –380grab

Throws

4 moves
MoveActiveDamageAngleBKB / KBGOn shieldReleaseFAFEndlagIDHitbox
vanilla
Forward Throw
1845°60 / 651830120
1-293Sakurai60 / 1000
vanilla
Back Throw
1945°62 / 501540250
1-393Sakurai40 / 1000
hdr
Up Throw
1688°65 / 721844260
1-433Sakurai40 / 1000
hdr
Down Throw
1580°90 / 402443190
1-233Sakurai40 / 1000

Defensive

39 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
EscapeN vanilla
Spot Dodge
intangible 3–1527
vanilla
Forward Roll
intangible 4–1334
EscapeB vanilla
Back Roll
intangible 4–1334
hdr
Air Dodge
intangible 4–265810
hdr
Air Dodge
intangible 4–265810
vanilla
Ledge Attack
18-20945°90 / 20-3118560top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
22-23748°80 / 48-240top
vanilla
Get-Up Attack
16-17748°80 / 48-3016520top
22-23748°80 / 48-240top
DamageFall vanilla
DamageFall
no hitboxes
vanilla
DownBoundU
no hitboxes26
DownWaitU vanilla
DownWaitU
no hitboxes
DownDamageU vanilla
DownDamageU
no hitboxes14
DownDamageU3 vanilla
DownDamageU3
no hitboxes40
vanilla
DownEatU
no hitboxes30
DownStandU vanilla
Get-Up
no hitboxes30
DownForwardU vanilla
Get-Up Roll
no hitboxes36
DownBackU vanilla
Get-Up Roll
no hitboxes36
vanilla
DownBoundD
no hitboxes26
DownWaitD vanilla
DownWaitD
no hitboxes
DownDamageD vanilla
DownDamageD
no hitboxes14
DownDamageD3 vanilla
DownDamageD3
no hitboxes40
vanilla
DownEatD
no hitboxes30
DownStandD vanilla
Get-Up
no hitboxes30
DownForwardD vanilla
Get-Up Roll
no hitboxes36
DownBackD vanilla
Get-Up Roll
no hitboxes36
DownSpot vanilla
DownSpot
no hitboxes30
Passive vanilla
Tech
no hitboxes27
PassiveStandF vanilla
Tech
no hitboxes41
PassiveStandB vanilla
Tech
no hitboxes41
PassiveWall vanilla
Tech
no hitboxes26
PassiveWallJump vanilla
Tech
no hitboxes51
vanilla
Tech
no hitboxes27
Pass vanilla
Pass
no hitboxes30
vanilla
Ledge Grab
intangible 1–2920
CliffWait vanilla
Ledge Hang
no hitboxes
CliffClimb vanilla
Ledge Climb
no hitboxes35
CliffEscape hdr
Ledge Roll
no hitboxes50
vanilla•‡
Ledge Jump
no hitboxes11
CliffJump2 vanilla
Ledge Jump
no hitboxes67

Other

5 moves
MoveActiveDamageAngleBKB / KBGOn shieldStartupFAFLand lagIDHitbox
LandingLight vanilla
Landing
no hitboxes2
LandingHeavy vanilla
Landing
no hitboxes5
GuardOn vanilla
Shield
no hitboxes8
Guard vanilla
Shield
no hitboxes
vanilla
Shield
no hitboxes12

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 / 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. 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.