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Smack Studio

Duck Hunt
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Update: 1 May @ 9:48pm

v2.13

General:
• Resprited all reticle and shot visuals

Jab:
- Pushback from prolonged rapid attack usage increased

Dash Attack:
- Active frames reduced to frames 8-10/11-14 (from frames 8-11/12-15)
- Early hit damage reduced to 10 (from 11)
- Early and late hit Knockback scaling reduced to 0.056 (from 0.082)
• Late hit base knockback increased to 13 (from 12)

Forward Air:
- Close hit damage reduced to 6 (from 8)
- Far hit damage reduced to 10 (from 12)
- Late hit damage reduced to 7 (from 9)

Back Air:
- Sweetspot damaged reduced to 12 (from 13)

Up Air:
+ Multihits now drag foes downwards if Duck Hunt is fastfalling

Grab:
- Reduced range

Down Throw:
• Power multiplier increased to 0.105 (from 0.065)

Clay Shooting (Side Special):
• Clay pigeon shatter final hit knockback angle changed to 50° (from 45°)

Duck Jump (Up Special):
• Replaced with Gumshoe, a three-part shooting attack.
• The 1st shot causes Duck Hunt to lightly jump upwards, where they remain actionable after.
• Subsequent mid-air use fires a 2nd shot for a higher jump that sends into freefall.
• A final high-damage shot can be made before entering freefall that hits Duck Hunt, freezing them in place before they fall.
• All 3 shots incur knockback storage against Trick Shot's can projectile.

Update: 29 Apr @ 1:25am

v2.12

General:
• Jump and Injury animations updated

Side Strong:
• Hitting an earlier shot gives succeeding shots tracking for increased consistency

Up Strong:
• Hitting an earlier shot gives succeeding shots tracking for increased consistency

Down Strong:
• Hitting an earlier shot gives succeeding shots tracking for increased consistency

Wild Gunmen (Down Special):
• Fixed an issue that sometimes caused gunmen shots to instantly blow up can projectiles

Free Range Shooting (Ultra):
- Damage reduced to 5 (from 10)

Update: 7 Apr @ 7:06pm

v2.11

General:
• Updated rig; the duck has a few more expressions and the dog's collar is now properly visible (it was there before, but the depth map for it sucked)
• Duck Hunt now uses Smash Bros. sounds for various common actions (shield, charging, ultra, etc.)
• Animations and hurtboxes of dodge and tech animations adjusted
• Walk animation and hurtboxes adjusted and now has an additional animation for stopping

Up Tilt:
- Lower ground-only hitbox removed

Side Strong:
• Shots will no longer begin raising in height when hitting a projectile

Forward Throw:
+ Startup lowered to 12 frames (from 17 frames)
+ Total animation length lowered to 22 frames (from 29 frames)

Backward Throw:
+ Startup lowered to 10 frames (from 15 frames)
+ Total animation length lowered to 26 frames (from 30 frames)

Up Throw:
+ Startup lowered to 12 frames (from 19 frames)
+ Total animation length lowered to 31 frames (from 33 frames)

Down Throw:
+ Startup lowered to 16 frames (from 20 frames)
+ Total animation length lowered to 32 frames (from 39 frames)

Trick Shot (Neutral Special):
• Can projectile now has a faint glow
• Can projectile is now consistently layered in front of players
• Grounded can projectile hitbox raised
- Explosion damage lowered to 10 (from 12)
- Explosion base knockback lowered to 5.6 (from 6.5)
- Explosion knockback scaling lowered to 0.154 (from 0.16)
• For the first 4 frames after spawning, can projectile now prioritizes it's initial arc; knockback-eligible hits made against it will instead incur stored knockback

Clay Shooting (Side Special):
• Clay pigeon projectile now has a faint glow
• Clay pigeon projectile is now consistently layered in front of players

Wild Gunmen (Down Special):
• Gunmen are now consistently layered behind players
+ Gunmen shot range increased by roughly 10%
+ Gunmen shot hitbox size increased vertically

Free Range Shooting (Ultra):
• Now has a cut-in effect
+ Shot count per activation increased to 8 (from 6)
• Knockback angle changed to 50° (from 65°)

Update: 31 Mar @ 11:47pm

v2.10

General:
• Updated match entrance and victory
• Adjusted all shot-related visuals
• Adjusted dash visuals

Back Air:
- Hitboxes adjusted; sourspot now takes priority over sweetspot

Down Air:
- 2nd hit hitbox size reduced

Trick Shot (Neutral Special):
+ Endlag reduced to 16 frames (from 19 frames)

Clay Shooting (Side Special):
• Animation and hurtboxes adjusted
+ Clay pigeon projectile is now tossed on frame 12 (previously frame 16)
- Total animation length increased to 43 frames (from 40)
+ Initial toss hitbox base knockback increased to 6 (from 4)
+ Initial toss hitbox hitstun increased to 0.45 (from 0.4)
• Clay pigeon projectile gravity slightly reduced
- Clay pigeon projectile can now only be shattered with a shot after either hitting an opponent or if sufficiently slow enough. Shot attempts made before meeting either criteria will miss the clay pigeon, but may still hit other players

Free Range Shooting (Ultra):
- Shot count per activation reduced to 6 (from 8)

Update: 17 Mar @ 7:11pm

v2.9

General:
• Walk and dash hurtboxes adjusted

Jab:
- Hurtboxes adjusted; now includes the duck

Side Tilt:
- Hurtboxes adjusted; now includes the duck
- Removed additional grounded-only hitbox
- Active frames reduced to frames 7-9 (from frames 7-10)
• Can now be angled by holding up or down
• Default knockback angle changed to 38° (from 32°)

Up Tilt:
- Hurtboxes adjusted; now includes the duck
- Hitboxes moved downwards

Down Tilt:
- Hurtboxes adjusted; now includes the duck
- Hitboxes moved inwards
- Active frames reduced to frames 5-6 (from frames 5-7)

Dash Attack:
- Hurtboxes adjusted; now includes the duck

Trick Shot (Neutral Special):
• Fixed an issue where if the previous can projectile was reflected or parried Duck Hunt would need to press the Special Button twice to kick out a new can
• Fixed an issue where shooting the can projectile with the Special Button just as an enemy attack hit allowed it to ignore that attack
• Fixed an issue where shooting the can projectile with the Special Button just as it was parried caused multiple explosions
+ Increased explosion hitbox size

Update: 16 Mar @ 1:12am

v2.8

Side Strong:
• Fixed an oversight where landing the 1st or 2nd hits would cause Duck Hunt to suffer increased endlag

Trick Shot (Neutral Special):
- Opponents that parry a can projectile should no longer get hit immediately by the resulting explosion
• Reflecting a can projectile now sends it back in the other direction in its flashing state instead of causing an instant explosion
• Fixed an issue where opponent attacks against can projectiles would sometimes be ignored
• Fixed an oversight where Duck Hunt was locked out of spawning another can projectile for longer than usual if it was destroyed via parrying

Clay Shooting (Side Special):
+ Initial toss hitbox hitstun increased to 0.4 (from 0.35)
• Clay pigeons now shatter when hitting a wall
- Parrying the initial clay pigeon toss now sends it back in the opposite direction
- Reflected or parried clay pigeons now automatically detonate when hitting Duck Hunt or a surface

Wild Gunmen (Down Special):
- Gunmen health reduced to 5 (from 12)
• Reflecting or parrying a gunman's shot no longer has it fly comedically far past them and now also hurts the gunman
• Fixed an issue that could sometimes cause gunmen shots to instantly blow up can projectiles

Update: 14 Mar @ 5:38am

v2.7

General:
• Duck Hunt now has a custom respawn platform
• Duck Hunt now has 3 taunts, chosen by holding (or not holding) up/down and pressing taunt
• Duck Hunt now has animations for all chargeable attacks.
• Duck Hunt now uses Smash Bros. hit sounds
• Animations and hurtboxes of most knocked down and edge interactions adjusted

Jab:
• Animation and hurtboxes adjusted
• Increased hitlag of 1st hit, 2nd hit, rapid hits, and rapid finisher
+ Rapid finisher hitbox stretched inwards to more consistently follow-up out of the multihit
- Pushback from prolonged rapid hits occurs earlier and now increases over time

Side Tilt:
• Animation and hurtboxes adjusted
+ Hitboxes extended horizontally

Up Tilt:
• Animation and hurtboxes adjusted
• Decreased hitlag
- Active frames reduced to frames 7-9 (from 7-10)

Side Strong:
+ 1st and 2nd hits damage increased to 5 (from 4)
+ Final hit damage increased to 11 (from 9)

Up Strong:
• Increased hitlag of 1st and 2nd hits
+ Final hit damage increased to 12 (from 10)

Down Strong:
• Increased hitlag of 1st and 2nd hits
+ 1st and 2nd hits damage increased to 6 (from 5)
+ Final hit damage increased to 8 (from 6)
- Final hit knockback scaling decreased to 0.187 (from 0.217)

Neutral Air:
• Animation and hurtboxes adjusted
• Decreased hitlag of late hit
- Hitbox size decreased

Forward Air:
• Animation and hurtboxes adjusted
• Decreased hitlag of early hit
- Lowered hitbox height
+ Early hit damage increased to 8 (from 6)
+ Sweetspot hit damage increased to 12 (from 10)
+ Late hit damage increased to 9 (from 8)

Up Air:
• Animation and hurtboxes adjusted

Down Air:
• Animation and hurtboxes adjusted
• 1st hit base knockback increased to 5 (from 2.9)
• 1st hit knockback scaling reduced to 0 (from 0.028)
+ 2nd hit knockback scaling increased to 0.092 (from 0.082)
• Now always launches grounded foes upwards, even when the 1st hit connects

Up Throw:
• Base knockback increased to 10.8 (from 9.8)
- Knockback scaling decreased to 0.092 (from 0.112)

Down Throw:
• Base knockback increased to 11.8 (from 9.8)
• Knockback scaling decreased to 0.65 (from 0.9)
- Endlag increased by 4 (from 15 frames to 19 frames)

Trick Shot (Neutral Special):
• Kicking animation and hurtboxes adjusted
• Can projectile now has proper interactions with Duck Hunt's other projectiles instead of blowing up on contact
• Can projectile now explodes when hit with any attack not originating from Duck Hunt
- After the can projectile explodes or is otherwise removed, Duck Hunt now must wait at least 3/4th a second before being able to spawn a new one
+ Can projectile is now kicked on frame 11 (previously frame 14)
+ Increased can projectile's size
+ Explosion damage increased to 12% (from 10%)
- Explosion base knockback decreased to 6.5 (from 9)
+ Explosion knockback scaling increased to 0.16 (from 0.11)
• Explosion knockback angle changed to 55° (from 45°)

Clay Shooting (Side Special):
• Shatter animation and hitboxes modified
• Initial toss hitbox knockback angle changed to 55° (from 90°)
• Initial toss hitbox base knockback increased to 4 (from 3)
- Initial toss hitbox hitstun decreased to 0.35 (from 0.45)
• Clay pigeon projectile now maintains a little momentum when colliding with something
+ Clay pigeon HP increased to 6 (from 2)
+ Clay pigeon projectile no longer stops when touching a gunman

Duck Jump (Up Special):
• Animation and hurtboxes adjusted
• Duck Hunt now retains some upwards movement when cancelling the move with an non-directional air dodge instead of instantly dropping

Wild Gunmen (Down Special):
• Summoning animation and hurtboxes adjusted
• Gunmen are now summoned on frame 4 (previously frame 6)
- Total animation length increased by 1 frame (23 frames to 24 frames)
+ Gunmen damage increased by 2% across the board
+ Gunmen shot range increased by roughly 20%
+ Gunmen shot hitbox size increased vertically
- Gunmen remain for longer after firing
- Gunmen firing speed decreased across the board
• Gunmen gravity decreased

Free Range Shooting (Ultra):
+ Reticle now has the ability to briefly reposition itself before firing

Update: 17 Feb @ 6:29am

v2.6

General:
+ Defense multiplier increased to 1.2 (from 1)
- Ground friction decreased to 12 (from 15)
- Max air speed decreased to 4.8 (from 5)

Dash Attack:
- Late hit should no longer bypass shields

Up Air:
- Should no longer bypass shields

Down Air:
- Should no longer bypass shields

Up Strong:
- Should no longer bypass shields

Down Strong:
+ Hitboxes stretched inwards for better coverage and consistency
- Should no longer bypass shields

Trick Shot (Neutral Special:
• Moves that store knockback will now properly modify can projectile's facing direction

Clay Shooting (Side Special):
- Should no longer bypass shields

Update: 3 Jan @ 12:22pm

v2.5

General:
• Various animation updates

Down Air:
• 2nd hit now properly unleashes stored knockback against a grounded can projectile

Trick Shot (Neutral Special):
• Moves that store knockback without launching can projectile (i.e. non-strong attacks) now no longer interrupt its current movement
• Can projectile now has distinct sounds to differentiate between hits that store knockback and hits that do not

Duck Jump (Up Special):
• Duck Hunt now retains some upwards movement when cancelling the move with an attack instead of instantly dropping

Update: 27 Oct, 2024 @ 12:00pm

v2.4

General
• Duck Hunt now supports the LAP system under the tag "Z_DuckHunt"

Trick Shot (Neutral Special):
• Can projectile now has knockback storage
^ If can projectile is hit by an attack directly after being shot, it will now prioritize its shot movement and store the knockback of the move hit. The stored knockback is used when hit by another attack, assuming said attack does not cause stored knockback again.
• Duck Hunt's strong attacks force knockback storage on-hit

Free Range Shooting (Ultra):
• Fixed a bug relating to ultra that would randomly cause can projectiles to explode whenever they felt like
- Ultra now immediately ends if Duck Hunt is KO'd during its duration
- Ultra reticles now only fire within a certain range of Duck Hunt
• Reticles now attempts to prioritize the closest opponent to Duck hunt
• Reticles now appear and fire at set intervals, always firing 8 shots before the ultra ends.
• Shots now launch opponents 65° in Duck Hunt's current facing direction (previously 90°)
• Improved reticle's ability to target opponents under platforms