Matchup Summary (Win Condition and Game Plan)
This matchup gets worse for Corrin whenever she tries to jump over can, gunman, and clay pigeon on reaction, because Duck Hunt can simply swat that path with fair, bair, or uair and reset the projectile layer behind it. Corrin is not a character that wants to spend the whole game committing to high movement, so chasing the projectile itself is usually less stable than walking, shielding, and spearing the body when Duck Hunt finally moves forward.
At the same time, Duck Hunt is far stronger at midrange behind projectiles than in point-blank defense. Corrin can use tippered fair, uair, and Pin to stab the body standing behind can or the retreat path after a reset, and once she gets in, keeping stage control matters more than winning one big swing immediately because every extra step backward gives Duck Hunt another chance to reestablish the setup.
The frame table also shows clear punish windows. Jab 1-3, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, every smash attack, bair, and dair are all punishable by OOS nair (9f), grab (10f), OOS uair (10f), or OOS fair (12f). By contrast, nair, fair, and uair do not reliably lose to an in-place punish, and forcing those checks usually lets Duck Hunt drift out and restart can control.
For kills, it is more repeatable to push Duck Hunt to ledge, wait on the slow Up B recovery and landing, then finish with bair, Up Smash, or the kick from Pin than to try to solve every projectile exchange in center stage. Corrin’s own recovery is not built for reckless offstage chases, so the stronger plan is to alternate between ledgetraps and shallow edgeguards instead of overcommitting.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Corrin OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -18 |
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| Jab 2 | 5 | -19 |
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| Jab 3 | 6 | -21 |
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| Rapid Jab | 5/7/9/… | — | ||
| Rapid Jab Finisher | 5 | -36 |
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| Forward Tilt | 8 | -15 |
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| Up Tilt | 7 | -13 |
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| Down Tilt | 6 | -13 |
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| Dash Attack | 10 | -23 |
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| Forward Smash | 17/23/29 | -30 |
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| Up Smash | 12/20/28 | -22 |
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| Down Smash | 12/20/28 | -24 |
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| Neutral Air | 6 | -5/-7 |
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| Forward Air | 7 | -5/-6/-6 |
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| Back Air | 7 | -9/-10 |
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| Up Air | 6/12/20 | -9/-8 |
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| Down Air | 14/20 | -12/-11 |
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| Neutral B | 1 / 16 / 1—2 | — | ||
| Side B | 17 | — | ||
| Up B | — | — | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not jump over can, gunman, or clay pigeon immediately. Use walk shield to confirm where Duck Hunt is trying to reset, then stop the forward movement or jump with tippered fair, uair, and Pin.
- After blocking jab 1-3, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, any smash attack, bair, or dair, punish cleanly with OOS nair (9f), Grab (10f), OOS uair (10f), or OOS fair (12f).
- Do not force in-place shield punishes on nair, fair, or uair. Step forward instead and cover the retreat, can re-control, or landing that comes next.
- Once you reach close range, do not give the ground back for free. Walk Duck Hunt to ledge and collect Duck Jump landings and jump getups with bair and Up Smash.
- Close stocks by mixing ledgetraps with shallow fair and uair edge pressure so Duck Hunt never gets time to rebuild the setup.
Actions to Avoid
- Trying to dash or full hop over every can or gunman line and letting fair, bair, or uair swat you back into another projectile reset.
- Swinging only at the can itself while ignoring Duck Hunt’s body and retreat path, which hands over the time needed to reset the setup again.
- Treating nair, fair, and uair as automatic shield punishes, whiffing in place, and letting Duck Hunt drift out into can control.
- Chasing too deep offstage, touching Duck Jump follow-ups or projectiles, and exposing Corrin’s own weak recovery before the stock is actually closed.