Duck Hunt vs Cloud

Cloud Matchup (Duck Hunt)

Duck Hunt vs Cloud

Duck Hunt vs Cloud is most stable when Duck Hunt uses can and Wild Gunman to stop Cloud's walk-up and Limit charge, then cashes out at the ledge instead of forcing center-stage brawls.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets rough quickly if Cloud is allowed to walk forward, swing safe aerials, and charge Limit before Duck Hunt has can and Wild Gunman in place, because Duck Hunt does not want to defend point-blank for long.
Duck Hunt’s stable structure is to move can first, stack Wild Gunman and Clay Pigeon behind it, stop Cloud’s ground advance and Limit charge, and send Cloud to the ledge by catching jumps with forward air, back air, and up air.
As the table shows, Cloud’s jab string, tilts, dash attack, smashes, Neutral B, Side B, and Down B (2) are clearly punishable, while nair, fair, bair, and uair are not the places to force an immediate swing back. After shielding those, resetting can and sealing the landing route is more reliable.
Stocks are most repeatable when Duck Hunt stalls Cloud’s recovery and ledge options with can plus Wild Gunman, then closes with back air on ledge jump or up smash on landings from above.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDuck Hunt OOS Candidate MovesBarely Missed Moves
Jab 14-21
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Jab 25-24
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Jab 36-27
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Tilt9-16
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+1)
Up Tilt6-18
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Tilt7-26
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Dash Attack9-26
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Smash19/24/28-29/-30
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up Smash12-24
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Smash8/21-38/-20
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Neutral Air5-5
  • None
Forward Air18-6/-6/-7
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Back Air11-3
  • None
Up Air8-5/-5
  • None
Down Air11-11/-12
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+1)
Neutral B18(18)-25(-33)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Side B10-25
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up B7/10**
Down B (1)
Down B (2)12 (ground) // 14 (air)-70/-71
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Grab9
Dash Grab12
Pivot Grab13

Win Condition Checklist

  • Duck Hunt should send can out first, then add Wild Gunman and Clay Pigeon so Cloud cannot walk forward or charge Limit on one fixed timing.
  • After Duck Hunt blocks Cloud’s jab string, forward tilt, up tilt, down tilt, dash attack, smash attacks, Neutral B, Side B, or Down B (2), answer with OOS Nair (9f), OOS Uair (9f), grab (10f), or Up Smash (12f).
  • When Cloud’s nair, fair, bair, or uair hits shield, Duck Hunt should not mash immediately and should instead place the next can path on the drift-back or landing route.
  • Once Cloud is cornered, Duck Hunt should place can near the non-Limit Climhazzard route and use Wild Gunman plus back air to cover jump and neutral getup together.

Actions to Avoid

  • Relying on shield before can is active and letting Cloud start close pressure with safe nair and bair.
  • Swinging after every blocked nair, fair, bair, or uair and losing stage because Cloud drifts away or reclaims space with the next sword swing.
  • Focusing only on pulling can back and giving Cloud free time to charge Limit and strengthen the midrange wall.
  • Chasing too deep offstage for one hit and letting back air or Climhazzard reverse the position against Duck Hunt’s recovery.

Reference Links

Related Pages