Matchup Summary (Win Condition and Game Plan)
This matchup gets bad when Corrin is allowed to swing long forward air and Dragon Lunge before Duck Hunt has space set, but Corrin’s slow horizontal movement and linear recovery are exactly what can and Wild Gunman exploit.
The core plan is to roll can first, walk behind it, force Corrin to commit to forward air or jump, then cover the descent with forward air, back air, and up air until the fight reaches the ledge.
The frame table also shows that neutral air, forward air, back air, up air, and Side B (1) are hard to punish directly from shield, so it is more stable to seal the landing and follow-up than to swing immediately. In contrast, the jab string, tilts, dash attack, smash attacks, and down air are clearly punishable, so defense should be focused there.
KOs are most repeatable when Duck Hunt stretches ledge time with can and Wild Gunman, then cashes out with back air on ledge jump, up smash on landings from above, or can coverage at the end of Corrin’s recovery.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Duck Hunt OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -19/-18 |
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| Jab 2 | 4 | -22 |
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| Jab 3 | 6 | -20/-19 |
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| Rapid Jab | 12/16/20… | ** | ||
| Rapid Jab Finisher | 3 | -32 |
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| Forward Tilt | 8 | -16 |
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| Up Tilt | 7 | -19 |
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| Down Tilt | 5 | -17 |
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| Dash Attack | 12/14/16/18/20/23 | -22 |
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| Forward Smash | 12/17 | -26/-26/-22 |
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| Up Smash | 13 | -31/-29/-28 |
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| Down Smash | 13 | -27/-28/-25 |
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| Neutral Air | 6 | -7/-7 |
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| Forward Air | 9 | -4 |
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| Back Air | 13 | -8/-9 |
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| Up Air | 7 | -5 |
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| Down Air | 12… | -21 |
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| Neutral B | 17—47 | ** | ||
| Side B (1) | 4 | -6 |
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| Side B (2) | 10 | — | ||
| Up B | 18… | — | ||
| Down B | 7 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Roll can first and walk behind it to force early forward air or Dragon Lunge, then place forward air, back air, or up air on Corrin’s landing.
- After blocking neutral air, forward air, back air, up air, or Side B (1), do not force an immediate punish; keep can active and only seal the landing and follow-up route.
- Treat jab 1-3, rapid jab finisher, forward tilt, up tilt, down tilt, dash attack, the smash attacks, and down air as the clear punish windows, and use OOS neutral air, OOS up air, grab, or up smash to take momentum back.
- Do not play a long-range charge game with Dragon Fang Shot; place Wild Gunman and can together, walk forward again, and make Corrin choose a spot with her slow horizontal movement.
- Stay on stage for the KO, use can to narrow the up B angle, and finish with ledge back air, down smash on roll, or up smash on landings above you.
Actions to Avoid
- Dropping can or Wild Gunman directly in front of Duck Hunt and letting Dragon Lunge or forward air cut through the setup and start close-range pressure.
- Swinging right after blocking neutral air, forward air, back air, or up air, then whiffing on a tipper or drift-back landing and getting shoved to the ledge instead.
- Respecting Dragon Fang Shot too much from full screen, leaving can idle, and giving Corrin a free walk forward.
- Chasing the recovery too far offstage and giving up Duck Hunt’s ledge trap even though can and Wild Gunman are the real closing tools here.