Duck Hunt vs Incineroar

Incineroar Matchup (Duck Hunt)

Duck Hunt vs Incineroar

Duck Hunt vs Incineroar is most stable when can and gunman keep the slowest approaches out, while Revenge and Side B are denied and the finish comes from ledge traps.

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Matchup Summary (Win Condition and Game Plan)

The matchup is volatile once Incineroar gets into close range, but getting there in the first place is exactly where Duck Hunt’s can, gunman, and clay pigeon pressure line up well against Incineroar’s bottom-tier mobility and projectile weakness.
Duck Hunt’s default structure should be to send can first, walk behind it, and then react to Incineroar’s jump, shield, or Revenge with Fair, Bair, or Up Smash covering the next lane instead of scrambling at point-blank range.
As the table shows, Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Neutral B, and Up B are all cleanly punishable by OOS Nair (9f), OOS Uair (9f), Grab (10f), or Up Smash (12f). By contrast, nair, bair, and uair do not give a same-spot punish, and Side B or Down B do not lead to shield punishes on reaction, so forcing a button after every block is worse than resetting space.
The win condition is to avoid feeding Revenge with predictable projectiles, push Incineroar into repeated jumps and ledge situations, and then cash out through can-led gunman traps into Bair or Up Smash once the Side B kill windows have been respected.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDuck Hunt OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+3)
Jab 24-23
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Jab 34-28
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Tilt12-12
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
Up Tilt6-19
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Tilt9-11
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+1)
Dash Attack8-21
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Smash16-22/-24
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up Smash13-23
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Smash18-28
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Neutral Air5-6/-8
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Forward Air8-9/-9
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • Up Smash (+3)
Back Air7-7/-6
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Up Air7-4
  • None
Down Air16-11/-11/-12
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+1)
Neutral B5/15/23/37/50/56-65
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Side B16
Up B11/38-51
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down B3 (Start of Counter)
Grab7
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Duck Hunt should place can and gunman first, then walk again behind them so Incineroar’s slow grounded approach is always forced to detour through a jump, shield, or risky burst.
  • After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Neutral B, or Up B, Duck Hunt should always reclaim the turn with OOS Nair (9f), OOS Uair (9f), Grab (10f), or Up Smash (12f) and go straight back into projectile structure.
  • When Revenge appears, Duck Hunt should stop adding projectiles on the same rhythm and instead drain the buff with grab, retreating movement, or delayed can explosions.
  • At the ledge, Duck Hunt should prioritize maintaining can and gunman over deep chasing, use Bair for jump from ledge, Up Smash for high landings, and can explosions for Up B landings.

Actions to Avoid

  • Repeating projectiles at the same height and tempo and handing Revenge a free damage boost.
  • Entering close-range scraps before can is established and letting nair or Side B start the real Incineroar win condition.
  • Swinging immediately after blocked nair, bair, or uair and losing the turn to drift mixups or re-entry pressure.
  • Chasing too far offstage and turning a winning ledge trap into a recovery scramble where Duck Hunt’s own Up B vulnerability shows first.

Reference Links

Related Pages