Matchup Summary (Win Condition and Game Plan)
This matchup is decided by whether Duck Hunt can keep Ken out of jab and down tilt range before the touch turns into huge damage and Shoryuken kill pressure. Once Ken gets started, Duck Hunt’s close-range defense is thin enough that even center stage can become a losing scramble immediately.
Ken does have to force his way in from the outside, though, and his air drift is not especially strong. If Duck Hunt keeps changing Can height, Wild Gunman placement, and walking retreat timing, Ken gets pushed toward forced jumps, Tatsumaki, Hadoken, and Focus entries instead of clean grounded pressure. The important part is not to rely on only one projectile at a time, because Focus can absorb a single layer and keep moving.
The frame table shows that Jab 2, Jab 3, Jab (1), Forward Tilt (1), Forward Tilt (3), Up Tilt (2), Down Tilt (1), Down Tilt (2), Dash Attack, every smash attack, Neutral B, Side B, and Down B are all punishable with OOS Nair (9f), OOS Uair (9f), and Grab (10f). By contrast, Jab (2), Forward Tilt (2), Up Tilt (1), nair, fair, bair, and uair are much harder to stop on the spot, so it is better to seal the landing and the next dash lane with Can returns than to mash after every block.
Kills are more repeatable when Duck Hunt pushes Ken to ledge, stretches the ledge phase with Can and Gunman, covers jump with bair, vertical landings with up smash, and reckless Tatsumaki or Focus with shield punishes. Chasing too far offstage matters less here than keeping Ken’s horizontal recovery route uncomfortable from the stage.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Duck Hunt OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -10 |
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| Jab 2 | 3 | -21 |
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| Jab 3 | 8 | -21 |
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| Jab (1) | 7 | -19 |
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| Jab (2) | 9/16 | -10/-6 |
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| Forward Tilt (1) | 3 | -20 |
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| Forward Tilt (2) | 8 | -8 |
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| Forward Tilt (3) | 10 | -18/-14 |
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| Up Tilt (1) | 3 | -8 |
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| Up Tilt (2) | 7 | -19 |
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| Down Tilt (1) | 2 | -9 |
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| Down Tilt (2) | 6 | -15 |
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| Dash Attack | 7 | -22 |
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| Forward Smash | 13 | -24/-21 |
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| Up Smash | 9 | -24 |
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| Down Smash | 5 | -25 |
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| Neutral Air | 6 | -2/-2, -1/-2 |
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| Forward Air | 8 | -7/-6, -7/-6 |
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| Back Air | 8 | -4/-5 |
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| Up Air | 5 | -8 |
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| Down Air | 8 | -10 |
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| Neutral B | 13 | -35/-34 |
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| Side B (1) | 8/13—38 | -25 to -30 |
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| Side B (2) | 8/13/18/23/28/33/38 | -36 |
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| Up B (1) | 6 | ** | ||
| Up B (2) | 5/6/9 | ** | ||
| Down B | 12 (+21), 12(+31), 12(+59) | -32, -33, unblockable |
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| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Do not send every Can on the same lane. Mix Gunman placement, Can return timing, and walk-back spacing so Ken never gets the same jab, down tilt, or Focus path twice.
- After blocking Jab 2, Jab 3, Jab (1), Forward Tilt (1), Forward Tilt (3), Up Tilt (2), Down Tilt (1), Down Tilt (2), Dash Attack, any smash attack, Neutral B, Side B, or Down B, answer immediately with OOS Nair (9f), OOS Uair (9f), or Grab (10f).
- Do not force an instant punish after Jab (2), Forward Tilt (2), Up Tilt (1), nair, fair, bair, or uair. Close the Can return route, landing spot, and dash lane instead so the second approach gets caught.
- Do not throw only one projectile into Focus. Layer Gunman, Can returns, and walk-forward pressure so the armor gets stripped before Ken reaches point-blank range.
- At kill percent, avoid center-stage smash fishing and keep the ledge sequence running instead: bair for jump, up smash for landings above you, and grab when Ken blocks in place.
Actions to Avoid
- Repeating the same Can height and Gunman rhythm until Ken gets to break through with Focus, jump, or Tatsumaki on one read.
- Blocking Jab 2, Jab 3, down tilt, dash attack, Hadoken, Tatsumaki, or Focus but still giving Ken another free chance to restart point-blank pressure.
- Swinging immediately after Jab (2), Forward Tilt (2), Up Tilt (1), or close aerials that are not actually punishable and losing the next guess because your answer whiffs.
- Chasing too deep offstage or escaping high and giving up the ledge phase where Can and Gunman are supposed to squeeze Ken’s horizontal return.