Duck Hunt vs King K. Rool

King K. Rool Matchup (Duck Hunt)

Duck Hunt vs King K. Rool

In Duck Hunt vs King K. Rool, the stable plan is to shove can into crown and blunderbuss lag, then cash out at the ledge with back air and up smash backed by Wild Gunman.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets flipped fast if Duck Hunt keeps taking crown, blunderbuss, and belly armor head-on, but King K. Rool’s huge body and slow reversals are exactly what can and Wild Gunman punish.
The base plan is to move can first, walk behind it, hit King K. Rool himself during crown recovery or blunderbuss lag, and cover jumps with forward air, back air, and up air until he is cornered.
The frame table also shows that the jab string, forward tilt, up tilt, down tilt, dash attack, the smash attacks, Neutral B, and Side B are clearly punishable, while neutral air, forward air, back air, and up air are not easy to punish on the spot. After shielding those aerials, sealing the landing and ledge direction is more stable.
KOs are most repeatable when Duck Hunt extends ledge time with can and Wild Gunman, then cashes out with back air on ledge jump, up smash on landings from above, or a punish on the lag after a missed crown or cannon sequence.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDuck Hunt OOS Candidate MovesBarely Missed Moves
Jab 14-16
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+1)
Jab 23-20
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Jab 35-21
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Tilt12-20/-18
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up Tilt5-21
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Tilt13-17
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Dash Attack7-38
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Smash19-29/—/-29/—/-29/-30
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up Smash6/19/22-55/-42
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Smash22-29/-34
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Neutral Air7-4/-5
  • None
Forward Air11-5/-6/-7/-7
  • None
Back Air18-7/-9
  • None
  • OOS Nair (+2)
  • OOS Uair (+2)
  • Grab (+3)
  • OOS Bair (+3)
  • OOS Fair (+3)
Up Air7-8/-9
  • None
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+2)
Down Air14-9/-10
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • Up Smash (+3)
Neutral B25-25
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Side B27-26
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up B11**
Down B5 (Start of Counter)**
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Push can in on crown toss, crown return, and the lag after blunderbuss fires, then layer Wild Gunman behind it so Duck Hunt keeps walking King K. Rool backward.
  • Punish jab 1-3, forward tilt, up tilt, down tilt, dash attack, forward smash, up smash, down smash, Neutral B, and Side B on shield with OOS neutral air, OOS up air, grab, or up smash.
  • Do not brawl immediately after blocking neutral air, forward air, back air, or up air; take the landing and ledge route first, then stack forward air, back air, or can explosion onto the large hurtbox.
  • Do not keep hitting belly armor from the same angle. Use delayed can explosions, drift back, and cross-ups to drain the armor without giving him a clean armored trade.
  • Stay shallow offstage and finish at the ledge, waiting for up B landing or ledge jump to close with can, back air, or up smash.

Actions to Avoid

  • Settling for a full-screen projectile trade against crown and blunderbuss and giving up Duck Hunt’s forward pressure with can and Wild Gunman.
  • Hitting belly armor from the same height over and over with can or aerials and letting armored dash attack or up tilt steal the turn back.
  • Swinging every time neutral air, forward air, back air, or up air touches shield and whiffing on drift-back landings that let King K. Rool escape to ledge.
  • Chasing too deep offstage and getting clipped by back air or down air before Duck Hunt can get back.

Reference Links

Related Pages