Matchup Summary (Win Condition and Game Plan)
Mii Brawler can turn dash, low jump, nair, fair, up tilt, and dash attack into heavy close-range pressure, and depending on the special setup, many of the kill options also stay concentrated in the same range, so Duck Hunt struggles badly if Brawler gets in before Can or Gunman are established.
At the same time, the outer layer is still easier for Duck Hunt to shape. Once Can and Gunman are placed side by side, Mii Brawler is pushed into more jump and shield decisions before getting to the point-blank range he wants. As the table shows, Jab 1-2, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Down Air, and Up B (1) are all punishable by OOS Nair (9f), OOS Uair (9f), Grab (10f), or OOS Fair/Bair (10f).
By contrast, nair, fair, bair, and uair are mostly too safe to challenge in place, so immediate retaliation after every blocked aerial often just hands Brawler another landing trap. It is more stable to wait for the second touchpoint and cover the drift path with Can or Bair.
The win condition is to keep rolling Can in front while mixing Gunman and Clay Shooting so the frontal lane never becomes simple, then turn every launch into another ledge or landing sequence. Instead of brawling at point-blank, keep the set centered on repeated advantage at the ledge and on the way down.
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 | 2 | -14 |
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| Rapid Jab | 5/7/9… | — | ||
| Rapid Jab Finisher | 4 | -33 |
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| Forward Tilt | 6 | -13/-13/-13 |
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| Up Tilt | 5 | -17 |
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| Down Tilt | 7 | -12 |
| |
| Dash Attack | 6 | -18 |
| |
| Forward Smash | 17 | -38 |
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| Up Smash | 8 | -29 |
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| Down Smash | 9 | -25 |
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| Neutral Air | 3 | -2/-3 |
| |
| Forward Air | 8/15 | -8/-8 |
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| Back Air | 7 | -6 |
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| Up Air | 6 | -6 |
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| Down Air | 16 | -13 |
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| Up B (1) | 10/30 | -23 |
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| Up B (2) | 8… | — | ||
| Up B (3) | 3/6/9/12/15/20 | — | ||
| Grab | 6 | — | ||
| Dash Grab | 9 | — | ||
| Pivot Grab | 10 | — |
Win Condition Checklist
- Use Can mainly to stop dash and low jump one step in front of Duck Hunt, not to send it all the way away every time. Layer Gunman or Clay Shooting around it so Mii Brawler cannot close distance through one clean frontal route.
- After blocking Jab 1-2, Rapid Jab Finisher, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Down Air, or Up B (1), immediately choose the punish that actually reaches from OOS Nair (9f), OOS Uair (9f), Grab (10f), OOS Fair/Bair (10f), or Up Smash (12f) and do not let the close-range phase drag on.
- After blocking nair, fair, bair, or uair, do not force an in-place shield punish. Track the retreat landing or drift instead, and place Can, Bair, or Uair on the second touchpoint.
- Once Mii Brawler is pushed to the ledge, stay onstage. Leave Can above or below the ledge, then let Gunman help cover standard getup and ledge jump together so horizontal recovery space stays cramped no matter which special setup is equipped.
- Take stocks mainly through ledge Can, Gunman, Bair, and Up Smash rather than center-stage hard reads. Make Mii Brawler repeat the same landing and ledge decisions until one of them breaks.
Actions to Avoid
- Opening the match by only backing away and sending Can too far out, which lets Mii Brawler shield or jump through it and take stage for free.
- Swinging the fastest OOS option after every blocked nair, fair, bair, or uair and getting punished because the move never truly became unsafe enough in place.
- Trying to meet Mii Brawler with grounded normals before Can and Gunman are active, giving up Duck Hunt’s spacing advantage and accepting a point-blank rotation instead.
- Chasing too deep offstage for the KO and turning a strong ledgetrap into a risky recovery scramble where Duck Hunt’s own return becomes the problem.