Duck Hunt vs Mii Brawler

Mii Brawler Matchup (Duck Hunt)

Duck Hunt vs Mii Brawler

Duck Hunt vs Mii Brawler is a control matchup where Duck Hunt uses Can and Gunman to deny low approaches, reduce close-range scrambles, and finish stocks through repeated landing traps and ledge pressure.

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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 MoveStartupOn ShieldDuck Hunt OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+2)
Jab 22-14
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+3)
Rapid Jab5/7/9…
Rapid Jab Finisher4-33
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Tilt6-13/-13/-13
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
Up Tilt5-17
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Tilt7-12
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
Dash Attack6-18
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Smash17-38
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up Smash8-29
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Smash9-25
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Neutral Air3-2/-3
  • None
Forward Air8/15-8/-8
  • None
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+2)
Back Air7-6
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Up Air6-6
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Down Air16-13
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
Up B (1)10/30-23
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up B (2)8…
Up B (3)3/6/9/12/15/20
Grab6
Dash Grab9
Pivot Grab10

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.

Reference Links

Related Pages