Duck Hunt vs Simon

Simon Matchup (Duck Hunt)

Duck Hunt vs Simon

In Duck Hunt vs Simon, the stable plan is to keep a low can moving forward, skew Simon's whip and projectile timings, then cash out at the ledge with back air and up smash.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets bad when Duck Hunt politely accepts a full-screen exchange against axe, cross, and holy water, then retreats again every time can gets stopped. Duck Hunt wins more by sending a low can first, delaying Simon’s whip timing, and walking behind it to punish Simon’s slow retreat than by trying to out-count projectiles.
Simon is extremely strong at tipper forward tilt, forward air, and back air, but his straight-line escape speed and close-range scrapping are much thinner. If Duck Hunt narrows the ground lane with can and Wild Gunman and only calls out the jump with forward air, back air, and up air, it becomes much easier to catch the landing or backward drift before holy water gets established. Do not stack close shield pressure, because Simon’s Up B will break that pattern immediately. At point-blank range, prioritize trapping the landing and roll path instead of forcing a direct brawl.
The frame table also shows that forward tilt, up tilt, down tilt (1), down tilt (2), dash attack, the smash attacks, down air, and Side B are real punish windows. By contrast, rushing to hit out of shield after forward air, back air, up air, or Neutral B often just gives Simon space to reset stage control. After blocking those moves, keep can active and cover the next landing or ledge route first.
KOs are most repeatable when Duck Hunt uses can at the ledge to split jump and roll, then closes with back air on ledge jump, up smash on high landings, or down smash on roll. Chasing too far offstage is less stable than repeatedly attacking Belmont’s weaker ledge defense.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDuck Hunt OOS Candidate MovesBarely Missed Moves
Jab 15-21
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Jab 23-23
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Rapid Jab9/12/15…
Rapid Jab Finisher3-37
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Tilt12-8/-7
  • None
  • OOS Nair (+2)
  • OOS Uair (+2)
  • Grab (+3)
  • OOS Bair (+3)
  • OOS Fair (+3)
Up Tilt10-17
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Tilt (1)7-31
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Tilt (2)8-42/-28
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Dash Attack10/13/16/19/22/24-26
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Smash24-28/-26
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up Smash16-27/-26
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Smash14/20-33/-30/-27/-24
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Neutral Air8…-12/-11
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+1)
Forward Air14-6/-5/-8
  • None
Back Air14-6/-5/-8
  • None
Up Air14-6/-5/-8
  • None
Down Air13-21/-23
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Neutral B30-6
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Side B19-15
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+2)
Up B6/9/…**
Down B18**
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Keep a low can moving in front of Duck Hunt, walk behind it, and use the end of axe or returning cross to slip inside Simon’s whip spacing.
  • Punish forward tilt, up tilt, down tilt (1), down tilt (2), dash attack, forward smash, up smash, down smash, down air, and Side B on shield with OOS neutral air, OOS up air, grab, or up smash.
  • After blocking forward air, back air, up air, or Neutral B, do not mash immediately. Leave can and Wild Gunman in play and seal Simon’s landing and ledge route first.
  • Meet the jump out or backward drift before holy water gets set with back air, forward air, or up air, then turn that touch into a ledge sequence.
  • Finish stocks mainly through ledge can pressure, back air on ledge jump, up smash on high landings, and down smash on roll.

Actions to Avoid

  • Backing away every time axe, cross, or holy water appears and letting Simon hold tipper whip spacing forever.
  • Pressuring Simon’s shield at close range with aerials and repeatedly giving Up B a clean interrupt.
  • Swinging immediately after every blocked forward air, back air, up air, or Neutral B and letting Simon drift out and rebuild the wall.
  • Overcommitting offstage and letting Duck Hunt’s own recovery become the first thing Simon punishes.

Reference Links

Related Pages