Duck Hunt vs Steve

Steve Matchup (Duck Hunt)

Duck Hunt vs Steve

In Duck Hunt vs Steve, the stable plan is to deny mining instead of settling for a long-range exchange, push forward with can and Wild Gunman in front of the crafting table, and close stocks at the ledge with back air and up smash.

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Matchup Summary (Win Condition and Game Plan)

The worst version of this matchup is letting the game stay at long range while Duck Hunt only sends can and clay from far away, giving Steve free time to mine, refresh tools, and reset the crafting table. Once Steve is stocked with materials and weapons, block, Minecart, and up tilt let him force close-range touches quickly, so Duck Hunt has to disturb the mining spot before that structure is in place.
Duck Hunt should place either can or Wild Gunman in front of the crafting table first, then inch forward and keep moving the mining position. Instead of forcing a direct jump into the face of block walls, it is more stable to break the footing with can and only meet the jump away or the escape onto the blocks with forward air, back air, and up air, then carry Steve to the ledge. Automatically jumping over every block is dangerous because it feeds directly into up tilt and up air starters.
The frame table also shows that jab, dash attack, forward smash, up smash, down smash, neutral air, and down air are real shield punishes, while up tilt, down tilt, forward air, back air, and up air are much harder to take back immediately. If Duck Hunt mashes there anyway, Steve can often restart pressure with another up tilt or Minecart, so after blocking the safer options, decide first whether to close the mining spot, the landing, or the ledge while keeping can active.
Do not rush for the kill in a center-stage brawl. The repeatable finish is to use ledge can and Wild Gunman to split Minecart, ledge jump, and block-assisted drift, then close with back air or up smash. Chasing too far offstage is less stable than covering Elytra’s landing and ledge timing together.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDuck Hunt OOS Candidate MovesBarely Missed Moves
Jab4 (Gold: 3)-10 / (Gold: -9)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • Up Smash (+3)
Up Tilt6 (Gold: 4)Punch -4 | Wood -3 | Stone -3 |Iron -2 | Gold -1 | Diamond -1
  • None
Down Tilt12…+5
  • None
Dash Attack8 (Gold: 8)Punch -15 | Wood -13 | Stone -12 | Iron -12 | Gold -10 | Diamond -10
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+2)
Forward Smash13 (Gold: 10)Punch -22 | Wood -20 | Stone -19 | Iron -18 | Gold -15 | Diamond -17
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+2)
Up Smash8…-11
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+1)
Down Smash8…-34/-16
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+1)
Neutral Air4 (Gold: 3)-10 (Gold: -9)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • Up Smash (+3)
Forward Air8Punch -8/-8 | Wood -8/-7 | Stone -7/-7 | Iron -7/-7 | Gold -8/-7 | Diamond -7/-6
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Back Air12Punch -8/-8 | Wood -7/-7 | Stone -7/-7 | Iron -7/-6 | Gold -7/-7 | Diamond -6/-6
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Up Air4 (Gold: 4)Punch -4 | Wood -3 | Stone -3 | Iron -2 | Gold -1 | Diamond -1
  • None
Down Air20-14
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+3)
Neutral B**
Side B18**
Up B28 (Ground) / 23 (Air)**
Down B****
Grab13
Dash Grab16
Pivot Grab17

Win Condition Checklist

  • Put can or Wild Gunman in front of the crafting table or the mining spot first so Steve cannot mine in place and refresh resources for free.
  • Do not jump straight over blocks. Break the platform with can first, then catch jump-outs or escapes onto the block with forward air, back air, or up air and carry Steve to the ledge.
  • After blocking jab, dash attack, forward smash, up smash, down smash, neutral air, or down air, always take the punish with OOS neutral air, OOS up air, grab, or up smash.
  • After blocking up tilt, down tilt, forward air, back air, or up air, do not mash. Keep can active and decide first whether to shut off the mining spot or the landing.
  • Finish stocks by using ledge can and Wild Gunman to split Minecart, ledge jump, and Elytra landings, then close with back air or up smash.

Actions to Avoid

  • Staying in a long-range exchange at the edge of the screen and giving Steve free time to mine, place the crafting table, and upgrade tools.
  • Jumping high every time block appears and letting up tilt or up air starters snowball damage and KO pressure.
  • Swinging right after blocking up tilt, down tilt, forward air, back air, or up air and letting Steve extend the close-range sequence with another up tilt or Minecart.
  • Overcommitting offstage when the more stable answer is to trap Elytra’s landing and the ledge together.

Reference Links

Related Pages