Duck Hunt vs Young Link

Young Link Matchup (Duck Hunt)

Duck Hunt vs Young Link

In Duck Hunt vs Young Link, the stable plan is to move beyond the arrow and boomerang trade, walk behind a moving can to hit the body, and finish at the ledge with back air and up smash.

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Matchup Summary (Win Condition and Game Plan)

This matchup gets bad if Duck Hunt settles for a straight projectile trade against Young Link’s arrows, boomerang, and bomb, because Young Link gets to line up fast neutral air pressure and up smash confirms first. Duck Hunt needs to move can first, walk behind it, and hit Young Link himself at the end of the toss.
The base plan is to pin horizontal movement with can and Wild Gunman, then cover jumps with forward air, back air, and up air until the exchange reaches the ledge. Trying to erase every projectile is worse than using one opening to take space.
The frame table also shows that neutral air, forward air, back air, Z air, and Side B are hard to punish directly from shield, while rapid jab finisher, up tilt, dash attack, the smash attacks, up air, down air, Neutral B, and Up B (1) are punishable. Defense should be focused there.
KOs are most repeatable when Duck Hunt uses can to scatter boomerang coverage and ledge options, then cashes out with back air on ledge jump, up smash on landings above, or a punish on the lag after a heavier swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDuck Hunt OOS Candidate MovesBarely Missed Moves
Jab 14-10
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+2)
Jab 26-7
  • None
  • OOS Nair (+2)
  • OOS Uair (+2)
  • Grab (+3)
  • OOS Bair (+3)
  • OOS Fair (+3)
Jab 36-25
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Rapid Jab3/5/7
Rapid Jab Finisher4-37
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Tilt10-12/-13
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
Up Tilt9-14
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+3)
Down Tilt8-7/-8/-10
  • None
  • OOS Nair (+2)
  • OOS Uair (+2)
  • Grab (+3)
  • OOS Bair (+3)
  • OOS Fair (+3)
Dash Attack8-16
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+1)
Forward Smash (1)15-27
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Smash (2)11-30
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up Smash10/25/41-22
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Smash9/21-31/-33/-20/-21
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Neutral Air4-2/-3
  • None
Forward Air14/24-3/-2
  • None
Back Air6/18-3/-3
  • None
Up Air5-9
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • Up Smash (+3)
Down Air13Bounce: ** | Fast Fall: -11/-12
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+1)
Z Air9-3
  • None
Neutral B14—47-16 to -10
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+2)
Side B27-8 to -4
  • None
Up B (1)9…-17
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up B (2)8/12/16/19/22/26/31/39/47
Down B17
Grab12
Dash Grab14
Pivot Grab15

Win Condition Checklist

  • The moment arrow or boomerang appears, move can first and walk behind it so Young Link’s toss ending and landing can be met with forward air, back air, or up air.
  • After blocking neutral air, forward air, back air, Z air, or Side B, do not swing back immediately; keep Wild Gunman and can active and only seal the landing and ledge direction.
  • Punish rapid jab finisher, up tilt, dash attack, forward smash, up smash, down smash, up air, down air, Neutral B, and Up B (1) on shield with OOS neutral air, OOS up air, grab, or up smash.
  • Do not stare at bomb alone. Track Young Link’s body first, then walk in after the explosion and stack the next can pop or back air onto the light hurtbox.
  • Finish at the ledge, not deep offstage, by scattering the getup choices with can and closing with back air on ledge jump, up smash on landing, or down smash on roll.

Actions to Avoid

  • Staying in a full-screen arrow, boomerang, and bomb trade and giving up the walking pressure Duck Hunt should create from behind can.
  • Swinging every time neutral air, forward air, back air, or Z air touches shield and letting drifted landings flow straight into the second approach.
  • Chasing bomb itself and losing track of Young Link’s forward movement and up smash threat.
  • Overchasing offstage and letting Spin Attack or back air ruin Duck Hunt’s own recovery first.

Reference Links

Related Pages