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 Move | Startup | On Shield | Duck Hunt OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -10 |
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| Jab 2 | 6 | -7 |
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| Jab 3 | 6 | -25 |
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| Rapid Jab | 3/5/7 | — | ||
| Rapid Jab Finisher | 4 | -37 |
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| Forward Tilt | 10 | -12/-13 |
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| Up Tilt | 9 | -14 |
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| Down Tilt | 8 | -7/-8/-10 |
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| Dash Attack | 8 | -16 |
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| Forward Smash (1) | 15 | -27 |
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| Forward Smash (2) | 11 | -30 |
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| Up Smash | 10/25/41 | -22 |
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| Down Smash | 9/21 | -31/-33/-20/-21 |
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| Neutral Air | 4 | -2/-3 |
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| Forward Air | 14/24 | -3/-2 |
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| Back Air | 6/18 | -3/-3 |
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| Up Air | 5 | -9 |
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| Down Air | 13 | Bounce: ** | Fast Fall: -11/-12 |
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| Z Air | 9 | -3 |
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| Neutral B | 14—47 | -16 to -10 |
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| Side B | 27 | -8 to -4 |
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| Up B (1) | 9… | -17 |
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| Up B (2) | 8/12/16/19/22/26/31/39/47 | — | ||
| Down B | 17 | — | ||
| Grab | 12 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
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.