Marth vs Duck Hunt

Duck Hunt Matchup (Marth)

Marth vs Duck Hunt

In Marth vs Duck Hunt, the winning flow is to avoid forcing jumps through the projectile layers, walk and shield into range, and then snowball one touch into sword-tip landing traps and ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

Duck Hunt is strongest when can, Wild Gunman, and Clay Shooting stop horizontal movement and force Marth to jump into anti-airs like fair or bair.
However, Duck Hunt’s close-range defense and out-of-shield game are much thinner once Marth has actually walked through the projectile layer, so one clean sword touch can snowball into sustained landing traps and ledge pressure.
The win condition is to avoid immediate full-hop approaches on reaction to can, keep advancing with walking and shield, and use down tilt, fair, bair, and uair to cut off the dog’s retreat while punishing clear openings from jab, tilts, dash attack, and smashes with Up B or OOS fair.
For kills, it is more reliable to trap ledge jump, ledge drift, and Up B landing with tipper fair, bair, forward tilt, and up smash than to chase too far offstage and give Duck Hunt time to rebuild projectile control.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMarth OOS Candidate MovesBarely Missed Moves
Jab 14-18
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab 25-19
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Jab 36-21
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Rapid Jab5/7/9/…
Rapid Jab Finisher5-36
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Tilt8-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Tilt7-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down Tilt6-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Dash Attack10-23
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Forward Smash17/23/29-30
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Up Smash12/20/28-22
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Down Smash12/20/28-24
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (12f)
  • Up Smash (13f)
Neutral Air6-5/-7
  • Up B (5f)
  • OOS Uair (+3)
Forward Air7-5/-6/-6
  • Up B (5f)
  • OOS Uair (+3)
Back Air7-9/-10
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Dair (+3)
Up Air6/12/20-9/-8
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (+1)
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Bair (+2)
Down Air14/20-12/-11
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Fair (9f)
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Dair (+1)
  • Up Smash (+2)
Neutral B1 / 16 / 1—2
Side B17
Up B
Down B
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not jump through the projectile wall by default; walk and shield forward first, then use down tilt, fair, bair, and uair to cut off Duck Hunt’s retreat options.
  • When jab, forward tilt, up tilt, down tilt, dash attack, or smashes hit shield, punish with Up B or OOS fair and convert into landing traps or ledge carry instead of overextending for raw damage.
  • Once Duck Hunt is cornered, stay onstage and rotate tipper fair, bair, forward tilt, and up smash to deny ledge escape and Up B landing before new projectiles can be placed.

Actions to Avoid

  • Full hopping at the first sight of can or gunman and giving Duck Hunt the anti-air it is waiting for.
  • Swinging early smashes before reaching the dog’s body and letting the entire projectile game reset for free on whiff.
  • Chasing too deep offstage for the stock and handing back center stage plus setup time.

Reference Links

Related Pages