Meta Knight vs Duck Hunt

Duck Hunt Matchup (Meta Knight)

Meta Knight vs Duck Hunt

Meta Knight vs Duck Hunt is about not trying to clear the projectile wall in one jump, then turning one close-range opening into a juggle, ledgetrap, or edgeguard.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Duck Hunt wants to stack Trick Shot, Wild Gunman, and Clay Shooting so your ground path and landing route get covered at the same time. If Meta Knight tries to force one big dash-in or one big jump over everything, he often runs into the projectile layer first and then gets intercepted by Fair, Bair, Uair, or Down Tilt before his turn really starts.
But Duck Hunt is much less comfortable once Meta Knight actually reaches close range. Jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, Back Air, Up Air, and Down Air are all punishable on shield by OOS Dair (7f), Up B (7f), Up Smash (8f), OOS Nair (9f), or OOS Uair (9f). That means the better plan is not to brute-force through the wall, but to use multiple jumps and air drift to weave around the firing lanes, make Duck Hunt swing with the body, and then punish that committed button.
By contrast, Neutral Air and Forward Air are too safe to challenge on the spot most of the time. Swinging right away after every block only gives Duck Hunt space to reset the can, retreat, and rebuild the wall. When the punish is not real, Meta Knight should keep tracking the landing and ledge route so the second touch becomes the meaningful one.
That matters even more because Duck Hunt’s recovery travels far but Up B itself has no hitbox. Once Meta Knight wins the first launch, he can keep the advantage with Uair chains, Shuttle Loop, and offstage Back Air pressure instead of letting Duck Hunt drift back to center and set up again. The win condition is not slow attrition in center stage; it is one opening into a long advantage sequence that cashes out before the zoning engine restarts.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldMeta Knight OOS Candidate MovesBarely Missed Moves
Jab 14-18
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Jab 25-19
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Jab 36-21
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Rapid Jab5/7/9/…
Rapid Jab Finisher5-36
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Forward Tilt8-15
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Up Tilt7-13
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Down Tilt6-13
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Dash Attack10-23
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Forward Smash17/23/29-30
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Up Smash12/20/28-22
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Down Smash12/20/28-24
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (12f)
Neutral Air6-5/-7
  • None
  • OOS Dair (+2)
  • Up B (+2)
  • Up Smash (+3)
Forward Air7-5/-6/-6
  • None
  • OOS Dair (+2)
  • Up B (+2)
  • Up Smash (+3)
Back Air7-9/-10
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+3)
Up Air6/12/20-9/-8
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
Down Air14/20-12/-11
  • OOS Dair (7f)
  • Up B (7f)
  • Up Smash (8f)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (+1)
Neutral B1 / 16 / 1—2
Side B17
Up B
Down B
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not try to leap over Trick Shot, Gunman, and Clay all at once. Use multiple jumps and air drift to thread around the firing lanes before committing to the body.
  • After blocking the jab string, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, Back Air, Up Air, or Down Air, punish immediately with OOS Dair (7f), Up B (7f), Up Smash (8f), OOS Nair (9f), or OOS Uair (9f) so Duck Hunt cannot rebuild the wall for free.
  • After blocking Neutral Air or Forward Air, do not force a fake punish. Track the landing spot and ledge direction instead, then start the real sequence on the next touch.
  • Once Duck Hunt is airborne, do not give center stage back. Keep the Uair chase going and treat the hitbox-less Up B route as a chance to extend into an edgeguard.
  • At kill percent, lean on Uair chains, Up B, Back Air, and ledge Up Smash rather than a single center-stage hard read.

Actions to Avoid

  • Trying to clear the projectile wall with one high jump and feeding directly into Fair, Bair, or Uair anti-airs.
  • Swinging after every blocked Neutral Air or Forward Air and letting Duck Hunt reset can placement and spacing.
  • Taking one hit at close range, then ending the sequence early and giving Duck Hunt enough time to rebuild the entire zoning layer.
  • Overchasing too deep offstage, then losing stage control on the way back because the stock was forced too hard.

Reference Links

Related Pages