Olimar vs Duck Hunt

Duck Hunt Matchup (Olimar)

Olimar vs Duck Hunt

Olimar vs Duck Hunt is won by disrupting setup layers before can and gunman are fully established, then stretching every close-range opening against Duck Hunt's weaker defense.

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Matchup Summary (Win Condition and Game Plan)

This matchup is a zoning battle, but the two characters control space differently. Duck Hunt becomes strongest once can, gunman, and clay layers are already in place, while Olimar has the tools to interrupt the setup directly with Pikmin Throw before it fully stabilizes. If Duck Hunt gets to build the wall first, approaching becomes annoying; if Olimar reaches close range first, Duck Hunt’s defense is much less convincing.
Olimar should not spend the whole matchup drifting away from can. White and purple Pikmin throws are best used to move Duck Hunt’s body first, then catch the jump or pullback with Fair, Up Tilt, or Up Smash. Duck Hunt’s grounded buttons are very punishable on block, and when the projectile stack thins out, the character does not push Olimar back especially well at point blank.
The frame table shows Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, and Down Air are all punishable through Grab (10f), OOS Fair / Nair (10f), or Up Smash (12f). By contrast, Nair, Fair, Bair, and Uair do not give stable immediate punishes, and trying to swing anyway while can or gunman is still active often just hands the space back.
Kills are more reliable through purple-Pikmin landing traps, Up Smash, Uair, and ledge pressure than through center-stage scrambles. Once Pikmin management breaks down, Olimar loses control quickly, so the reset after getting pushed out matters almost as much as the first neutral win.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Use Pikmin Throw to move Duck Hunt before can and gunman are fully layered, then catch the jump or retreat with Fair, Up Tilt, and Up Smash.
  • After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, or Down Air, take the listed punish with Grab (10f), OOS Fair / Nair (10f), and Up Smash (12f).
  • Do not force immediate retaliation into Nair, Fair, Bair, or Uair while can or gunman is still covering the space. Reclaim the landing and stage position first.
  • Build kills through purple-Pikmin landing traps, Up Smash, Uair, and ledge continuation rather than center-stage hard commitments.
  • After getting pushed out, rebuild Pikmin order and count before trying to retake space so Duck Hunt does not exploit a bad reset.

Actions to Avoid

  • Running away from can for too long and letting Duck Hunt finish every setup layer uncontested.
  • Swinging after safe aerials into the remaining projectile coverage and giving back the positional edge.
  • Advancing immediately after losing Pikmin and exposing Olimar’s weaker close-range body without the right lineup.
  • Forcing center-stage smash calls for the kill and getting dragged back into can-and-retreat pacing.

Reference Links

Related Pages