Duck Hunt vs Charizard

Charizard Matchup (Duck Hunt)

Duck Hunt vs Charizard

Duck Hunt vs Charizard is most stable when can and gunman keep the huge body moving backward, then Flamethrower and Flare Blitz get punished hard.

This page is not in your favorites.

ChatGPT Matchup Summary (Win Condition and Game Plan)

This matchup gets messy when Duck Hunt starts panicking about Charizard’s weight and tries to force an early kill. The body is enormous, the landing is visible, and that means the setup game still matters a lot if Duck Hunt keeps the stage in front instead of rushing the finish.
Flamethrower and Flare Blitz are the big momentum swings, but they are also the biggest punish points. Walking behind can and gunman forces Charizard to shield, jump, or commit a hard answer, and every one of those answers leaves a large landing or shielded punish window if Duck Hunt stays patient. Chasing in the air is rarely required; catching where Charizard must come down is stronger.
The table shows strong punish windows on Side B, Forward Smash, Down Smash, Up Smash, and Neutral B, and those should be answered with OOS Nair, OOS Uair, Grab, or OOS Bair. Safer moves like Neutral Air and Up Air are better handled by taking the next landing and ledge routes first.
Stocks are most repeatable through ledge can, Up Smash on the high landing, and heavy punishment after a blocked Flare Blitz.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDuck Hunt OOS Candidate MovesBarely Missed Moves
Jab 14-14
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+3)
Jab 25-16
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+1)
Jab 37-20
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Tilt12-18/-15
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+2)
Up Tilt9-16
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+1)
Down Tilt9-11
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+1)
Dash Attack10-12
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
Forward Smash22-36/-37
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up Smash6/14-24
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Smash14-35
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Neutral Air8-6/-5
  • None
Forward Air8-14/-14
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+3)
Back Air14-16/-15/-14
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+3)
Up Air12-8
  • None
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+2)
Down Air18-16/-17
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+1)
Neutral B19/26/33/40-24
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Side B23-52/-66
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Up B9…
Down B
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Keep can and gunman in front so Charizard’s huge body is repeatedly pushed into shield or jump.
  • After blocking Side B, Forward Smash, Down Smash, Up Smash, and Neutral B, punish immediately with OOS Nair, OOS Uair, Grab, or OOS Bair.
  • Do not mash on Neutral Air or Up Air; own the next landing and ledge routes first.
  • Finish stocks through ledge can, Up Smash on the landing, and the post-Flare-Blitz punish.

Actions to Avoid

  • Rushing the kill because Charizard is heavy and abandoning the stage-control game too early.
  • Giving Flamethrower all the space it wants instead of walking behind the setup wall.
  • Swinging after every blocked Neutral Air or Up Air and letting Charizard keep the juggle or ledge carry.
  • Overchasing offstage and running into Back Air or Up B reversal space.

Reference Links

Related Pages