Duck Hunt vs Zelda

Zelda Matchup (Duck Hunt)

Duck Hunt vs Zelda

Duck Hunt vs Zelda is most stable when can reaches Phantom charge early, Nayru gets baited out, and Farore's Wind is punished at the endpoint instead of chased.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

The dangerous version of this matchup is waiting until Phantom, Din’s Fire, and Zelda’s spacing are all fully set before trying to interact. Duck Hunt has to make those setup windows uncomfortable from the start by sending can forward before the defensive structure is complete.
Nayru’s Love is strong against obvious projectiles, but it does not solve delayed can pressure plus forward walking at the same time. When Zelda is pushed to spin early or teleport early, the matchup becomes much more readable: the body is exposed, the endpoint is visible, and Duck Hunt can trap the reappearance instead of chasing the whole teleport path.
The table shows strong punish windows on Rapid Jab Finisher, Up B, Up Smash, Neutral B, and Down Smash, and those should be answered with OOS Nair, OOS Uair, Grab, or OOS Bair. Safer aerials like Forward Air, Back Air, and Up Air are better handled by taking the next landing or ledge routes first.
Stocks are most reliable through Up Smash on the Farore’s Wind endpoint, ledge can, and Bair on jump from ledge.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldDuck Hunt OOS Candidate MovesBarely Missed Moves
Rapid Jab4/6/8/10…
Rapid Jab Finisher6-32
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Jab4/7-13
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
Forward Tilt12-13/-10
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+2)
Up Tilt7-15
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+2)
Down Tilt5-10
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+2)
Dash Attack6-18
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Forward Smash16/18/20/22/24-16
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+1)
Up Smash9/13/17/21/25/29/34-25
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down Smash5/13-24/-17
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Neutral Air6/10/14/18/22-10/-9
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • Up Smash (+3)
Forward Air6-8/-12
  • None
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+2)
Back Air6-8/-12
  • None
  • OOS Nair (+1)
  • OOS Uair (+1)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+2)
Up Air14-6/-8
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Down Air14-6/-9
  • None
  • OOS Nair (+3)
  • OOS Uair (+3)
Neutral B11…-25
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Side B44—70-18 to -10
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (+2)
Up B6/35-29 (ground) // -19 (air)
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (17f)
Down B26/32/38/46/59-127-19 to -15
  • OOS Nair (9f)
  • OOS Uair (9f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (12f)
  • OOS Dair (+2)
Grab10
Dash Grab13
Pivot Grab14

Win Condition Checklist

  • Send can into the setup window before Phantom completes and force Zelda to defend early.
  • After blocking Rapid Jab Finisher, Up B, Up Smash, Neutral B, and Down Smash, punish immediately with OOS Nair, OOS Uair, Grab, or OOS Bair.
  • Do not mash on Forward Air, Back Air, or Up Air; take the re-landing and ledge routes first.
  • Finish stocks through Up Smash on the teleport endpoint, ledge can, and Bair on jump from ledge.

Actions to Avoid

  • Letting Phantom charge in peace and starting every exchange from Zelda’s finished defense.
  • Repeating obvious projectile timings straight into Nayru’s Love.
  • Swinging after every blocked Forward Air, Back Air, or Up Air and teleporting Zelda right back out.
  • Running after Farore’s Wind instead of holding the endpoint where the stock is actually taken.

Reference Links

Related Pages