Duck Hunt can very much use his Gunmen Guardians, as well as all 3 Clays and even all 3 Cans, for the purpose of tanking Ness's default & Up 3 versions of PKT1 (the projectile) for the gimp, but PKT2 (the explosive charge) pierces through all 3 versions of each part of DH's arsenal, even Mega Gunmen. The PKT1 gimp is best done with either default Gunmen or Quick Draw Aces (Down 2), due to Mega Gunmen being the longest-lasting (both in time & HP) of the 3 Gunmen, meaning that Megas will be the most likely to already be sitting out there on the stage when this moment arises.
'Course, if Customs are on (such as in the online Tourney Mode rooms that allow for them, including the 1v1 Custom Specials rooms in the Regular Tourney area that forcefully turns off any equipment that are on any set), Ness can run Up 2 (Lasting PK Thunder, aka Lucas's Up B) to render such PKT1 gimp attempts by DH null & void.
In defaults-only & Customs, Ness's PKT2 (all versions of it) will cleanly plow through the entirety of Duck Hunt's arsenal, both defaults & Customs.