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Squirtle (SSBU): Difference between revisions

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===Ground attacks===
===Ground attacks===
*{{change|All of Squirtle's grounded attacks now have higher base knockback.}}
*[[Neutral attack]]:
*[[Neutral attack]]:
**{{change|Squirtle's full neutral attack has a different animation, now consisting of a punch, a jumping kick, and a roundhouse tail whip.}}
**{{change|Squirtle's full neutral attack has a different animation, now consisting of a punch, a jumping kick, and a roundhouse tail whip.}}
**{{buff|The second and third hits of neutral attack have less startup lag (frame 5 → 4 (hit 2), frame 6 → 5 (hit 3)) and all three hits have a longer duration (1 frame → 2)). The third hit also has less ending lag (frame 36 → 31).}}
**{{buff|The second and third hits of neutral attack have less startup lag (frame 5 → 4 (hit 2), frame 6 → 5 (hit 3)) and all three hits have a longer duration (1 frame → 2). The third hit also has less ending lag (frame 36 → 31).}}
**{{nerf|The first hit of neutral attack has more startup lag (frame 1 → 2) and the first two hits deal less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2)). The second hit also has more ending lag (frame 21 → 24).}}  
**{{nerf|The first hit of neutral attack has more startup lag (frame 1 → 2) and the first two hits deal less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2)). The second hit also has more ending lag (frame 21 → 24).}}  
*[[Forward tilt]]:
*[[Forward tilt]]:
**{{nerf|Forward tilt has more startup lag and a shorter duration (frames 4-7 → 5-6). It also deals less damage (6% → 5%).}}
**{{nerf|Forward tilt has more startup lag and a shorter duration (frames 4-7 → 5-6). It also deals less damage (6% → 5%).}}
**{{nerf|[[Up tilt]] has more ending lag (frame 17 19).}}
*[[Up tilt]]:
**{{nerf|Up tilt has more ending lag (frame 18 20).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Squirtle has a new down tilt, a ground-level leg sweep with a water effect. While it only hits once, it has further reach and less ending lag (frame 36 → 29). It also sends opponents horizontally and has more knockback, improving its KO and edgeguarding potential.}}
**{{buff|Squirtle has a new down tilt, a ground-level leg sweep with a water effect. While it only hits once, it has further reach and less ending lag (frame 36 → 29). It also sends opponents horizontally and has more knockback, improving its KO and edgeguarding potential.}}
**{{nerf|Down tilt has more startup lag (frame 6 → 8) and deals less damage (13% → 9%).}}
**{{nerf|Down tilt has more startup lag (frame 6 → 8) and deals less damage (13% → 9%).}}
*[[Dash attack]]:
*[[Dash attack]]:
**{{change|Squirtle has a new dash attack: it lunges out with a kick with both feet similar to {{SSBU|Bowser}}'s forward smash which produces a corkscrew of water.}}
**{{buff|Dash attack has less ending lag (frame 41 → 35).}}
**{{buff|Dash attack has less ending lag (frame 41 → 35).}}
**{{nerf|Dash attack has more startup lag and a shorter duration (frames 6-22 → 8-17). The clean hit also deals less damage (9% → 8%).}}
**{{nerf|Dash attack has more startup lag and a shorter duration (frames 6-22 → 8-17). The clean hit also deals less damage (9% → 8%).}}
*[[Forward smash]]:
*[[Forward smash]]:
**{{change|Forward smash has been altered. Squirtle now quickly lashes a torrent of water in front of itself, instead of doing a tackle in its shell.}}
**{{change|Forward smash has been altered. Squirtle now quickly lashes a torrent of water in front of itself, instead of doing a tackle in its shell.}}
**{{buff|Forward smash has less ending lag (frame 61 49) and deals more damage (14% → 15%) improving its KO potential.}}
**{{buff|New forward smash has less ending lag (frame 58 50) and deals more damage (14% → 15%) improving its KO potential.}}
**{{nerf|Forward smash has more startup lag (frame 18 → 20) and no longer has [[armor]].}}
**{{nerf|New forward smash has more startup lag (frame 18 → 20) and no longer has [[armor]].}}
*[[Up smash]]:
*[[Up smash]]:
**{{buff|Up smash reaches much higher, along with being slightly stronger.}}
**{{buff|Up smash reaches much higher, along with being slightly stronger.}}
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**{{change|Squirtle has a new down smash: it spits out water around it low to the ground.}}
**{{change|Squirtle has a new down smash: it spits out water around it low to the ground.}}
**{{buff|New down smash deals more damage (11% → 13%), no longer has sourspots and has less ending lag (frame 52 → 40).}}
**{{buff|New down smash deals more damage (11% → 13%), no longer has sourspots and has less ending lag (frame 52 → 40).}}
**{{nerf|Down smash has more startup lag (frame 17 → 18) and decreased knockback.}}
**{{nerf|Down smash has more startup lag and a shorter duration (frames 17-30 → 18-19 (hit 1), 24-25 (hit 2)) and decreased knockback (0 (base), 102 (scaling) → 50/74).}}


===Aerial attacks===
===Aerial attacks===
*[[Neutral aerial]]:
*[[Neutral aerial]]:
**{{change|Squirtle has a new neutral aerial: a midair cartwheel.}}
**{{change|Squirtle has a new neutral aerial: a midair cartwheel.}}
**{{buff|New neutral aerial deals more damage (9% (clean), 6% (late) → 10%/7%) and has less ending (frame 46 → 41) and landing lag (12 frames → 8).}}
**{{buff|New neutral aerial deals more damage (9% (clean), 6% (late) → 10%/7%) and has less ending (frame 46 → 42) and landing lag (12 frames → 8).}}
*[[Forward aerial]]:
*[[Forward aerial]]:
**{{buff|Forward aerial has less ending (frame 37 → 35) and landing lag (12 frames → 6).}}
**{{buff|Forward aerial has less ending (frame 37 → 36) and landing lag (12 frames → 6).}}
**{{nerf|Forward aerial's sweetspot deals much less damage (12% → 7%) hindering its KO potential.}}
**{{nerf|Forward aerial's sweetspot deals much less damage (12% → 7%) hindering its KO potential.}}
**{{change|Forward aerial's kick now produces a corkscrew of water.}}
**{{change|Forward aerial's kick now produces a corkscrew of water.}}
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**{{change|Back aerial is now a multi-hit move, and has Squirtle spin in a horizontal corkscrew while stretching out its tail, similar to {{SSBU|Pikachu}}'s back aerial.}}
**{{change|Back aerial is now a multi-hit move, and has Squirtle spin in a horizontal corkscrew while stretching out its tail, similar to {{SSBU|Pikachu}}'s back aerial.}}
**{{buff|Back aerial deals more damage (10% → 11%).}}
**{{buff|Back aerial deals more damage (10% → 11%).}}
**{{buff|Back aerial's multihit properties make it easier to connect.}}
**{{buff|Back aerial's multihit properties improves its combo potential.}}
**{{nerf|Back aerial has more ending (frame 34 → 35) and landing lag (9 frames → 18). It also has slightly less KO potential.}}
**{{nerf|Back aerial has more ending (frame 34 → 36) and landing lag (9 frames → 18). It also has slightly less KO potential.}}
*[[Up aerial]]:
*[[Up aerial]]:
**{{buff|Up aerial has less startup lag and a longer duration (frames 6-8 → 5-9). It also has much less landing lag (21 frames → 6).}}
**{{buff|Up aerial has less startup lag and a longer duration (frames 6-8 → 5-9). It also has much less landing lag (21 frames → 6).}}
**{{nerf|Up aerial deals less damage (10% → 7%) hindering its KO potential and has more ending lag (frame 24 → 29). It also has an altered hitbox, making it harder to land on grounded opponents, and it sends opponents at a different angle, hindering its juggling potential.}}
**{{nerf|Up aerial deals less damage (10% → 7%) hindering its KO potential and has more ending lag (frame 24 → 30). It also has an altered hitbox, making it harder to land on grounded opponents, and it sends opponents at a different angle, hindering its juggling potential.}}
*[[Down aerial]]:
*[[Down aerial]]:
**{{buff|The final hit of down aerial has less startup lag (frame 23 → 22). Down aerial also has less ending lag (frame 50 → 44), landing lag (24 frames → 16), can [[auto-cancel]] with a short hop and the multi-hits deal more damage (1% → 1.5%).}}
**{{buff|The final hit of down aerial has less startup lag (frame 23 → 22). Down aerial also has less ending lag (frame 50 → 45), landing lag (19 frames → 16), can [[auto-cancel]] with a short hop and the multi-hits deal more damage (1% → 1.5%).}}
**{{nerf|The final hit of down aerial deals much less knockback, hindering its KO potential.}}
**{{nerf|The final hit of down aerial deals much less knockback, hindering its KO potential.}}


===Throws/other attacks===
===Throws/other attacks===
*{{buff|Dash [[grab]] has less ending lag (frame 40 → 39).}}
*{{nerf|All of Squirtle's grabs have shorter durations (3 frames → 2) and standing grab has more ending lag (frame 30 → 35).}}
*{{nerf|All of Squirtle's grabs have shorter durations (3 frames → 2) and standing grab has more ending lag (frame 30 → 34).}}
*{{buff|[[Pummel]] is much faster (17 frames → 5).}}
*{{buff|[[Pummel]] is much faster (17 frames → 5).}}
*{{nerf|[[Forward throw]] deals less damage (9% → 8%).}}
*{{nerf|[[Forward throw]] deals less damage (9% → 8%).}}
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*{{buff|The changes to [[hitstun canceling]] grants up throw combo potential at lower percents.}}
*{{buff|The changes to [[hitstun canceling]] grants up throw combo potential at lower percents.}}
*{{nerf|Up throw deals less damage (11% → 7%) hindering its KO potential.}}
*{{nerf|Up throw deals less damage (11% → 7%) hindering its KO potential.}}
*{{change|Down throw has significantly lowered KO potential; previously, it was the second strongest down throw in ''Brawl''. Instead, down throw now deals less knockback, granting it combo potential.}}
*{{change|Down throw deals less knockback. This grants it combo potential but removes its KO potential.}}


===Special Moves===
===Special Moves===
*[[Water Gun]]:
*[[Water Gun]]:
**{{buff|Water Gun charges much faster, covers significantly more distance, and has a much stronger [[push]]ing ability, able to reach the entirety of Battlefield when fully charged and having enough pushing force to KO off-stage opponents by pushing them into the blast zone.}}
**{{buff|Water Gun charges much faster, covers significantly more distance, and has a much stronger [[push]]ing ability, able to reach the entirety of Battlefield when fully charged and having enough pushing force to KO off-stage opponents by pushing them into the blast zone. It also has less ending lag (frame 70 → 64).}}
**{{nerf|Uncharged Water Gun no longer generates a damaging close-range hitbox, and acts like other charge levels.}}
**{{nerf|Uncharged Water Gun no longer generates a damaging close-range hitbox, and acts like other charge levels.}}
*[[Withdraw]]:
*[[Withdraw]]:
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**{{change|Waterfall has softer, more realistic water sound effects.}}
**{{change|Waterfall has softer, more realistic water sound effects.}}
*[[Pokémon Change]]:
*[[Pokémon Change]]:
**{{buff|Pokémon Change is much faster due to no longer having to load the next Pokémon during every switch, and it can now be used in the air. Like in ''Brawl'', it also offers brief invincibility upon switching out, though the quicker switch time allows it to potentially combo into another Pokémon's moves, or function somewhat as an alternative "air dodge". It also allows the user to choose the recovery that suits a situation best.}}
**{{buff|[[Pokémon Change]] is much faster due to no longer having to load the next Pokémon during every switch, and it can now be used in the air. Like in ''Brawl'', it also offers brief invincibility upon switching out, though the quicker switch time allows it to potentially combo into another Pokémon's moves, or function somewhat as an alternative "air dodge". It also allows the user to choose the recovery that suits a situation best and it refreshes ledge invincibility giving Pokémon Trainer a unique stall option.}}
**{{nerf|Spamming Pokémon Change will grant no invincibility frames for a period of time, and has a cooldown of around 2 seconds.}}
**{{nerf|Spamming Pokémon Change will grant no invincibility frames for a period of time, and now has a cooldown of around 2 seconds (which can be skipped by using a special move).}}
**{{buff|Pokémon Change's cooldown can be skipped if a special move is used.}}
**{{buff|[[Pokémon Change]] will refresh ledge invincibility if used in the air. This even works if the move is spammed, as the new Pokémon is considered a different character grabbing the ledge. This gives Pokémon Trainer a unique stall option.}}
*[[Triple Finish]]:
*[[Triple Finish]]:
**{{change|Triple Finish has a different text box and animations, making it identical to how they appear in the [[bulbapedia:Generation VII|Generation VII]] games.}}
**{{change|Triple Finish has a different text box and animations, making it identical to how they appear in the [[bulbapedia:Generation VII|Generation VII]] games.}}

Revision as of 07:22, December 26, 2018

Current.png This page documents information about recently released content.
Information may change rapidly as it becomes available. All information in this article must be verifiable.
This article is about Squirtle's appearance in Super Smash Bros. Ultimate. For other uses, see Squirtle. Also, for information about Squirtle in regards to Pokémon Trainer, see Pokémon Trainer (SSBU), Ivysaur (SSBU), and Charizard (SSBU).
Squirtle
in Super Smash Bros. Ultimate
Squirtle
PokemonSymbol.svg
Universe Pokémon
Shares character slot with Pokémon Trainer
Charizard
Ivysaur
Other playable appearance in Brawl


Availability Unlockable
Final Smash Triple Finish
SquirtleHeadSSBU.png

Squirtle is a playable character in Super Smash Bros. Ultimate. It was confirmed on June 12th, 2018. It is part of Pokémon Trainer's rotation along with Ivysaur and Charizard. Along with the Pokémon Trainer, Squirtle is classified as fighter #33.

Michele Knotz and Rikako Aikawa reprise their roles as Squirtle after having previously voiced the character in the Pokémon anime and Super Smash Bros. Brawl.

Changes from Super Smash Bros. Brawl

Previously considered the strongest party member of the Pokémon Trainer's team, Squirtle has been reworked to give it buffs and nerfs. Unlike the other party Pokémon, Squirtle's moveset has been revamped, with many of its standard attacks turning from single hits to multi-hits and vice versa, while some are now significantly more consistent for KOs (all smash attacks, back throw), combos (down throw, forward aerial and back aerial), or repositioning (Withdraw moving faster and having higher priority, and Water Gun's push force being buffed). As a result, it now plays quite differently from Brawl, as its combo initiators and KO options have been altered.

However, Squirtle has received significant nerfs, including the removal of its multiple unique advanced techniques, including shellshifting (due to the change to its dash animation) and DACUS (which allowed attacks to lead into up smash). Many of Squirtle weakest attacks deal even less damage, making it even more dependent on combos and its speed than before, and the removal of type effectiveness hinders Squirtle's survivability during certain matchups, as it previously had a disproportionate resistance to flame attacks compared to the rest of its party.

Overall, Squirtle has been retooled to fit more in line with the speedy, combo-centric playstyle it used to represent in the Pokémon Trainer's team. As of now, it remains to be seen how Squirtle will perform without its advanced techniques, and how it fares compared to the cast.

Aesthetics

  • Change Squirtle's design and proportions have changed. It has slightly larger eyes, which are a darker shade of magenta and its nostrils and eyelids are less pronounced. It has a rounder head, stubbier arms and legs, and its shell has a sleeker, shinier design. It is more vibrantly colored overall, with its skin being a lighter shade of blue and the top of its shell being a lighter shade of brown with the bottom being a lighter shade of yellow. Due to these changes, it now matches its appearances in the more recent Pokémon titles.
  • Change Much like other characters, Squirtle always faces the screen regardless of which direction it is facing, making its stance mirrored.
  • Change Squirtle has a more upright stance.
  • Change Squirtle is much more expressive, with its eyes changing size in certain animations.
  • Change Squirtle is now proportioned correctly to the Pokémon Trainer in its victory poses.
  • Change Squirtle's side taunt has a different ending animation. It now teeters clumsily after spinning on its tail.
  • Change Squirtle has a new dash animation, now involving it surfing on a small wave of water.
    • Nerf Due to Squirtle's new dash and turnaround animations, Squirtle can no longer shellshift, removing many of its advanced techniques.
    • Nerf Squirtle no longer retreats into its shell outside of Withdraw, so cannot make use of armor frames.

Attributes

  • Buff Like all characters, Squirtle's jumpsquat animation now takes three frames to complete (down from 4).
  • Buff Squirtle walks faster (1.2 → 1.281).
  • Buff Squirtle dashes significantly faster (1.37 → 1.76).
  • Change Squirtle's falling speed is slightly higher (1.3 → 1.35).
  • Change Squirtle's gravity is higher (0.1067 → 0.128).
  • Nerf Squirtle's air speed is slower (1.081 → 1.01), especially when relative to the cast. It has went from the 7th highest out of 39 characters to the 52nd highest out of 77 characters.
  • Nerf Squirtle's air acceleration is lower (0.12 → 0.105).
  • Buff The Stamina mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.
  • Nerf Type effectiveness has been removed. This affects Squirtle the most adversely out of the Pokémon Trainer's party, as it previously had a disproportionate resistance to the common flame attacks of the cast.
  • Buff Spotdodge has less ending lag (frame 26 → 24).
  • Nerf Spotdodge has more startup lag and a shorter duration (frames 2-20 → 3-16).
  • Buff Forward roll has less ending lag (frame 30 → 28).
  • Nerf Rolls have a shorter duration (frames 4-19 (both) → 4-15 (back), 4-14 (forward) and back roll has more ending lag (frame 30 → 33).
  • Buff Air dodge has less startup lag (frame 4 → 2).
  • Nerf Neutral air dodge has a shorter duration (frames 4-29 → 2-26) and has more ending lag (frame 40 → 53).

Ground attacks

  • Change All of Squirtle's grounded attacks now have higher base knockback.
  • Neutral attack:
    • Change Squirtle's full neutral attack has a different animation, now consisting of a punch, a jumping kick, and a roundhouse tail whip.
    • Buff The second and third hits of neutral attack have less startup lag (frame 5 → 4 (hit 2), frame 6 → 5 (hit 3)) and all three hits have a longer duration (1 frame → 2). The third hit also has less ending lag (frame 36 → 31).
    • Nerf The first hit of neutral attack has more startup lag (frame 1 → 2) and the first two hits deal less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2)). The second hit also has more ending lag (frame 21 → 24).
  • Forward tilt:
    • Nerf Forward tilt has more startup lag and a shorter duration (frames 4-7 → 5-6). It also deals less damage (6% → 5%).
  • Up tilt:
    • Nerf Up tilt has more ending lag (frame 18 → 20).
  • Down tilt:
    • Buff Squirtle has a new down tilt, a ground-level leg sweep with a water effect. While it only hits once, it has further reach and less ending lag (frame 36 → 29). It also sends opponents horizontally and has more knockback, improving its KO and edgeguarding potential.
    • Nerf Down tilt has more startup lag (frame 6 → 8) and deals less damage (13% → 9%).
  • Dash attack:
    • Change Squirtle has a new dash attack: it lunges out with a kick with both feet similar to Bowser's forward smash which produces a corkscrew of water.
    • Buff Dash attack has less ending lag (frame 41 → 35).
    • Nerf Dash attack has more startup lag and a shorter duration (frames 6-22 → 8-17). The clean hit also deals less damage (9% → 8%).
  • Forward smash:
    • Change Forward smash has been altered. Squirtle now quickly lashes a torrent of water in front of itself, instead of doing a tackle in its shell.
    • Buff New forward smash has less ending lag (frame 58 → 50) and deals more damage (14% → 15%) improving its KO potential.
    • Nerf New forward smash has more startup lag (frame 18 → 20) and no longer has armor.
  • Up smash:
    • Buff Up smash reaches much higher, along with being slightly stronger.
    • Nerf The removal of DACUS (and more significantly pump sliding) greatly hinders up smash's approach potential. The strong hit also has more startup lag (frame 20 → 21).
    • Change Squirtle no longer leaps up and pounds the ground to generate the torrents of water; instead, it points upwards as the torrents burst upward.
  • Down smash:
    • Change Squirtle has a new down smash: it spits out water around it low to the ground.
    • Buff New down smash deals more damage (11% → 13%), no longer has sourspots and has less ending lag (frame 52 → 40).
    • Nerf Down smash has more startup lag and a shorter duration (frames 17-30 → 18-19 (hit 1), 24-25 (hit 2)) and decreased knockback (0 (base), 102 (scaling) → 50/74).

Aerial attacks

  • Neutral aerial:
    • Change Squirtle has a new neutral aerial: a midair cartwheel.
    • Buff New neutral aerial deals more damage (9% (clean), 6% (late) → 10%/7%) and has less ending (frame 46 → 42) and landing lag (12 frames → 8).
  • Forward aerial:
    • Buff Forward aerial has less ending (frame 37 → 36) and landing lag (12 frames → 6).
    • Nerf Forward aerial's sweetspot deals much less damage (12% → 7%) hindering its KO potential.
    • Change Forward aerial's kick now produces a corkscrew of water.
  • Back aerial:
    • Change Back aerial is now a multi-hit move, and has Squirtle spin in a horizontal corkscrew while stretching out its tail, similar to Pikachu's back aerial.
    • Buff Back aerial deals more damage (10% → 11%).
    • Buff Back aerial's multihit properties improves its combo potential.
    • Nerf Back aerial has more ending (frame 34 → 36) and landing lag (9 frames → 18). It also has slightly less KO potential.
  • Up aerial:
    • Buff Up aerial has less startup lag and a longer duration (frames 6-8 → 5-9). It also has much less landing lag (21 frames → 6).
    • Nerf Up aerial deals less damage (10% → 7%) hindering its KO potential and has more ending lag (frame 24 → 30). It also has an altered hitbox, making it harder to land on grounded opponents, and it sends opponents at a different angle, hindering its juggling potential.
  • Down aerial:
    • Buff The final hit of down aerial has less startup lag (frame 23 → 22). Down aerial also has less ending lag (frame 50 → 45), landing lag (19 frames → 16), can auto-cancel with a short hop and the multi-hits deal more damage (1% → 1.5%).
    • Nerf The final hit of down aerial deals much less knockback, hindering its KO potential.

Throws/other attacks

  • Nerf All of Squirtle's grabs have shorter durations (3 frames → 2) and standing grab has more ending lag (frame 30 → 35).
  • Buff Pummel is much faster (17 frames → 5).
  • Nerf Forward throw deals less damage (9% → 8%).
  • Change Squirtle has a new back throw where it lifts the opponent over its head and throws them behind it, similar to Dr. Mario's new back throw.
  • Buff Back throw has more KO potential.
  • Nerf Back throw deals less damage (10% → 8%).
  • Buff The changes to hitstun canceling grants up throw combo potential at lower percents.
  • Nerf Up throw deals less damage (11% → 7%) hindering its KO potential.
  • Change Down throw deals less knockback. This grants it combo potential but removes its KO potential.

Special Moves

  • Water Gun:
    • Buff Water Gun charges much faster, covers significantly more distance, and has a much stronger pushing ability, able to reach the entirety of Battlefield when fully charged and having enough pushing force to KO off-stage opponents by pushing them into the blast zone. It also has less ending lag (frame 70 → 64).
    • Nerf Uncharged Water Gun no longer generates a damaging close-range hitbox, and acts like other charge levels.
  • Withdraw:
    • Buff Withdraw is much faster and has high priority.
    • Nerf Withdraw now stops on impact, preventing it from racking up further damage. It also has more startup lag (frame 19 → 23) and cannot be cancelled as early (frame 60 → 75).
  • Waterfall:
    • Buff Waterfall has less startup lag (frame 10 → 9).
    • Change Waterfall only hits 8 times instead of 10.
    • Nerf Waterfall deals less damage (15% → 12.8%).
    • Change Waterfall has softer, more realistic water sound effects.
  • Pokémon Change:
    • Buff Pokémon Change is much faster due to no longer having to load the next Pokémon during every switch, and it can now be used in the air. Like in Brawl, it also offers brief invincibility upon switching out, though the quicker switch time allows it to potentially combo into another Pokémon's moves, or function somewhat as an alternative "air dodge". It also allows the user to choose the recovery that suits a situation best and it refreshes ledge invincibility giving Pokémon Trainer a unique stall option.
    • Nerf Spamming Pokémon Change will grant no invincibility frames for a period of time, and now has a cooldown of around 2 seconds (which can be skipped by using a special move).
  • Triple Finish:
    • Change Triple Finish has a different text box and animations, making it identical to how they appear in the Generation VII games.

Role in World of Light

Pokémon Trainer was among the fighters that were summoned to fight against the army of Master Hands, and he brought his three Pokémon with him.

Squirtle was sent out by Pokémon Trainer, along with Ivysaur and Charizard, shortly before Galeem unleashed his beams of light. Under Pokémon Trainer's command, Squirtle used Water Gun in an attempt to fight the beams of light, but this attempt failed. Pokémon Trainer, Squirtle, Ivysaur and Charizard were all vaporized and placed under Galeem's imprisonment along with the other fighters, excluding Kirby.

Pokémon Trainer can be found at the southeast near the maze that resembles Pac-Maze. Defeating him allows access to all of their Pokémon.

Gallery