Template:SSB4 to SSBU changelist/Squirtle: Difference between revisions
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*{{buff|The [[Pokémon Change#Stamina|Stamina]] mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.}} | *{{buff|The [[Pokémon Change#Stamina|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. This also reduces the power of Squirtle's water attacks against Charizard.}} | *{{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. This also reduces the power of Squirtle's water attacks against Charizard.}} | ||
**{{buff|However, this does improve Squirtle's endurance against | **{{buff|However, this does improve Squirtle's endurance against {{b|grass|effect}} attacks, and increases the power of its water based attacks against Ivysaur.}} | ||
*{{buff|Squirtle's aerial [[grab release]] sends it much further out, as the action is no longer affected by gravity. In combination with aerial grab releases incurring significantly less lag (29 frames, as opposed to 50 frames plus 3 frames of landing lag), and the removal of [[chain grab]]bing, Squirtle is no longer vulnerable to many inescapable followups out of its aerial grab release (including an infinite chain grab from {{SSBB|Zero Suit Samus}}).}} | *{{buff|Squirtle's aerial [[grab release]] sends it much further out, as the action is no longer affected by gravity. In combination with aerial grab releases incurring significantly less lag (29 frames, as opposed to 50 frames plus 3 frames of landing lag), and the removal of [[chain grab]]bing, Squirtle is no longer vulnerable to many inescapable followups out of its aerial grab release (including an infinite chain grab from {{SSBB|Zero Suit Samus}}).}} | ||
*{{nerf|The changes to grounded grab releases combined with Squirtle's slower and shorter ranged jab have removed Squirtle's ability to get a guaranteed jab on opponents out of a grounded grab release.}} | *{{nerf|The changes to grounded grab releases combined with Squirtle's slower and shorter ranged jab have removed Squirtle's ability to get a guaranteed jab on opponents out of a grounded grab release.}} |
Revision as of 09:01, April 13, 2021
Aesthetics
- 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.
- Much like other characters, Squirtle always faces the screen regardless of which direction it is facing, making its stance mirrored.
- Squirtle has a more upright stance.
- Squirtle shows much more emotion, with its eyes changing size in certain animations. It appears angry when jabbing, and it looks shocked when attacked.
- Squirtle is proportioned correctly to the Pokémon Trainer in its victory poses.
- Squirtle's side taunt has a different ending animation, where it teeters clumsily after spinning on its tail.
- Squirtle has a new dash animation, which involves it surfing on a small wave of water.
- Squirtle no longer retreats inside its shell when turning while dashing, spot dodging, rolling, and its supine and prone positions when knocked down.
- Squirtle has new crouch and crawl animations: a comical defensive crouch while covering its head with its hands.
- Squirtle has been updated with universal features introduced in Smash 4.
- Squirtle has a Boxing Ring title, a Palutena's Guidance conversation, and three new alternate costumes, though the formermost is shared by the group.
- Squirtle has voice clips for suffering high knockback.
- Squirtle now has an individual Sound Test section, rather than being grouped together with the other Pokémon as well as the Trainer.
Attributes
- Squirtle's hurtboxes are smaller, matching its model more closely.
- Like all characters, Squirtle's jumpsquat animation takes 3 frames to complete (down from 4).
- Squirtle's run turn no longer grants it a considerable boost forward and on the way back, removing shellshifting and all the advanced movement techniques that utilized it.
- Squirtle walks faster (1.2 → 1.281).
- Squirtle runs significantly faster (1.37 → 1.76), going from 30th fastest of 39 characters to being tied with Mario, Ken and Bayonetta for the 35th fastest of 82 characters. This improves Squirtle's grounded approach and somewhat compensates for the removal of shellshifting.
- Its initial dash is much faster (1.6 → 1.936).
- 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.
- Squirtle's air acceleration is lower (0.12 → 0.105), although it is still among the highest.
- Squirtle's traction is higher (0.042 → 0.088), going from the 3rd lowest to the 13th lowest.
- Squirtle's falling speed is slightly higher (1.3 → 1.35).
- Its fast falling speed is slightly higher (2.1 → 2.16) although it is much lower relative to the cast. It has went from the 12th highest out of 39 characters to the 14th lowest out of 79.
- Squirtle's gravity is much higher (0.1067 → 0.128).
- Squirtle's new crouching and crawling animations do not shrink its hurtboxes as much, making it easier to hit during these actions.
- Squirtle's crawling speed is slower.
- The Stamina mechanic has been removed, eliminating the necessity of switching out Pokémon to restore their power.
- 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. This also reduces the power of Squirtle's water attacks against Charizard.
- However, this does improve Squirtle's endurance against grass attacks, and increases the power of its water based attacks against Ivysaur.
- Squirtle's aerial grab release sends it much further out, as the action is no longer affected by gravity. In combination with aerial grab releases incurring significantly less lag (29 frames, as opposed to 50 frames plus 3 frames of landing lag), and the removal of chain grabbing, Squirtle is no longer vulnerable to many inescapable followups out of its aerial grab release (including an infinite chain grab from Zero Suit Samus).
- The changes to grounded grab releases combined with Squirtle's slower and shorter ranged jab have removed Squirtle's ability to get a guaranteed jab on opponents out of a grounded grab release.
- The removal of meteor canceling hinders Squirtle the most adversely out of the Pokémon Trainer's party, as while it doesn't hinder Squirtle's endurance against meteor smashes as much as Ivysaur, Squirtle lacks a meteor smash of its own, so it receives no compensation for the removal of the mechanic unlike Ivysaur.
- Both rolls cover a shorter distance.
- Forward roll has less ending lag (FAF 30 → 28).
- Forward roll grants less intangibility (frames 4-19 → 4-14).
- Back roll grants less intangibility (frames 4-19 → 4-15) and has more ending lag (FAF 30 → 33).
- Spot dodge has less ending lag (FAF 26 → 24).
- Spot dodge has more startup and grants less intangibility (frames 2-20 → 3-16).
- Air dodge has less startup (frame 4 → 2).
- Air dodge grants less intangibility (frames 4-29 → 2-26) and has much more ending lag (FAF 40 → 54).
Ground attacks
- Neutral attack:
- Squirtle's full neutral attack has a different animation. The first hit is a punch rather than a slap, the second hit is a jumping kick with one leg rather than a dropkick, and the third hit is an inward tail whip rather than a frontflipping tail slam.
- Consecutive uses of the first hit are much faster (13 → 6 frames).
- The first hit transitions faster into the second hit (frame 6 → 5), and its outermost hitbox launches opponents towards Squirtle (361° → 180°), allowing it to connect more reliably from far distances.
- The third hit has a longer hitbox duration (frame 5 → frames 5-6) and less ending lag (FAF 36 → 32).
- All hits have smaller hitboxes (4u/3u/3u/3u → 1.5u/1.8u/2.2u/2.2u (hit 1), 4.5u/4u/3.5u → 2.2u/2.5u/2.8u (hit 2), 5u/4u/3u → 3.2u/3.5u/3.8u (hit 3)), and Squirtle no longer lunges as far during the first hit, nor moves forward during the second and third hits, greatly reducing their range.
- All hits have a higher hitlag multiplier (1× → 1.6× (hit 1), 1.2× (hit 2), 2× (hit 3)), giving opponents more time to DI the last hit; however, it remains harder to SDI than in Brawl due to the weakening of the mechanic.
- The first two hits deal less damage (3% → 2% (hit 1), 2% → 1.5% (hit 2)), and no longer have set knockback (10 set/100 scaling → 25/20 base/20/15 scaling (hit 1), 15 set/100 scaling → 25 base/25/20 scaling (hit 2)), causing the move to connect less reliably at high percents.
- The first hit has more startup (frame 1 → 2).
- However, its total duration remains the same, reducing its ending lag by one frame.
- The second hit no longer has a 20% bonus trip chance, removing its setup potential.
- The third hit has less knockback scaling (120 → 110).
- Forward tilt:
- Forward tilt has more base knockback (8 → 20), increasing its safety on hit at low percents.
- It benefits significantly from the increased shieldstun and the more limited out of shield options, now being safe on shield due to its minimal ending lag.
- It has more startup with a shorter hitbox duration (frames 4-6 → 5-6).
- It deals less damage (6% → 5%).
- It has smaller hitboxes (5u/4u/3u → 2u/2.6u/3.6u).
- Up tilt:
- The changes to hitstun canceling considerably improve up tilt's combo potential at higher percents where it starts causing tumbling.
- It has a shorter hitbox duration (frames 5-7 → 5-6) and more ending lag (FAF 18 → 20), slightly hindering its combo potential at lower percents.
- It has smaller hitboxes (6u/8u → 5u/5.2u). This weakens its anti-air capabilities, no longer allows it to hit opponents in the middle platforms of Battlefield, and in combination with the changes to the jostle mechanics, makes it much harder to hit opponents at Squirtle's sides, greatly reducing its overall utility.
- It launches at a marginally higher angle (86° → 88°).
- Down tilt:
- Squirtle has a new down tilt: a ground-level leg sweep with a water effect. It hits only once, rather than five times.
- It has less ending lag (FAF 37 → 30).
- It launches opponents at a lower angle than the previous down tilt's last hit (65° → 38°), granting it edgeguarding potential and allowing it to KO near edges more effectively.
- It has more startup with a shorter hitbox duration (frames 6, 8, 10, 12, 14 → 8-13).
- It deals less damage (2% (hits 1-4), 5% (hit 5); 13% total → 9%), with knockback compensated (40 base/130 scaling → 53/75).
- It has smaller hitboxes (4u/4u/4u (looping hits), 7u/7u (last hit) → 3u/3.6u/2.1u (clean), 3u/3.6u/4.2u (late)).
- Dash attack:
- Squirtle has a new dash attack: a lunging kick with both feet, similar to Bowser's forward smash, which produces a corkscrew of water.
- Dash attack has less ending lag (FAF 42 → 36).
- The clean hit has gained a shieldstun multiplier of 1.45×, which combined with the universally increased shieldstun makes it safer on shield.
- The late hit deals more knockback (45 base/30 scaling → 70/50). Combined with the move's reduced ending lag and the changes to hitstun canceling, this allows it to start combos from low to mid percents.
- The move has more startup lag with a shorter duration (frames 6-22 → 8-17).
- Both hits have smaller hitboxes (5u → 4.2u (clean), 4u → 3.5u (late)).
- The clean hit deals less damage (9% → 8%).
- It launches opponents away from Squirtle rather than towards it (110° → 65° (clean), 120° → 60° (late)).
- Smash attacks:
- All of Squirtle's smash attacks uses the drumbeat sound rather than the twittering sound.
- Forward smash:
- Squirtle has a new forward smash: it lashes a torrent of water in front of itself, instead of doing a tackle in its shell.
- It has significantly less ending lag (FAF 65 → 50).
- It deals more damage (14% → 15%), and has more base knockback (18 → 35), greatly improving its KO potential.
- It no longer moves Squirtle forward, but has gained an additional hitbox (5u/4u → 4.2u/3.6u/3.4u), and its hitboxes have been moved farther away from Squirtle (Z offset: -3u/2u → 7.8u/12u/16u). This gives it a more favorable hitbox placement overall, with a much larger disjoint, and in combination with its reduced ending lag and the increased shieldstun, it is now safe on shield with proper spacing.
- It has more startup with a shorter hitbox duration (frames 18-21 → 20-21).
- It no longer grants super armor on frames 17-21, removing its ability to plow through opposing attacks.
- Up smash:
- Up smash's late hits deal more damage (11%/9%/7%/5% → 12%/10%/9%/8%) and knockback (60/64/60/58 base/90 scaling → 60 base/92 scaling).
- The removal of DACUS and shellshifting (thus no longer allowing for pump sliding) significantly hinder up smash's approach potential.
- The clean hit has altered knockback (70 base/87 scaling → 60/92), slightly reducing its KO ability overall.
- The launcher hit has slightly more knockback scaling (90 → 92).
- Squirtle points upward to generate the torrents of water, rather than leaping and pounding the ground.
- Down smash:
- Squirtle has a new down smash: it lashes a torrent of water in a circle around itself.
- It has significantly less ending lag (FAF 53 → 41).
- It deals more damage (11% → 13%) with no sourspots. Due to functioning as a sweeping down smash rather than hitting both sides simultaneously, it can also connect both hits at low percents if the opponent is launched backward by the first hit, racking up even more damage (11% → 26%).
- It has smaller hitboxes (5u/5u/4u/4u → 4.2u/4u/3.8u/3.5u), but they have been moved much farther away from Squirtle (Z offset: 4.5u/-4.5u/11u/-11u → 6u/10.5u/15u/19u), significantly improving its horizontal range. In combination with the move's reduced ending lag and the increased shieldstun, it is now safe on shield with proper spacing.
- It has more startup with a shorter hitbox duration (frames 17-29 → 18-19 (hit 1), 24-25 (hit 2)).
- It deals less knockback compared to the previous sweetspot (21 base/102/85 scaling → 50 base/74 scaling), slightly hindering its KO potential despite its higher damage.
Aerial attacks
- All aerials except back aerial have less landing lag (12 frames → 8 (neutral), 12 → 6 (forward), 21 → 6 (up), 19 → 16 (down)). In combination with the higher shieldstun for aerials compared to Brawl, this makes them much safer on shield.
- Neutral aerial:
- Squirtle has a new neutral aerial: a midair cartwheel.
- It has less ending lag (FAF 49 → 42).
- It deals more damage (9% → 10% (clean), 6% → 7% (late)).
- It has larger hitboxes (5u → 6.5u (clean), 3.5u → 5.5u (late)), improving its utility for approaching.
- It auto-cancels one frame earlier (frame 36 → 35).
- The late hit has altered knockback (15 base/100 scaling → 35/90), increasing its combo potential in combination with the move's reduced landing lag and the changes to hitstun canceling.
- It launches at a different angle (361° → 42°), removing its ability to lock opponents.
- It has a shorter hitbox duration (frames 4-7 (clean)/8-32 (late) → 4-6/7-26).
- The clean hit has more base knockback, but less knockback scaling (20 base/100 scaling → 30/85), slightly reducing its KO potential despite its increased damage.
- Forward aerial:
- The clean hit deals much less damage (12% → 7%), with knockback not fully compensated (30 base/94 scaling → 50/96). This drastically reduces its power, no longer KOing middleweights under 160% from the center of Final Destination.
- It has less ending lag (FAF 38 → 36), and launches opponents at a higher angle (45° → 48°). The late hit also deals more knockback (30 base/90 scaling → 50/94). Combined with the aforementioned changes, its reduced landing lag, and the changes to hitstun canceling, this significantly improves its combo potential.
- It auto-cancels later (frame 28 → 35).
- It has smaller hitboxes (6.5u/5.5u → 4u/3.5u (clean), 4.5u/3.5u → 3.5u/3.5u (late)).
- The kick now produces a corkscrew of water.
- Back aerial:
- 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.
- It deals more damage (10% (clean), 6% (late) → 1% (hits 1-5), 6% (hit 6); 11% total), and has gained a landing hitbox that deals 2%, making it more effective for shield stabbing.
- It has a longer hitbox duration (frames 5-6 (clean)/7-14 (late) → 5-14 (looping hits)/15-16 (last hit)).
- It auto-cancels earlier (frame 28 → 22). In combination with its multi-hit property and the changes to hitstun canceling, this improves its combo potential.
- It has slightly more ending lag (FAF 35 → 36), and twice as much landing lag (9 frames → 18).
- Due to the last hit's lower damage than the previous back aerial's clean hit, it has reduced KO potential, despite its much higher base knockback and only minimally reduced knockback scaling (20 base/97 scaling → 55/95).
- It launches at a different angle (361° → 38°/65° (looping hits), 40° (last hit)), removing its ability to lock opponents.
- It has altered hitbox sizes, with the looping hits' being similar to the previous late hit's (4.3u/3.3u → 4.2u/4.2u), and the last hit's being similar to the previous clean hit's (6.5u/5.5u → 5.8u/6u).
- Up aerial:
- Up aerial deals less damage (11% → 7%) with knockback not fully compensated (30 base/94 scaling → 40/115), and launches at a lower angle (80° → 64°) that is now vulnerable to LSI, drastically hindering its KO potential.
- It has less startup with a longer hitbox duration (frames 6-7 → 5-9).
- The changes to hitstun canceling combined with move's reduced knockback and landing lag significantly improve its combo potential, allowing Squirtle to perform up aerial ladders into Waterfall, much like Mario.
- It has more ending lag (FAF 25 → 30) and auto-cancels later (frame 18 → 20).
- It has much smaller hitboxes (6.7u/6.7u → 3.6u/3.4u/3.2u).
- However, the hitboxes are now attached to Squirtle's tail instead of being set to a static position above him. Combined with the longer hitbox duration, this gives up aerial more range in front and behind of Squirtle.
- Down aerial:
- Down aerial has less ending lag (FAF 51 → 45).
- It auto-cancels earlier (frame 45 → 35), enabling it to do so in a short hop. Combined with its reduced ending lag and the changes to hitstun canceling, this turns it into a viable combo starter and extender from low to mid percents.
- The looping hits deal more damage (1% → 1.5%), increasing the move's total output (10% → 11.5%) despite the last hit dealing less damage (5% → 4%).
- The looping hits are consistently active throughout and use a rehit rate, instead of possessing gaps between each hit (frames 6-7, 9-10, 12-13, 15-16, 18-19 → 6-20; rehit rate: 3).
- The looping hits have a lower hitlag multiplier (1× → 0.8×), allowing them to transition faster, and making them harder to escape in combination with the weakening of SDI.
- The last hit has less startup (frame 23 → 22).
- The move has smaller hitboxes, especially the last hit (6u/6u → 4.2u/4.4u/4.6u (loop hits), 9u/9u → 5.5u/6u (last hit)).
- The last hit has a higher SDI multiplier (0.2× → 1×).
- The looping hits launch opponents more towards Squirtle (94° → 98°), allowing them to connect better from far distances, but making them more likely to drag targets to the opposite side of Squirtle at close range.
- The last hit deals less knockback (70 base/105 scaling → 50/85). Coupled with its reduced damage, this weakens its utility for edgeguarding and removes its KO potential, but further aids in its combo potential.
Throws and other attacks
- Grabs:
- Squirtle's grabs have new animations. Instead of performing a pouncing clinch grab, it reaches out with one arm. Additionally, its dash grab no longer has it retreat into its shell upon missing.
- All grabs have smaller hitboxes (4.5u/3.5u → 3.3u/1.65u (standing, pivot), 2.6u/1.3u (dash)).
- Standing and pivot grab have more ending lag (FAF 30 → 35 (standing), 36 → 38 (pivot)).
- Pummel:
- Pummel deals more hitlag (4 frames → 11), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 6), shortening its effective duration.
- It deals less damage (2% → 1%).
- Forward throw:
- Forward throw deals less damage (7% → 6% (throw); 9% total → 8%).
- It has more knockback scaling (75 → 92), improving its edgeguarding and KO potential despite its reduced damage.
- It has less startup (frame 13 (hit 1), 14 (throw) → 11, 12), but more ending lag (FAF 32 → 35), and the hit before the throw has a higher hitlag multiplier (1× → 1.5×), making it easier to DI.
- It launches at a slightly higher angle (45° → 48°).
- Back throw:
- Squirtle has a new back throw: it lifts the opponent over its head and throws them backward, similar to Dr. Mario's new back throw.
- It deals more damage on release (5% → 8%) and knockback (60 base/100 scaling → 30/128), significantly improving its KO potential to the point it is one of the strongest back throws in the game, despite launching at a higher angle (140° → 48°).
- It releases the opponent later (frame 16 → 27), making it easier to DI.
- However, its total duration was not fully compensated (FAF 36 → 45), reducing its ending lag by two frames.
- It deals less total damage (5% (hit 1), 5% (throw); 10% total → 8%), and has lost its first hit before the throw, removing its ability to hit bystanders.
- Up throw:
- Squirtle has a new up throw: it performs a leaping headbutt, instead of tackling the opponent upward with its shell.
- The changes to hitstun canceling turn it into a reliable combo starter from low to mid percents.
- It deals less damage (9% → 5% (throw); 11% total → 7%) and knockback (70 base/72 scaling → 80/65), removing its KO potential at very high percents, but further improving its combo ability.
- Down throw:
- Like up throw, the changes to hitstun canceling turn down throw into a reliable combo starter.
- It has much more startup (frame 8 (hit 1), 11 (throw) → 22, 30), with its total duration increased as well (FAF 28 → 47), and the hit before the throw has a higher hitlag multiplier (0.5× → 1.5×), making it significantly easier to DI.
- It deals less knockback (80 base/140 scaling → 45/110), and launches at a higher angle (55° → 68°). This significantly weakens its KO potential, no longer being one of the strongest down throws in the game, but further aids in its combo ability, giving it guaranteed followups even up to high percents.
- Floor attacks:
- Floor attacks have less ending lag (FAF 50 → 46).
- They deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
- They have more startup lag (frame 12 (front), frame 15 (back) → 19 (both)).
- Their angles have been altered (361° → 48°).
- Edge attack:
- Edge attack has more intangibility (frames 1-26 → 1-30).
- It deals more damage (8%/6% → 9%), and no longer uses set knockback (110 set/100 scaling → 90 base/20 scaling), making it stronger at higher percents.
- It has less range (5u/5u/5u → 4.5u).
Special moves
- Water Gun:
- Water Gun reaches its full charge faster (frame 80 → 65).
- It has less ending lag (FAF 71 → 64).
- It has significantly more set knockback (9 → 45), allowing it to push opponents much farther. In combination with its reduced ending lag, this improves its utility for zoning and stage control.
- Like other charge-cancelable moves, it can be canceled by jumping or spot dodging.
- The water pumps have slightly larger hitboxes (2.5u → 2.8u).
- The uncharged version no longer generates a damaging close-range hitbox, instead acting like other charge levels.
- Squirtle only shoots six water pumps instead of eleven, effectively shortening the move's duration.
- Squirtle is pushed back a much shorter distance upon using the move.
- Withdraw:
- Withdraw deals much more damage (3%-7% → 8%-13.9%) and knockback (50 base/50 scaling → 75/60), and launches at a lower angle (80° → 45°), granting it KO potential at very high percents.
- It travels much faster on the ground.
- It can be canceled earlier (frame 60 → 42).
- It has more startup (frame 20 → 23), and canceling it incurs more lag (FAF 33 → 35).
- The move is canceled automatically after around a full second since its initiation, no longer covering the full length of Final Destination. Combined with the move's increased lag upon cancelation, this makes it easier to punish from long distances.
- Squirtle bounces back into an animation with 26 frames of lag upon hitting an opponent with the move, rather than continuing its execution. This decreases its utility in battles with multiple opponents, but increases its safety against a single opponent.
- Waterfall:
- Waterfall has less startup (frame 10 → 9).
- The looping hits use the autolink angle (60°/70° → 367°) with consistent set knockback (60/30 → 40), allowing them to connect much more reliably.
- It has a consistent hitlag multiplier (1×/0× → 0.7×), and the looping hits have a lower SDI multipler (2× → 1×). Combined with the weakening of SDI, this makes it significantly harder to escape from.
- The looping hits are consistently active throughout and use a rehit rate, instead of possessing gaps between each hit, and have a longer duration (frames 10-11, 13-14, 16-17, 19-20, 22-23, 25-26, 28-29, 31-32, 34-35 → 9-41; rehit rate: 5).
- The last hit deals more knockback (50 base/130 scaling → 70/152), allowing it to KO more reliably near the upper blast line.
- The move hits eight times, down from ten, and the first three hits deal less damage (2% → 1.4%). This reduces its total damage output (15% → 12.8%), despite the fourth to seventh hits dealing more damage (1% → 1.4%).
- It has smaller hitboxes (5u/12u → 9u (looping hits), 13u → 10u (last hit)) that are not placed as far horizontally (Z offset: 13u → 9u), greatly reducing its range.
- The move has softer, more realistic water sound effects.
- Pokémon Change:
- Pokémon Change executes much faster, and no longer requires the game to load the next Pokémon with every switch. This significantly increases its safety, and allows it to potentially string into another Pokémon's moves.
- It can now be used in the air. This allows the player to mix up their recovery between different Pokémon, and to utilize its intangibility frames as an alternative air dodge, with the notable advantage of coming out on frame 1. As a result, it poses much less of a risk than in Brawl as a defensive option.
- It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
- It no longer resets stale-move negation, effectively weakening Ivysaur when Squirtle switches.
- It can no longer skip the ending lag of the switch if performed near the edge of a moving platform, although it still grants Ivysaur an extra midair jump.
- Triple Finish:
- Triple Finish deals less total damage (58% → 44.3%).
- It has a different text box, more closely resembling its appearance in the Generation VII games.