Withdraw is Squirtle's Side Special Move. Squirtle goes inside its shell and speeds across the stage, powered by a jet of water shooting out the back of its shell. During this attack, Squirtle behaves like a Green Shell item for a limited amount of time. If another player jumps on Squirtle, the attack ends and Squirtle becomes stuck on its back for a few seconds. Squirtle cannot take damage during withdraw. It is important, especially for beginners, to note that Withdraw is 'not' a rolling attack like Yoshi's Egg Roll or Jigglypuff's Rollout; Squirtle can't change direction on its own or charge the attack beforehand. However, just like the shell item, it will turn around if it hits a wall, and can change speed and direction when attacked. Spinning up and down hills can alter the speed in which the withdrawn Squirtle will move. The attack can be cancelled if the control stick is moved at the opposite side that Squirtle is attacking. The invincibility provided by the move is sufficient to block many Final Smashes that do not involve grabs. Marth's Critical Hit can be negated, but not Ike's Great Aether.
Like some other moves, Withdraws speed can be altered by smashing the Control Stick, instead of just tilting it.
Origins
Withdraw is a move in the Pokémon games that makes the Pokémon withdraw into their shells, raising their defense. This being so, only Pokémon with shells can learn it. As a defensive move, Withdraw does nothing to the opponent. Despite being a Water type move, Withdraw is capable of being learned by non-water type Pokemon, such as Turtwig.
This could have been based off of when Squirtle would use Rapid Spin in the Anime.
Trivia
- Withdraw is another example of the Smash producers changing the function of moves to suit the games, others being Rest and Double Team. It should be noted that it isn't Withdraw itself that damages the players, as Withdraw is simply the act of a Pokémon hiding inside its shell.
- Withdraw is useful in getting from point A to point B quickly, even if the intervening space contains enemies - very useful in Subspace Emissary mode.
- If one jumps on Squirtle while it is using withdraw it'll tip over on its back for a few seconds, similar to a Koopa Troopa. This does leave Squirtle very vulnerable to an attack..
- When Squirtle knocks into another character using Withdraw, it makes the same sound as a Green Shell.