Project M

Squirtle (PM)

Revision as of 09:10, March 23, 2016 by Nymbare (talk | contribs)
Squirtle
in Project M and Project+
Squirtle SSBB.png
PokemonSymbol.svg
Universe Pokémon
Base game appearance Brawl
Moveset inspiration Squirtle (SSBB)
Alternate costume Shinobi Squirtle
Squirtle (SSBB)

Squirtle is a playable character in the Brawl mod Project M. Like Ivysaur and Charizard, it has been separated from the Pokémon Trainer and so fights alone. Its down special, Pokémon change, has been replaced with Bubble. It has also been given significant buffs.

Squirtle's Shinobi Costume in Project M 3.5

Attributes

Changes from Brawl to PM

 
Squirtle's down special, Bubble.

Squirtle has been buffed noticeably from Brawl to Project M.

Aesthetics

  •   New on-screen appearance: Squirtle comes on using Withdraw.
  •   Pokémon Trainer victory pose replaced: Squirtle squirts water in an arc and then poses.
  •   Pressing a special button just before Squirtle lands from its up taunt results in it getting black sunglasses based on those worn by the leader of the Squirtle Squad in the Pokémon anime. The glasses shatter if Squirtle is attacked.

Attributes

  •   Shellshifting has been retained and Squirtle now has even more follow up options, most notably a long jump-canceled grab.
  •   Pivot now has a hitbox that deals 3% damage and weakly launches enemies away with high base knockback, leading better into shellshift techniques, most notably the Hydroplane for a KO.
  •   Stamina mechanic has been removed.
  •   The introduction to wavedashing improves its approach and mobility, given its low traction.
  •   Squirtle is heavier.
  •   Type effectiveness has been removed, meaning Squirtle no longer resists fire attacks.

Ground Attacks

  •   Jab combo does more damage.
  •   Down tilt now hits just twice making it faster and harder to escape.
  •   Forward tilt deals higher damage and deals much more knockback and has a sweetspot at the tip of the tail.
  •   Up tilt does slightly higher damage and has more combo ability at lower percents, with more KO potential.
  •   Forward smash deals more damage and has armor.
  •   Down smash hits consecutively and deals slightly more damage, with the first hits meteoring the foe, and allows for better follow-ups unlike most smashes even at somewhat higher percents and has armor.
  •   Up smash does more damage and has more KO potential, and the pumps just hit once, allowing the first hit to link better with the second and has armor.
  •   Dash attack deals horizontal knockback and is better at KOing near the ledge.
  •   Down tilt does less damage.
  •   Down smash deals much lower knockback.

Aerial Attacks

  •   Neutral aerial is now a vertical shell spin with more gimping potential, having better knockback scaling with more damage and a semi-spike angle that has armor and less endlag.
  •   Up aerial has higher knockback scaling.
  •   Forward aerial deals slightly more damage and has more KO and gimping potential.
  •   Down aerial is better at damaging, and on grounded opponents it acts as a locking meteor smash akin to Jigglypuff's down air.
  •   Back aerial does more damage and has more KO potential.
  •   Neutral aerial has slightly slower startup.

Grabs and Throws

  •   Forward throw, Back throw, Up throw have more combo ability.
  •   Down throw does much more damage and has stronger KO potential, and has a water effect.
  •   Pummel deals higher damage.
  •   Squirtle keeps momentum upon grabbing opponents, which when combined with shellshifting causes throws to KO more easily, especially down throw.
  •   Forward throw does less damage.
  •   Up throw does much less damage.

Special Moves

  •   Water Gun now deals consecutive damage and can clash with other projectiles. The move now shoots a stream of water even when uncharged, has faster startup for shooting in all levels of charge, and retains its push effect so that Squirtle is left less vulnerable if the move whiffs.
  •   Withdraw deals slightly higher damage and is now completely immune to projectiles and can change directions, along with traveling faster and having a slightly extended duration. When hitting an opponent, Squirtle bounces and cancels the move, leading better into aerials. Withdraw can be canceled into a fast damaging jump called Aqua Jet by using the attack button, which has long range and is faster and stronger, but leaves Squirtle helpless, and therefore easily prone to self-destructs if used near edges, and this move also aids horizontal recovery.
  •   Waterfall travels faster and has does slightly higher damage and KO potential.
  •   Pokémon Change has been replaced by a new move called Bubble; a fast, short-ranged projectile with multiple hits that trips grounded opponents (for tech-chases), and has a horizontal angle on aerial targets that can easily gimp them.
  •   Water Gun can now be absorbed, and has less pushback.
  •   Waterfall was given more slightly more startup lag, and its hits no longer link properly.

Revisions

v2.6b

  •   Forward smash, down smash, and neutral aerial now have Medium Armor during the initial attack, and Light Armor during the remainder of the time Squirtle is in its shell.
  •   Turnrun, crawl attack, and Withdraw now have Light Armor while Squirtle is in its shell.
  •   Dash attack covers more space during the initial lunge. Hits earlier and harder. Hit angles lowered to send foes further in front of Squirtle.
  •   Forward smash now retains previous momentum.
  •   Forward aerial's knockback was slightly increased.
  •   Down aerial hits more frequently and faster. Tweaked the linking hit's knockback to ease the difficulty in landing all the hits.
  •   Down aerial's final hit sends forward and base knockback increased.
  •   Turn grab range increased.
  •   Revamped positioning, sizing, and timing of initial hitboxes so that the sweetspot comes out first and has greater priority among the other hitboxes.
  •   Lingering hitbox has a higher angle and increased base knockback.
  •   Withdraw's Aqua Jet landing lag slightly reduced.
  •   Up tilt base knockback reduced making it juggle better at lower percents.
  •   Forward tilt start up and cooldown notably reduced.
  •   Up smash's hitboxes at the top of the water pillars have slightly reduced knockback.
  •   Fixed a bug with Water Gun charge that could prevent its shield from being damaged.
  •   Withdraw knockback growth decreased.
  •   Water burst hitboxes now only hit to the side of Squirtle, with decreased damage, hit angle, and knockback.
  •   Ground to air physics and aerial friction adjusted so that Squirtle retains more momentum into the air.
  •   Squirtle's hidden "Shades" no longer break unless Squirtle is sent into tumble from knockback.
  •   Armor system was streamlined to match the new Project M standard of Light, Medium and Heavy Armor (note that Squirtle has no Heavy Armor).
  •   Squirtle flashes blue when it has Medium Armor, Withdraw duration and Watergun charge flashes changed to yellow to prevent confusion.
  •   Aqua Jet has Medium Armor while Squirtle is in its shell.
  •   Fixed > 100% ledge attack timer on hitboxes. Now hits properly.
  •   Squirtle now has a crawl attack. It quickly spins forward in shell, popping an opponent up above it as it passes through.
  •   Jab 1, 2 and 3 movement reduced and knockback tweaked to aid in linking all three hits.
  •   Forward tilt's knockback power tweaked so that it has less punch at low percents, but is still comparable at high percent.
  •   Forward tilt and down tilt tail intangibility redone to ensure that all tail hurtboxes are unhittable while Squirtle is attacking.
  •   Down tilt animation sped up so that Squirtle attacks faster and with less time in between tail swipes. Second hit angle raised slightly>
  •   Up tilt reverted to a brawl-like animation.
  •   Up smash now retains more reverse momentum, restoring the ability to perform Reverse Hydroplane up smashes.
  •   Down smash start up increased, but cooldown was significantly reduced.
  •   Down smash's hitbox sizes were decreased and lowered to reduce vertical disjoint above Squirtle.
  •   All of down smash's repeating hitboxes were homogenized to draw in, while the final hit is now a moderate strength pop-up above and behind Squirtle.
  •   Neutral aerial's lingering hit angle raised.
  •   Neutral aerial's landing lag now generates a splash instead of a dust cloud.
  •   Back aerial and up aerial mismatched on-hit sound effects fixed.
  •   Added a missing body hitbox during up aerial's initial hit, and pushed the outer hitbox out slightly.
  •   Up aerial's cooldown reduced.
  •   Up aerial and down aerial tail intangibility added while Squirtle is attacking.
  •   Down aerial reverted to a brawl-like animation.
  •   Down aerial's cooldown significantly reduced.
  •   Forward throw and up throw cooldown reduced.
  •   Water Gun stream hitboxes do reduced damage and knockback at a lower hit angle to aid in landing consecutive streams. Slightly increased the amount of the stream that only pushes with no knockback or damage.
  •   Water Gun has a new mid-level charge that shoots eight streams with reduced duration and cooldown.
  •   Water Gun full charge now shoots fourteen streams with reduced duration and cooldown.
  •   Withdraw's aerial physics and vertical momentum tweaked on startup to be more consistent.
  •   Withdraw can now fall off of edges while turning around.
  •   Withdraw's input changed from "Up B" to "A".
  •   Withdraw now has two frames of start-up.
  •   Aerial control during Withdraw's Aqua Jet was removed entirely. You can still reverse it however.
  •   Withdraw's Aqua Jet bug where it would not rise when used out of hitstun fixed.
  •   Waterfall start up increased and movement speed increased. Animation edited to reflect changes and transition into special fall better.
  •   Waterfall hitboxes decreased in size and rearranged to better cover Squirtle while reducing forward disjoint.
  •   Waterfall linking hits reduced to two, knockback and SDI modifiers tweaked to make linking into the final hit more percent, DI, and weight/fall speed dependent.

v3.0

  •   Due to the SCD bugfix, much of Squirtle’s moveset required physics compensations. Its gravity was also slightly increased.
  •   Down smash IASA removed and cooldown increased.
  •   List of compensated moves: Withdraw, Withdraw jump, Withdraw rebound, Aqua Jet, Waterfall, double jump.
  •   Tech rolls adjusted so that the movement occurs slightly later in the animation.
  •   Dash length significantly shortened. As a result, Shell Shift requires less commitment to input.
  •   Crawl attack’s input made easier.
  •   Standing grab reverse/inside range increased.
  •   Withdraw jump can now be input during Withdraw turn once Squirtle has changed directions.

v3.5

  •   Up tilt is weakened overall.
    •   Its endlag has been reduced.
  •   Crawl tilt and down smash have a smaller hitbox.
  •   Withdraw turnaround and jumping abilities removed.
  •   Waterfall has faster startup and cannot be angled at the peak.
    •   Its endlag has been slightly increased.
  •   Aqua Jet can only be initiated by making contact with a target during startup and holding B, removing its recovery potential while giving it more kill power and air control.
  •   Removal of Shell-shift momentum glitch.
  •   Bubble can only stall once in the air.
  •   Vertical momentum for short hop has been increased.
  •   Final Smash added.

Moveset

Up to date as of version 3.6.

Name Damage Description
Neutral attack 3% Squirtle punches once, jumps and thrusts both legs forward, then flips forward and hits with its tail.
2%
6%
Forward tilt 9% Squirtle gets on all fours and slaps forward with its tail. This move has short range but is very quick and can repeated in rapid succession. Can be angled slightly up or down.
8%
7%
Up tilt 6% Squirtle hops upward, attacking with its head. Very quick. Squirtle's small body becomes the hitbox for this move and can lead into other moves.
Down tilt 2% (hit 1), 8% (hit 2) Squirtle gets on its belly and then spins forward, sweeping foes with its tail.
Crawl attack 3% Squirtle quickly dashes forward in its shell.
Dash attack 9% (clean), 7% (late) Squirtle jumps and attacks foes with the back of its shell.
Forward smash 16% (early), 15% (clean), 10% (late) Squirtle withdraws into its shell and launches forward. Squirtle gains launch resistance frames when performing the attack, but its short reach and long start-up and ending lag limits its effectiveness. This move can be angled up or down.
Up smash 2%-3% (hit 1), 14%, 13%, 12%, 10%, 8% (clean to late hit 2) Squirtle jumps and slams both hands down on the ground, causing two geysers to rise on both sides, hitting a fairly large area, especially upward. A powerful vertical finisher and is one of Squirtle's most powerful attacks, being able to KO at 65% when fully charged.
Down smash 3% (hits 1-2), 6% (hit 3) Squirtle withdraws into its shell and spins, shooting water out of both sides that traps the enemy for multiple hits before knocking them away vertically. This attack is comparatively weak and has short range.
Neutral aerial 11% (clean), 8% (late) Squirtle withdraws into its shell and spins in midair, releasing water from all sides. A good defensive move for spacing.
Forward aerial 13% (clean), 7% (late) Squirtle quickly thrusts both legs forward. Deals high knockback, being able to KO opponents off the stage at higher percentages. Has sex kick properties.
Back aerial 12% (clean), 8% (late) Squirtle thrusts its tail backward, hitting opponents behind itself. Deals decent knockback and has sex kick properties.
Up aerial 11% (clean), 6% (late) Squirtle flips upward, using its tail to knock opponents vertically. Somewhat weak, having a hard time KOing foes with good DI.
Down aerial 2% (hits 1-4), 5% (hit 5) Squirtle thrusts its tail downward, spinning around in a multi-hit attack. Similar to Mario's Mario Tornado, but with more vertical range due to the tail and the last hit inflicts horizontal knockback and does not have a hitbox upon landing.
Grab
Pummel 3% Headbutts the grabbed opponent. Relatively fast.
Forward throw 2% (hit 1), 4% (throw) Squirtle kicks the opponent forward.
Back throw 5% (hit 1), 5% (throw) Squirtle puts its opponent behind it, and kicks their back. Has little KO power, KOing opponents near the ledge around 200% damage.
Up throw 2% (hit 1), 5% (throw) Squirtle throws its opponent upward and tackles them while in its shell.
Down throw 2% (hit 1), 12% (throw) Squirtle throws its opponent on the ground and slams on top of them. Squirtle's strongest throws, dealing strong diagonal knockback. Easily KOs at around 125% damage.
Floor attack (front) 6% Squirtle attacks with its tail forward and then backward.
Floor attack (back) 6% Squirtle attacks with its tail forward and then backward.
Floor attack (trip) 5% Squirtle spins once, attacking nearby foes with its tail.
Edge attack (fast) 6% (body), 8% (tail) Squirtle gets up and whips its tail forward. Similar to its forward tilt in both appearance and range.
Edge attack (slow) 10% Squirtle slowly gets up and headbutts forward. Has limited range.
Neutral special Water Gun 1% (per hit) Squirtle shoots out water. The move can charged to spray more water out with more range. The enemy takes small damage if they are close to Squirtle when it release the water and will be pushed back when hit from a set distance. The player may also change the full spray's direction by tilting up or down on the control stick. When fully charged, Squirtle can hold the charge and battle normally until the player presses the special button again.
Side special Withdraw 8-9% (slide), 15% (Aqua Jet) Squirtle retreats 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's shell behaves like a Green Shell for a limited amount of time and becomes immune to both damage and knockback. The attack can be cancelled by pressing the special button. Hitting an opponent will cause Squirtle to jump out of the move, allowing Squirtle to follow-up using an aerial attack. Getting hit the moment Squirtle goes inside its shell will instead make it use Aqua Jet, an attack that deals high damage and knockback, but will leave Squirtle in a helpless state, making it a risky move to use offstage. The invincibility provided by the move is sufficient to block many Final Smashes that do not involve grabs (e.g., Marth's Critical Hit can be negated, but not Ike's Great Aether).
Up special Waterfall 5% (hit 1), 2% (hit 2), 1% (hits 3-5), 9% (hit 6) A torrent of water appears that Squirtle "surfs" on top of. The attack deals multiple hits with strong knockback towards the end. It is difficult to interrupt as a recovery move, as the hitbox is large, disjointed, and directly in front of Squirtle. The movement direction of the attack can be slightly altered with the control stick to be more vertical or more horizontal.
Down special Bubble 3% (hits 1-3) Squirtle shoots out a small stream of bubbles that push the enemy away, dealing slight damage and tripping them.
Final Smash Water Spout 2-3% (small water loop), 25%/24%/22% (big splash low/mid/high) Squirtle retreats into its shell and starts bouncing on the ground while two large geysers of water attack opponents from either side of it, having a fairly large radius of attack.

In competitive play

Notable players

Alternate costumes

Like Ivysaur and Charizard, Squirtle recieved more significant alternate costumes for Project M. It now uses its default costume for the Blue Team.

 
Squirtle's alternate costumes in PM
           
   

Each of Squirtle's new color schemes are based on other Nintendo characters, the majority of them being Pokémon:

  • The green one (used for Green Team) is based on Turtwig.
  • The orange one (used for Red Team) is based on Charmander and Torkoal.
  • The yellow one is based on a Koopa Troopa.
  • The pink one is based on Mew and Lickitung.
  • The purple one is based on a Shiny Blastoise.

In addition, it also has an alternate costume where it is dressed out as a Shinobi ninja, as well as a white recolor for said costume.