Super Smash Bros. Ultimate

Squirtle (SSBU)

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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
Tier A- (24)
Squirtle (SSBU)

Squirtle (ゼニガメ, Zenigame) 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 from Super Smash Bros. Brawl in English and Japanese respectively. Squirtle also has new voice clips unique to the German and French versions.

How to unlock

Unlocked as part of Pokémon Trainer alongside Ivysaur and Charizard.

Attributes

An icon for denoting incomplete things.

Squirtle is the smallest and lightest out of the Pokémon Trainer's Pokémon, with it being tied with Mr. Game & Watch for the 3rd-lightest character in the game. Squirtle will automatically be the first Pokémon on-screen if Pokémon Trainer is selected, though this can be manually changed by pressing the Y button on the character select screen. In relation to Pokémon change, the order is Squirtle-Ivysaur-Charizard. If Charizard is KOd, Squirtle will always appear on the next revival platform.

Squirtle's small size makes it a hard target to hit, but also gives its attacks (with the exception of its smash attacks) poor range. Squirtle is the fastest of the three available Pokémon and has good mobility overall, with average dashing and air speeds, a fast walking speed, very high air acceleration (the eighth highest), high gravity and high jump height, but a below-average falling speed and low traction. These attributes paired with its good out-of-shield options gives Squirtle a flexible game plan, either functioning as an effective bait-and-punish character or a quick rushdown character. Squirtle also has the ability to crawl and wall cling.

One of Squirtle's strengths is its excellent frame data, as all of its attacks outside of its smash attacks come out before frame 10 and generally have low ending lag, also giving it a very strong combo game when combined with the low knockback on some of its moves. Starting with its normal ground moves, the first hit of its neutral attack comes out on frame 2; making it useful as a "get off me" option. Forward tilt is one of its most useful tools; the move's low end lag makes it safe on shields, can lead into grabs at lower percentages, and can set up jab locks or tech chases at higher percentages. Up tilt can combo into itself and set up aerial combos. Down tilt, while slow compared to its other moves (coming out at frame 8), has comparably better range and can be useful in 2-framing opponents. Finally, its dash attack can be used to set up combos at low to mid percentages due to its low lag and Squirtle's aforementioned frame data.

Squirtle's smash attacks are generally much slower compared to its other moves, but compensate with range and power. Forward smash has high start-up but low end lag, boasts high knockback (being the strongest of its three smash attacks and its strongest move overall), and can be used to finish off a jab lock combo. Its up smash comes out slightly faster than forward smash, hits on both sides simultaneously, and covers a decent area above it. Finally, its down smash is its fastest smash attack and has good range overall, making it effective when used out of a spot dodge.

Squirtle possesses a strong aerial game. As one of the only few characters in Ultimate whose five aerials can all be auto-canceled in a short hop, Squirtle has multiple options while in the air. Neutral aerial has very fast startup for an aerial (4 frames), while it can also KO at very high percentages near edges, making it effective for disrupting combos and edgeguarding opponents. Forward and back aerials are good for combos, with both being effective for wall of pain combos and confirming into other options while landing. Due to Squirtle's above average jump height, up aerial is a very effective juggling tool, while the move has among the lowest landing lag of any aerial attack, at 6 frames, furthering its juggling abilities. Its down aerial is a good landing option that can set up combos at low percentages. To cap, all of its aerial attacks have at most 18 frames of landing lag, making them solid air-to-ground options.

Squirtle also has a very effective grab game. Despite its below average grab range and unimpressive damage outputs on its throws, they all have a surprising amount of utility. Its forward throw is very effective for edgeguarding and is strong enough to KO at around 160% without rage. Back throw is even stronger, being one of the strongest back throws in Ultimate, while its up and down throws are potent combo starters. Its pummel, while relatively weak as with all pummels in Ultimate, is decently fast and easily builds up damage.

Finally, when it comes to Squirtle's special moves, its neutral special, Water Gun functions similarly to Mario's down special, being a move that pushes away opponents without making them flinch. The longer the move is charged, the higher the push back, making it a useful tool for edge guarding and controlling space. Its side special, Withdraw, has Squirtle retreat in its shell and move across the stage at high speeds. It is immune to damage while using this move, which allows it to be used as an approaching tool. Finally, its up special, Waterfall, is a multi-hitting move that covers a decent recovery distance and is useful for ending combos and hitting opponents out of shield.

However, Squirtle does have some weaknesses. While Squirtle has high combo potential, the damage output from its individual attacks is poor overall, and outside of its smash attacks (which are extremely slow and committal) and its back throw (which can have trouble killing away from the ledge), Squirtle lacks any reliable KO options, especially since some of its previous KO options were weakened. Up aerial can only KO near the upper blast line and along with forward throw, requires rage to KO on its own, while its other aerials need edgeguarding to KO at all. Squirtle lacks reliable kill confirms as well, making it very difficult for Squirtle to close out stocks on its own if it is incapable of edgeguarding the opponent. Squirtle's light weight and exploitable recovery also make its endurance very poor, and it is no longer resistant to fire attacks due to the removal of type effectiveness, further hindering Squirtle's endurance in certain matchups. As previously mentioned, Squirtle has poor range throughout its attacks (save for its smash attacks), and it lacks a damaging projectile, making it very easy for Squirtle to be out-spaced by characters with superior range.

Squirtle's offstage game is also poor. While all of its aerial attacks can autocancel in a short hop, they are all very weak (barring neutral aerial) and cannot KO reliably on their own, while lacking range compared to other aerials. This flaw is further pronounced with the removal of meteor canceling due to Squirtle's very light weight, while it lacks a meteor smash of any kind unlike Ivysaur and Charizard. Finally, while Withdraw works well as a recovery option and mindgame tool, it has a unique flaw: if Squirtle is footstooled during the move's animation, it will be left unable to input any actions for 120 frames, leaving it extremely vulnerable both in the air and on the ground, requiring caution when using the move.

Overall, Squirtle should mainly be used to quickly rack up damage with its strong combo game while it and its opponents are at lower percents, and should almost invariably be swapped out with Ivysaur or Charizard at later percents due to their superior neutral games, survivability, and KO potential.

Changes from Super Smash Bros. Brawl

Squirtle was previously considered the strongest party member of the Pokémon Trainer's team in Brawl, due to a combination of its quick mobility, fast attacks, and excellent aerial game, which made it a potentially viable contender in competitive play; this made the team reliant on the character to achieve the most level of success possible. Likely in an attempt to create a higher balance within the team, Squirtle has received a mix of buffs and nerfs in the transition to Ultimate, but while objectively nerfed, it benefits from many of the gameplay mechanics, helping compensate for its shortcomings while improving on its strengths. Because of this, Squirtle was slightly nerfed overall.

A large part of Squirtle's moveset has been altered, receiving several new moves. Among its most notorious ones, its new neutral attack is faster all-around and retains its ability to lock; dash attack has better stage control and combo capabilities; and neutral aerial has better combo potential thanks to its new angle (though at the cost of power). Many of Squirtle's moves have been streamlined due to various changes to knockback angles, utility and power, with forward and up tilts, back, up and down aerials, and up and down throws, now being excellent combo starters and/or finishers in their own right at a wide range of percents. Squirtle's KO options have been improved as well, with its new forward and down smashes having increased range with much lower ending lag, and the former, along with its new back throw having increased knockback. Squirtle's specials are all more effective for punishes and stage control, as Water Gun has less ending lag with a substantially increased push force, Withdraw travels faster and is much stronger on hit, and Waterfall connects much more reliably and has increased knockback.

Squirtle benefits significantly from Ultimate's new mechanics. The neutering of hitstun canceling further benefits Squirtle's aforementioned combo-centric moves. The universally decreased landing lag makes Squirtle's approach safer, which combines well with its fast frame data, which has been retained and, in some cases, improved. The increased shieldstun makes several of its attacks safer on shield, most notably its forward tilt and new smash attacks. The removal of the Stamina mechanic also eliminates Squirtle's biggest limiting factor from Brawl, as it can now stay in battle for as long as the player wishes with no penalty, provided it is not KO'd. Finally, the removal of chain grabbing and neutering of aerial grab release combos vastly improves Squirtle's survivability.

However, Squirtle has also received some noticeable nerfs. While its grounded movement is technically much faster, it has lost its multiple unique advanced techniques, such as DACUS and, most notably, shellshifting (due to the change to its turnaround animation), hindering its versatility. Squirtle's excellent aerial mobility has also been toned down (especially when relative to the cast), as unlike most returning veterans, its air speed has been reduced, going from among the highest in Brawl to below average in Ultimate. Additionally, while Squirtle's neutral aerial, forward smash, and down smash have more range, the majority of its other attacks have less range, namely its neutral attack, all tilts, dash attack, all other aerials except back aerial, grabs, and Waterfall, requiring Squirtle to take better advantage of its mobility to land them.

Squirtle's overall damage output and knockback are lower, especially in moves such as its forward and up aerials, and all throws except forward and back throws (especially down throw, which is no longer one of the strongest in the game), thus losing some of its KO options, and its improved ones are generally hard to land; as a result, Squirtle maintains a glaring weakness in its lack of KO potential. Lastly, the removal of type effectiveness hinders Squirtle more than the rest of its party, greatly worsening its survivability in certain matchups, as it previously had a disproportionate resistance to flame attacks compared to the other Pokémon's respective weaknesses.

Overall, Squirtle's combo game has been improved drastically, giving it an excellent damage racking ability, but its main weaknesses, including its poor range and KO power, have been further exacerbated, resulting in Squirtle being retooled to fit more in line with the speedy, combo-centric playstyle it represents in the Pokémon Trainer's team, exploiting its combo ability and speedy attacks to rack up damage and bring opponents to KO percents for its partner Pokémon. As a result, though it remains a very effective character, it is generally agreed upon that Squirtle is no longer the Pokémon Trainer's best Pokémon by a large margin.

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 shows much more emotion, with its eyes changing size in certain animations. It appears angry when jabbing, and it looks shocked when attacked.
  • Change Squirtle is proportioned correctly to the Pokémon Trainer in its victory poses.
  • Change Squirtle's side taunt has a different ending animation, where it teeters clumsily after spinning on its tail.
  • Change Squirtle has a new dash animation, which involves it surfing on a small wave of water.
  • Change Squirtle no longer retreats inside its shell when turning while dashing, spot dodging, rolling, and its supine and prone positions when knocked down.
  • Change Squirtle has new crouch and crawl animations: a comical defensive crouch while covering its head with its hands.
  • Change Squirtle has been updated with universal features introduced in Smash 4.
    • Change Squirtle has a Boxing Ring title, a Palutena's Guidance conversation, and three new alternate costumes, though the formermost is shared by the group.
    • Change Squirtle has voice clips for suffering high knockback.
    • Change Squirtle now has an individual Sound Test section, rather than being grouped together with the other Pokémon as well as the Trainer.

Attributes

  • Buff Like all characters, Squirtle's jumpsquat animation takes 3 frames to complete (down from 4).
  • Nerf 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.
  • Buff Squirtle walks faster (1.2 → 1.281).
  • Buff 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.
    • Buff Its initial dash is much faster (1.6 → 1.936).
  • 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), although it is still among the highest.
  • Buff Squirtle's traction is higher (0.042 → 0.088), going from the 3rd lowest to the 13th lowest.
  • Change Squirtle's falling speed is slightly higher (1.3 → 1.35).
    • Buff 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.
  • Change Squirtle's gravity is much higher (0.1067 → 0.128).
  • Nerf Squirtle's new crouching and crawling animations do not shrink its hurtboxes as much, making it easier to hit during these actions.
  • Nerf Squirtle's crawling speed is slower.
  • 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. This also reduces the power of Squirtle's water attacks against Charizard.
    • Buff However, this does increase the power of Squirtle's water attacks against Ivysaur, alongside decreasing the damage of Grass attacks it takes
  • 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 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).
  • 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 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.
  • Nerf Both rolls cover a shorter distance.
  • Buff Forward roll has less ending lag (FAF 30 → 28).
  • Nerf Forward roll grants less intangibility (frames 4-19 → 4-14).
  • Nerf Back roll grants less intangibility (frames 4-19 → 4-15) and has more ending lag (FAF 30 → 33).
  • Buff Spot dodge has less ending lag (FAF 26 → 24).
  • Nerf Spot dodge has more startup and grants less intangibility (frames 2-20 → 3-16).
  • Buff Air dodge has less startup (frame 4 → 2).
  • Nerf Air dodge grants less intangibility (frames 4-29 → 2-26) and has much more ending lag (FAF 40 → 54).

Ground attacks

  • Neutral attack:
    • Change 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.
    • Buff Consecutive uses of the first hit are much faster (13 → 6 frames).
    • Buff 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.
    • Buff The third hit has a longer hitbox duration (frame 5 → frames 5-6) and less ending lag (FAF 36 → 32).
    • Nerf 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.
    • Nerf 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.
    • Nerf 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.
    • Nerf The first hit has more startup (frame 1 → 2).
      • Buff However, its total duration remains the same, reducing its ending lag by one frame.
    • Nerf The second hit no longer has a 20% bonus trip chance, removing its setup potential.
    • Nerf The third hit has less knockback scaling (120 → 110).
  • Forward tilt:
    • Buff Forward tilt has more base knockback (8 → 20), increasing its safety on hit at low percents.
    • Buff 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.
    • Nerf It has more startup with a shorter hitbox duration (frames 4-6 → 5-6).
    • Nerf It deals less damage (6% → 5%).
    • Nerf It has smaller hitboxes (5u/4u/3u → 2u/2.6u/3.6u).
  • Up tilt:
    • Buff The changes to hitstun canceling considerably improve up tilt's combo potential at higher percents where it starts causing tumbling.
    • Nerf 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.
    • Nerf 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.
    • Change It launches at a marginally higher angle (86° → 88°).
  • Down tilt:
    • Change Squirtle has a new down tilt: a ground-level leg sweep with a water effect. It hits only once, rather than five times.
    • Buff It has less ending lag (FAF 37 → 30).
    • Buff 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.
    • Nerf It has more startup with a shorter hitbox duration (frames 6, 8, 10, 12, 14 → 8-13).
    • Nerf It deals less damage (2% (hits 1-4), 5% (hit 5); 13% total → 9%), with knockback compensated (40 base/130 scaling → 53/75).
    • Nerf 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:
    • Change Squirtle has a new dash attack: a lunging kick with both feet, similar to Bowser's forward smash, which produces a corkscrew of water.
    • Buff Dash attack has less ending lag (FAF 42 → 36).
    • Buff The clean hit has gained a shieldstun multiplier of 1.45×, which combined with the universally increased shieldstun makes it safer on shield.
    • Buff 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.
    • Nerf The move has more startup lag with a shorter duration (frames 6-22 → 8-17).
    • Nerf Both hits have smaller hitboxes (5u → 4.2u (clean), 4u → 3.5u (late)).
    • Nerf The clean hit deals less damage (9% → 8%).
    • Change It launches opponents away from Squirtle rather than towards it (110° → 65° (clean), 120° → 60° (late)).
  • Smash attacks:
    • Change All of Squirtle's smash attacks uses the drumbeat sound rather than the twittering sound.
  • Forward smash:
    • Change Squirtle has a new forward smash: it lashes a torrent of water in front of itself, instead of doing a tackle in its shell.
    • Buff It has significantly less ending lag (FAF 65 → 50).
    • Buff It deals more damage (14% → 15%), and has more base knockback (18 → 35), greatly improving its KO potential.
    • Buff 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.
    • Nerf It has more startup with a shorter hitbox duration (frames 18-21 → 20-21).
    • Nerf It no longer grants super armor on frames 17-21, removing its ability to plow through opposing attacks.
  • Up smash:
    • Buff 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).
    • Nerf The removal of DACUS and shellshifting (thus no longer allowing for pump sliding) significantly hinder up smash's approach potential.
    • Nerf The clean hit has altered knockback (70 base/87 scaling → 60/92), slightly reducing its KO ability overall.
    • Change The launcher hit has slightly more knockback scaling (90 → 92).
    • Change Squirtle points upward to generate the torrents of water, rather than leaping and pounding the ground.
  • Down smash:
    • Change Squirtle has a new down smash: it lashes a torrent of water in a circle around itself.
    • Buff It has significantly less ending lag (FAF 53 → 41).
    • Buff 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%).
    • Buff 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.
    • Nerf It has more startup with a shorter hitbox duration (frames 17-29 → 18-19 (hit 1), 24-25 (hit 2)).
    • Nerf 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

  • Buff 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:
    • Change Squirtle has a new neutral aerial: a midair cartwheel.
    • Buff It has less ending lag (FAF 49 → 42).
    • Buff It deals more damage (9% → 10% (clean), 6% → 7% (late)).
    • Buff It has larger hitboxes (5u → 6.5u (clean), 3.5u → 5.5u (late)), improving its utility for approaching.
    • Buff It auto-cancels one frame earlier (frame 36 → 35).
    • Buff 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.
    • Nerf It launches at a different angle (361° → 42°), removing its ability to lock opponents.
    • Nerf It has a shorter hitbox duration (frames 4-7 (clean)/8-32 (late) → 4-6/7-26).
    • Nerf 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:
    • Nerf 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.
    • Buff 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.
    • Nerf It auto-cancels later (frame 28 → 35).
    • Nerf It has smaller hitboxes (6.5u/5.5u → 4u/3.5u (clean), 4.5u/3.5u → 3.5u/3.5u (late)).
    • Change The 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 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.
    • Buff It has a longer hitbox duration (frames 5-6 (clean)/7-14 (late) → 5-14 (looping hits)/15-16 (last hit)).
    • Buff 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.
    • Nerf It has slightly more ending lag (FAF 35 → 36), and twice as much landing lag (9 frames → 18).
    • Nerf 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).
    • Nerf It launches at a different angle (361° → 38°/65° (looping hits), 40° (last hit)), removing its ability to lock opponents.
    • Change 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:
    • Nerf 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.
    • Buff It has less startup with a longer hitbox duration (frames 6-7 → 5-9).
    • Buff 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.
    • Nerf It has more ending lag (FAF 25 → 30) and auto-cancels later (frame 18 → 20).
    • Nerf It has much smaller hitboxes (6.7u/6.7u → 3.6u/3.4u/3.2u).
      • Buff 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:
    • Buff Down aerial has less ending lag (FAF 51 → 45).
    • Buff 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.
    • Buff 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%).
    • Buff 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).
    • Buff 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.
    • Buff The last hit has less startup (frame 23 → 22).
    • Nerf 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)).
    • Nerf The last hit has a higher SDI multiplier (0.2× → 1×).
    • Change 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.
    • Change 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:
    • Change 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.
    • Nerf All grabs have smaller hitboxes (4.5u/3.5u → 3.3u/1.65u (standing, pivot), 2.6u/1.3u (dash)).
    • Nerf Standing and pivot grab have more ending lag (FAF 30 → 35 (standing), 36 → 38 (pivot)).
  • Pummel:
    • Buff 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.
    • Nerf It deals less damage (2% → 1%).
  • Forward throw:
    • Nerf Forward throw deals less damage (7% → 6% (throw); 9% total → 8%).
    • Buff It has more knockback scaling (75 → 92), improving its edgeguarding and KO potential despite its reduced damage.
    • Nerf 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.
    • Change It launches at a slightly higher angle (45° → 48°).
  • Back throw:
    • Change 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.
    • Buff 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°).
    • Nerf It releases the opponent later (frame 16 → 27), making it easier to DI.
      • Buff However, its total duration was not fully compensated (FAF 36 → 45), reducing its ending lag by two frames.
    • Nerf 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:
    • Change Squirtle has a new up throw: it performs a leaping headbutt, instead of tackling the opponent upward with its shell.
    • Buff The changes to hitstun canceling turn it into a reliable combo starter from low to mid percents.
    • Change 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:
    • Buff Like up throw, the changes to hitstun canceling turn down throw into a reliable combo starter.
    • Nerf 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.
    • Change 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:
    • Buff Floor attacks have less ending lag (FAF 50 → 46).
    • Buff They deal more damage (6% → 7%) and shield damage (1 → 8) per hit, with minimally compensated knockback scaling (50 → 48).
    • Nerf They have more startup lag (frame 12 (front), frame 15 (back) → 19 (both)).
    • Change Their angles have been altered (361° → 48°).
  • Edge attack:
    • Buff Edge attack has more intangibility (frames 1-26 → 1-30).
    • Buff 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.
    • Nerf It has less range (5u/5u/5u → 4.5u).

Special moves

  • Water Gun:
    • Buff Water Gun reaches its full charge faster (frame 80 → 65).
    • Buff It has less ending lag (FAF 71 → 64).
    • Buff 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.
    • Buff Like other charge-cancelable moves, it can be canceled by jumping or spot dodging.
    • Buff The water pumps have slightly larger hitboxes (2.5u → 2.8u).
    • Nerf It can no longer be B-reversed or wavebounced.
    • Nerf The uncharged version no longer generates a damaging close-range hitbox, instead acting like other charge levels.
    • Nerf Squirtle only shoots six water pumps instead of eleven, effectively shortening the move's duration.
    • Change Squirtle is pushed back a much shorter distance upon using the move.
  • Withdraw:
    • Buff 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.
    • Buff It travels much faster on the ground.
    • Buff It can be canceled earlier (frame 60 → 42).
    • Nerf It has more startup (frame 20 → 23), and canceling it incurs more lag (FAF 33 → 35).
    • Nerf 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.
    • Change 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.
    • Bug fix Squirtle is now properly animated when opponents land on its shell in the air, instead of being frozen in a single animation frame.
  • Waterfall:
    • Buff Waterfall has less startup (frame 10 → 9).
    • Buff The looping hits use the autolink angle (60°/70° → 367°) with consistent set knockback (60/30 → 40), allowing them to connect much more reliably.
    • Buff 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.
    • Buff 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).
    • Buff The last hit deals more knockback (50 base/130 scaling → 70/152), allowing it to KO more reliably near the upper blast line.
    • Nerf 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%).
    • Nerf 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.
    • Change The move has softer, more realistic water sound effects.
  • Pokémon Change:
    • Buff 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.
    • Buff 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.
    • Nerf It has a cooldown of around two seconds after the Pokémon switch is executed. However, it can be skipped by using another special move.
    • Nerf It no longer resets stale-move negation, effectively weakening Ivysaur when Squirtle switches.
    • Nerf 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:
    • Nerf Triple Finish deals less total damage (58% → 44.3%).
    • Change It has a different text box, more closely resembling its appearance in the Generation VII games.

Update history

Squirtle only received one change throughout Ultimate's game updates; a near-universal buff to shield sizes. Due to this, it was the least affected of the Pokémon Trainer's Pokémon by a large margin, and arguably the least affected playable character in the whole game.

Super Smash Bros. Ultimate 7.0.0

  • Buff Overall shield size has been increased by 1.15×.

Moveset

For a gallery of Squirtle's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack Punch (パンチ) / Kick (キック) / Tail Strike (しっぽうち) 2% Punches, then kicks, then swings its tail forwards. The first hit comes out very quickly (frame 2), making it a strong tool to interrupt approaches. The combo generally links very reliably. The third hit has good knockback for a jab, KOing at about 200% at the edge of Final Destination.
1.5%
4%
Forward tilt Tail Sweep (しっぽはたき) 5% Crouches and swings its tail forwards. Can be angled. Comes out quickly (frame 5) and has low ending lag, making it a decent spacing and locking tool, but it is weak. Squirtle's tail is intangible for the first 8 frames of the move.
Up tilt Jump Headbutt (ジャンプずつき) 5% Hops up and headbutts upwards. Comes out quickly (frame 5), has minimal ending lag, and is weak, making it a potent combo tool, and due to Squirtle's jump, it has good vertical range, making it an effective anti-air; it can lead into a variety of moves depending on percentage, including itself, forward tilt, down tilt, neutral aerial, forward aerial, and up aerial. It can lead into up special for a KO as well, at about 130% on Final Destination. However, the move has almost no horizontal range, missing opponents next to Squirtle unless they are practically touching it.
Down tilt Water Sweep (みずばらい) 9% Spins and sweeps its tail forwards. It is Squirtle's slowest tilt (frame 8), but also its most powerful and is one of the strongest of its type, KO'ing at about 150% at the edge of Final Destination without rage. Can be used to 2 frame on ledge.
Dash attack Water Screw (みずスクリュー) 8% (clean), 7% (late) Leaps forward and does a dropkick. Comes out on frame 8, while the late hit begins on frame 12. Weak, but has low ending lag, so it's useful for combos.
Forward smash Water Smash (みずスマッシュ) 15% Spits water forwards. Can be angled. Somewhat slow startup at frame 20, but has great range, low ending lag and high knockback, KOing at about 75% at the edge of Final Destination.
Up smash Water Pillar (みずばしら) 3% (initial ground hit), 13% (clean), 12% (early), 10% (mid), 9% (late), 8% (latest) Creating two water geysers on either side of it. Slow startup at frame 21 and has mediocre vertical range. There is an early hit on grounded targets which deals fixed knockback to launch them into the main hit. KOs at about 140% on Final Destination if it hits at the tipper and 100% if the full move connects.
Down smash Sprinkler (スプリンクラー) 13% Crouches down and spins on its shell while spitting water. Squirtle's fastest smash attack, both in startup and FAF, only having 15 frames of ending lag after the hitbox in the second hit ceases. Great power, KOing at about 100% at the edge of Final Destination.
Neutral aerial Squirtle Spin (ゼニガメスピン) 10% (clean), 7% (late) Turns to its side (such that the back of its shell faces the screen) and does a quick cartwheel. Comes out quickly (frame 4), making it good to combo into, and the late hit lasts a while (frame 7-26), making it good for approaching or edge-guarding. Decent knockback, KOing at about 155% at the edge of Final Destination.
Forward aerial Rocket Kick (ロケットキック) 7% (clean), 6% (late) Dropkicks which produces a small drill of water. Comes out very quickly (frame 5), and is good for combos. Decent range and somewhat disjointed due to the jet of water produced by Squirtle's feet. The clean hit KOs at about 170% at the edge of Final Destination, making it also good for edgeguarding.
Back aerial Tail Screw (しっぽスクリュー) 1% (hits 1-5), 6% (hit 6) Thrusts and corckscrews its tail backward. Comes out very quickly (frame 5). Has the highest landing lag of Squirtle's aerials (18 frames), but auto-cancels earlier (frame 22). KOs at about 145% at the edge of Final Destination, making great for edgeguarding, but is one of the weakest of its type.
Up aerial Inverted Tail (はんてんしっぽ) 7% Flips upward, using its tail to knock opponents vertically. Comes out quickly (frame 5), and is a potent juggling and combo tool. Of Squirtle's aerials, this has the earliest FAF (frame 30) and auto-cancel window (frame 20), as well as low landing lag (6 frames). KOs at about 190% on Final Destination, so it can KO if used at high percents near the blast line.
Down aerial Tornado Spin (たつまきスピン) 1.5% (hits 1-5), 4% (hit 6) Thrusts its tail downward, spinning around in a multi-hit attack similarly to back aerial. Comes out quickly (frame 6), though later than Squirtle's other aerials. Has high landing lag (16 frames) and auto-cancels relatively late (frame 35) like neutral and forward aerials, although they can all autocancel in a short hop.
Grab Grab (つかみ) Grabs the opponent with one hand. It has average range and it's one of the fastest grabs.
Pummel Grab Headbutt (つかみずつき) 1% A headbutt. Fast but weak.
Forward throw Jump Kick (ジャンプキック) 2% (hit 1), 6% (throw) Puts the opponent in front of itself and does a jumping kick on them. KOs at about 165% at the edge of Final Destination. Good for edgeguarding and has decent knockback, but requires high percentages and rage to KO reliably.
Back throw Two-Handed Throw (りょうてなげ) 8% Squirtle lifts the opponent with both arms and tosses them behind itself. This move turns Squirtle to face the other direction. Squirtle's strongest throw, KO'ing at about 120% at the edge of Final Destination.
Up throw Headbutt Launch (ずつきうちあげ) 2% (hit 1), 5% (throw) Tosses the opponent above itself and headbutts them in a similar manner to its up tilt. Good combo potential, leading into neutral aerial at lower damages and up aerial until about 60%.
Down throw Shell Press (こうらプレス) 2% (hit 1), 5% (throw) Puts the opponent on the ground and then slams onto them with its shell. This is a good combo throw, leading into forward aerial and up aerial at a variety of percentages.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Spins around onto its feet while swiping its tail forwards and then backwards.
Floor attack (back)
Floor getups (back)
  7% Spins on the back of its shell while swiping its tail forwards and then backwards, then hops up onto its feet.
Floor attack (trip)
Floor getups (trip)
  5% Stands up while swiping its tail forwards and then backwards.
Edge attack
Edge getups
  9% Climbs up and swings its tail forward. It is the slowest edge attack in the game by a significant margin, coming out on frame 28, which combined with its short reach makes it somewhat impractical.
Neutral special Water Gun 0% Squirtle charges up, then spits out streams of water. The water does not deal damage or cause flinching, serving only to push opponents, similarly to Mario's F.L.U.D.D. The move can be charged for up to around one second. The charging can be cancelled by either pressing the special button, which uses the move at its current charge, or by jumping, shielding, or rolling, all of which preserve the current charge. The charge is still preserved when switching to other Pokémon, but is lost upon being KO'd as Squirtle. The longer the move is charged, the more water is sprayed and the further it will travel, increasing the move's effectiveness. The spray of water can also be angled. Very useful for edgeguarding and gimping, similarly to Mario's F.L.U.D.D.
Side special Withdraw 8%-13.9% Squirtle retreats into its shell and slides across the stage at high speed. If it hits a wall, it will continue sliding in the opposite direction; if it hits an opponent, it bounces out of its shell and the move ends. Throughout the move, Squirtle is immune to damage, but can have its sliding trajectory altered by knockback; if hit by a water attack, Squirtle will still not take damage but will receive knockback as if it wasn't using the move.[1] Additionally, if Squirtle is footstooled on during the move, it is put into a vulnerable state for about two seconds as it lies on the ground, stuck on its back. If the move is performed with a tap input, it travels a bit further and faster, and deals a bit more damage.
Up special Waterfall 1.4% (hits 1-7), 3% (hit 8) Squirtle creates a wave of water and rides it upwards. The attack deals multiple hits, and 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 move can be slightly altered with the control stick to be more vertical or more horizontal. Squirtle becomes helpless after using this move.
Down special Pokémon Change   The Pokémon Trainer calls Squirtle back by throwing a Poké Ball at it, and then sends out Ivysaur.
Final Smash Triple Finish 0.5% (Hydro Pump, close), 1.0% (Hydro Pump, far) The Pokémon Trainer sends out both Ivysaur and Charizard, and all three Pokémon perform a combination attack involving powerful trapping attacks with long horizontal range. For Squirtle's contribution to the attack, it uses Hydro Pump, a large cone-shaped vortex of water that pulls nearby opponents into the attack. Has much less horizontal range than Ivysaur and Charizard, but has a lot of vertical range for catching opponents who try to jump over or run under the attack. Deals damage every 20 frames.

Stats

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height
Value 75 1.936 – Initial dash
1.76 – Run
1.281 0.088 0.018 1.01 0.01 – Base
0.095 – Additional
0.128 1.35 – Base
2.16Fast-fall
3 35.35 - Base
17.03 - Short hop
35.35

Announcer call

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Unlike in Brawl, Squirtle no longer has a unique announcer call. Rather, the announcer will always call Pokémon Trainer.

On-screen appearance

  • Pokémon Trainer releases Squirtle from its Poké Ball while saying "Go!" or "Squirtle!"

Taunts

  • Up Taunt: Backflips once, then raises its arms up and says "Squirt!"
  • Side Taunt: Angrily spins around on its tail, before briefly making itself dizzy.
  • Down Taunt: Retreats into its shell, then spins around once.

Idle poses

  • Hops twice excitedly.
  • Leans forward and waggles its arms in front of itself.

Crowd cheer

Cheer (English) Cheer (Japanese/Chinese) Cheer (Italian) Cheer (Dutch) Cheer (French)
Cheer NTSC

PAL
(♂)

(♀)
NTSC (♂)

PAL (♂)

NTSC (♀)

PAL (♀)
Description I choose you! Pokémon Trai - ner! A - llena - to - re di Po - ké - mon! (♂)
A - llena - tri - ce di Po - ké - mon! (♀)
Pokémon Trai - ner! Dre - sseur de Poké - mon! (♂)
Dre - sseuse de Poké - mon! (♀)
Cheer (German) Cheer (Spanish) Cheer (Russian) Cheer (Korean)
Cheer (♂)

(♀)
NTSC (♂)

PAL (♂)

NTSC (♀)

PAL (♀)
Description Po - ké - mon Trai - ner! (♂)
Po - ké - mon Trai - ner - in! (♀)
En - trenador! Po - ké - mon! (♂)
En - trenadora! Po - ké - mon! (♀)
Trener! Pokemonov! Pokémon Trai - ner!

Victory poses

During Squirtle's victory poses, the Pokémon Trainer says randomly either "You all did great!" (male)/"Everyone did great!" (female) or "Good job, Squirtle!" (よくやったな、ゼニガメ!), while the female Trainer can say "We did it, Squirtle!" (やったね、ゼニガメ!).

  • Left: Jumps and spins around on its shell in a breakdance move, and then lands and poses.
  • Up: Spits water quickly in three directions, does a backflip, then poses with its arm in the air.
  • Right: Pokémon Trainer holds Squirtle in his arms, then kneels down and puts it on the ground, and rubs its chin and head.
A small excerpt of the title theme of Pokémon Red, Blue, Yellow, and Green Versions, a track which would go on to become the Pokémon main theme and the title theme for the entire series.

Classic Mode: The Future Champion

Pokémon Trainer's congratulations screen.

Pokémon Trainer's route refers to the player's goal of becoming the Pokémon Champion in the Pokémon games. Like in Pikachu's route, the opponents are all Pokémon and all rounds are on Pokémon stages. Each round will start with the Pokémon chosen on the character select screen regardless of which one was active at the end of the previous round.

Round Opponent Stage Music
1 Pikachu (SSBU) Pikachu Pokémon Stadium Main Theme - Pokémon Red & Pokémon Blue (Melee)
2 Jigglypuff (SSBU) Jigglypuff Pokémon Stadium Battle! (Trainer Battle) - Pokémon X / Pokémon Y
3 Lucario (SSBU) Lucario Unova Pokémon League Battle! (Trainer) - Pokémon Sun / Pokémon Moon
4 Incineroar (SSBU) Incineroar Kalos Pokémon League Battle! (Elite Four) / Battle! (Solgaleo/Lunala)
5 Greninja (SSBU) Greninja Pokémon Stadium 2 Battle! (Champion) - Pokémon X / Pokémon Y
6 Pokémon Trainer (SSBU) (Pokémon Trainer (SSBU)) Opposite-gender Pokémon Trainer Pokémon Stadium 2 The Battle at the Summit!
Bonus Stage
Final Mewtwo (SSBU) Mewtwo, then Master Hand Final Destination Pokémon Red / Pokémon Blue Medley (Mewtwo)
Master Hand (Master Hand)

Note: Items are disabled in every round.

Completing Classic Mode as Pokémon Trainer has Main Theme - Pokémon Red & Pokémon Blue (Brawl) accompanying the credits that roll every time the player finishes a Classic route, with the selected Pokémon playable during the credits minigame rather than the actual Trainer.

Role in World of Light

Finding Pokémon Trainer in World of Light

The male 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, including Squirtle.

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 three Pokémon.

Fighter Battle

No. Image Name Type Power Stage Music
33-35
Pokémon Trainer SSBU.png
Pokémon Trainer
Attack
Attack
7,500 Battlefield (Ω form) Main Theme - Pokémon Red & Pokémon Blue (Brawl)

Spirit

Squirtle's fighter spirit can be obtained by completing Classic Mode as Pokémon Trainer. It is also available periodically for purchase in the shop for 300 Gold, but only after Pokémon Trainer has been unlocked. Unlocking Pokémon Trainer in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Its fighter spirit has an alternate version that replaces it with its artwork in Ultimate.

In Spirit Battles

As the main opponent

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
37
SSBU spirit Koopa Troopa.png
Koopa Troopa Super Mario Series Squirtle Squirtle (SSBU)
Grab
1,700 Golden Plains •Defense ↑
•Item Tidal Wave
•Item: Green Shell
•The enemy has increased defense after a little while
•Certain items will appear in large numbers
•The enemy is easily distracted by items
Main Theme - New Super Mario Bros.
55
SSBU spirit Boom Boom.png
Boom Boom Super Mario Series •Giant Squirtle Squirtle (SSBU)
Attack
4,400 Unova Pokémon League (Battlefield form) N/A •The enemy has super armor and is hard to launch or make flinch
•The enemy can deal damage by dashing into you
•The enemy is giant
Fortress Boss - Super Mario Bros. 3
86
SSBU spirit Standard Kart.png
Standard Kart Mario Kart Series Squirtle Team Squirtle (SSBU)×4
Grab
2,100 Figure-8 Circuit •Item: Green Shell •The enemy favors side specials Mario Circuit - Super Mario Kart Koopa Troopa
157
SSBU spirit Ellie.png
Ellie Donkey Kong Series Squirtle Team Squirtle (SSBU)×4
Shield
2,100 Jungle Japes N/A •The enemy favors neutral specials Snakey Chantey
254
SSBU spirit Fishman.png
Fishman The Legend of Zelda Series Squirtle Squirtle (SSBU)
Attack
1,600 Pirate Ship •Hazard: Left Is Right, Right Is Left
•Buoyancy Reduced
•You can't swim
•Left and right controls will suddenly reverse after a little while
The Great Sea / Menu Select
303
from the game's files
Toadies Yoshi Series Squirtle Team Squirtle (SSBU)×4
Grab
4,200 Yoshi's Island N/A •The enemy's throws have increased power
•The enemy starts the battle with a Rocket Belt
Flower Field
333
SSBU spirit Kine.png
Kine Kirby Series Squirtle Squirtle (SSBU)
Kirby Kirby (SSBU)
Shield
3,600 Wuhu Island (Rocks at sea) •Buoyancy Reduced •You can't swim
•The enemy starts the battle with a Freezie
Kirby Retro Medley (Float Islands)
423
SSBU spirit Blastoise.png
Blastoise Pokémon Series •Giant Squirtle Squirtle (SSBU)
Shield
4,100 Delfino Plaza •Defense ↑ •The enemy has increased defense
•The enemy is giant
•The enemy starts the battle with a Super Scope
Main Theme - Pokémon Red & Pokémon Blue (Brawl)
434
SSBU spirit Psyduck.png
Psyduck Pokémon Series Squirtle Squirtle (SSBU)
Grab
1,800 Saffron City •Hazard: Screen Flip •The screen will suddenly flip after a little while Main Theme - Pokémon Red & Pokémon Blue (64)
472
SSBU spirit Wooper.png
Wooper Pokémon Series Squirtle Squirtle (SSBU)
Shield
1,600 Garden of Hope (Battlefield form) •Earthquake •Periodic earthquakes will shake the stage after a little while Pokémon Gold / Pokémon Silver Medley
496
SSBU spirit Kyogre.png
Kyogre Pokémon Series •Giant Squirtle Squirtle (SSBU)
Shield
4,100 Great Bay (Battlefield form) N/A •Only certain Pokémon will emerge from Poké Balls (Kyogre)
•The enemy is giant
Victory Road - Pokémon Ruby / Pokémon Sapphire
503
SSBU spirit Piplup.png
Piplup Pokémon Series Squirtle Team Squirtle (SSBU)×4
Shield
2,100 Garden of Hope (hazards off) N/A •Take your strongest team into this no-frills battle Battle! (Wild Pokémon) - Pokémon Diamond / Pokémon Pearl
515
SSBU spirit Manaphy.png
Manaphy Pokémon Series Squirtle Squirtle (SSBU)
Grab
13,300 Kalos Pokémon League (Flood Chamber (Legendary) only) •Move Speed ↓
•Jump Power ↓
•You have reduced jump power
•You have reduced move speed
Battle! (Dialga/Palkia) / Spear Pillar
521
SSBU spirit Oshawott.png
Oshawott Pokémon Series Squirtle Squirtle (SSBU)
Grab
1,600 Tortimer Island N/A •Only certain Pokémon will emerge from Poké Balls (Oshawott)
•The enemy has increased attack power when badly damaged
Route 23 - Pokémon Black 2 / Pokémon White 2
786
SSBU spirit Chao.png
Chao Sonic The Hedgehog Series Squirtle Team Squirtle (SSBU)×4
Shield
2,100 Windy Hill Zone •Item: Food •The enemy becomes more powerful after eating
•The enemy is easily distracted by items
Escape from the City
804
SSBU spirit Blue Pikmin.png
Blue Pikmin Pikmin Series •Tiny Squirtle Team Squirtle (SSBU)×12 (10 HP)
Shield
4,000 Distant Planet (Raining) N/A •The enemy's ice and water attacks have increased power
•Timed stamina battle (1:30)
•Water and ice attacks aren't as effective against the enemy
Main Theme - Pikmin (Original)
818
SSBU spirit Iridescent Glint Beetle.png
Iridescent Glint Beetle Pikmin Series •Gold Squirtle Squirtle (SSBU) (50 HP)
Shield
4,400 Distant Planet N/A •Timed stamina battle (1:00)
•The enemy tends to avoid conflict
Forest of Hope
1,038
Jelfonzo
Jelfonzo Splatoon Series •Clear Squirtle Squirtle (SSBU)
Grab
1,700 Saffron City N/A •The enemy is invisible Don't Slip
1,273
from the game's files
Eddy Fluidity: Spin Cycle North America
Hydroventure: Spin Cycle PAL
Squirtle Squirtle (SSBU)
Shield
1,600 Hanenbow •Hazard: Screen Flip •The screen will suddenly flip after a little while Electroplankton (Remix)
1,523
SSBU spirit Terapagos.png
Terapagos Pokémon Series •Giant Gold Squirtle Squirtle (SSBU)
•Giant Metal Squirtle Squirtle (SSBU)
Squirtle Squirtle (SSBU)
Shield
9,400 Fountain of Dreams •Sudden Final Smash •The enemy will suddenly have a Final Smash when the enemy's at high damage
•The enemy's FS Meter charges quickly
•Reinforcements will appear after an enemy is KO'd
Battle! (Champion) - Pokémon X / Pokémon Y Squirtle: Terapagos
Giant Metal: Terapagos (Terastal form)
Giant Gold: Terapagos (Stellar form)

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
700
Founded in a french YouTube video
Turtle Bridge Game & Watch Series Mr. Game & Watch Mr. Game & Watch (SSBU)
Squirtle Squirtle (SSBU)
Morton Bowser Jr. (SSBU)
Bowser Bowser (SSBU)
Shield
1,700 Flat Zone X (hazards off) N/A •The enemy favors back air attacks Flat Zone Turtle
791
SSBU spirit Cream & Cheese.png
Cream & Cheese Sonic The Hedgehog Series Isabelle Isabelle (SSBU)
•Tiny Squirtle Squirtle (SSBU)
Grab
3,500 Green Hill Zone •Hazard: Low Gravity •Gravity is reduced
•The enemy takes less damage while in the air
Rooftop Run Cheese
948
SSBU spirit Ghosts.png
Ghosts PAC-MAN Series Kirby Kirby (SSBU)
Jigglypuff Jigglypuff (SSBU)
Squirtle Squirtle (SSBU)
Pac-Man Pac-Man (SSBU)
Shield
3,500 Pac-Land (Battlefield form) •Assist Trophy Enemies (Ghosts) •Hostile assist trophies will appear PAC-MAN Inky
1,369
SSBU spirit Grookey, Scorbunny, & Sobble.png
Grookey, Scorbunny, & Sobble Pokémon Series Diddy Kong Diddy Kong (SSBU)
•Bunny Incineroar Incineroar (SSBU)
Squirtle Squirtle (SSBU)
Attack
9,600 Onett (Battlefield form) N/A •The enemy has increased attack power when badly damaged
•Reinforcements will appear during the battle
•The enemy starts the battle with a Lip's Stick
Road to Viridian City - Pokémon Red / Pokémon Blue Sobble
1,524
SSBU spirit Sprigatito, Fuecoco, & Quaxly.png
Sprigatito, Fuecoco, & Quaxly Pokémon Series Ivysaur Ivysaur (SSBU)
Squirtle Squirtle (SSBU)
Kirby Kirby (SSBU)
Neutral
3,700 Delfino Plaza (Courtyard) N/A •The enemy favors side specials Battle! (Trainer) - Pokémon Sun / Pokémon Moon Quaxly

Gallery

Fighter Showcase Video

Trivia

  • Despite being a Water-type Pokémon with swimming capabilities in the Pokémon series, Squirtle can drown in water like every other character. The same is also true for Greninja.
  • Squirtle and Ivysaur are the only characters not to have an announcer voice clip by Xander Mobus.
  • In World of Light, Squirtle is one of the few fighters who is not affiliated with Dharkon in any way, as all of its encounters as itself or as a puppet fighter are all in association with Galeem. Ivysaur, Ness, Roy, Olimar, Toon Link, Wii Fit Trainer, Little Mac, Mii Gunner, and Pokémon Trainer all share this distinction as well.
  • Squirtle is one of the few characters in the entire roster to have different facial expressions when attempting different types of grabs, being its standing and dash grabs (a happy expression) vs. its pivot grab (an angry expression).
    • Others include Pikachu and King Dedede (standing vs. dash vs. pivot).
      • However, Squirtle's differing expressions occur during the grab attempt, whereas the others' expressions are after their grabs are whiffed.

References