- 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).
in Super Smash Bros. Ultimate
|Shares character slot with||Pokémon Trainer|
|Other playable appearance||in Brawl|
|Final Smash||Triple Finish|
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, Rikako Aikawa and Klaus Münster reprise their roles as Squirtle from Super Smash Bros. Brawl in English, Japanese and German respectively, all with new voice clips; in French, Jean-Marc Delhausse replaces Virginie Demians from Brawl.
How to unlock
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 has decent 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 merely 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 mantains 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 viable character, it is generally agreed upon that Squirtle is no longer the Pokémon Trainer's best Pokémon by a large margin.
- 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.
- 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 increase the power of Squirtle's water attacks against Ivysaur, alongside decreasing the damage of Grass attacks it takes
- 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).
- 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.
- 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
- 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 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).
- 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 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.
- Squirtle is now properly animated when opponents land on its shell in the air, instead of being frozen in a single animation frame.
- 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.
Squirtle only received one change throughout Ultimate's game updates; a near-universal buff to shield sizes. Due to this, he was the least affected Pokémon Trainer Pokémon by a large margin and arguably the least affected playable character in the whole game.
- Overall shield size has been increased by 1.15×.
For a gallery of Squirtle's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
|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.|
|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, Zenigame Spin)||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%||Squirtle 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)||Squirtle 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)||—||Squirtle grabs the opponent with one hand.|
|Pummel||Grab Headbutt (つかみずつき)||1%||Squirtle headbutts the grabbed opponent. Decently fast.|
|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.|
|Floor attack (front)||7%||Spins around onto its feet while swiping its tail forwards and then backwards.|
|Floor attack (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)||5%||Stands up while swiping its tail forwards and then backwards.|
|Edge attack||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. 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.|
- Pokémon Trainer releases Squirtle from its Poké Ball while saying "Go!" or "Squirtle!"
- 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.
- Hops twice excitedly.
- Leans forward and waggles its arms in front of itself.
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.
Classic Mode: The Future Champion
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.
|1||Pikachu||Pokémon Stadium||Main Theme - Pokémon Red & Pokémon Blue (Melee)|
|2||Jigglypuff||Pokémon Stadium||Battle! (Trainer Battle) - Pokémon X / Pokémon Y|
|3||Lucario||Unova Pokémon League||Battle! (Trainer) - Pokémon Sun / Pokémon Moon|
|4||Incineroar||Kalos Pokémon League||Battle! (Elite Four) / Battle! (Solgaleo/Lunala)|
|5||Greninja||Pokémon Stadium 2||Battle! (Champion) - Pokémon X / Pokémon Y|
|6||() Opposite-gender Pokémon Trainer||Pokémon Stadium 2||The Battle at the Summit!|
|Final||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
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.
|33-35||Pokémon Trainer||7,500||Battlefield (Ω form)||Main Theme - Pokémon Red & Pokémon Blue (Brawl)|
Squirtle's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Pokémon Trainer has been unlocked. It is also available periodically for purchase in the shop for 500 coins. 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
|37||Koopa Troopa||Super Mario Series||•Squirtle||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||Boom Boom||Super Mario Series||•Giant Squirtle||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||Standard Kart||Mario Kart Series||•Squirtle Team ×4||2,100||Figure-8 Circuit||•Item: Green Shell||•The enemy favors side specials||Mario Circuit - Super Mario Kart||Koopa Troopa|
|157||Ellie||Donkey Kong Series||•Squirtle Team ×4||2,100||Jungle Japes||N/A||•The enemy favors neutral specials||Snakey Chantey|
|254||Fishman||The Legend of Zelda Series||•Squirtle||1,600||Pirate Ship||•Hazard: Left Is Right, Right Is Left
|•You can't swim
•Left and right controls will suddenly reverse after a little while
|The Great Sea / Menu Select|
|303||Toadies||Yoshi Series||•Squirtle Team ×4||4,200||Yoshi's Island||N/A||•The enemy's throws have increased power
•The enemy starts the battle with a Rocket Belt
|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||Blastoise||Pokémon Series||•Giant Squirtle||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||Psyduck||Pokémon Series||•Squirtle||1,800||Saffron City||•Hazard: Screen Flip||•The screen will suddenly flip after a little while||Main Theme - Pokémon Red & Pokémon Blue (64)|
|472||Wooper||Pokémon Series||•Squirtle||1,600||Garden of Hope (Battlefield form)||•Earthquake||•Periodic earthquakes will shake the stage after a little while||Pokémon Gold / Pokémon Silver Medley|
|496||Kyogre||Pokémon Series||•Giant Squirtle||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||Piplup||Pokémon Series||•Squirtle Team ×4||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||Manaphy||Pokémon Series||•Squirtle||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||Oshawott||Pokémon Series||•Squirtle||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||Chao||Sonic The Hedgehog Series||•Squirtle Team ×4||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||Blue Pikmin||Pikmin Series||•Tiny Squirtle Team ×12 (10 HP)||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||Iridescent Glint Beetle||Pikmin Series||•Gold Squirtle (50 HP)||4,400||Distant Planet||N/A||•Timed stamina battle (1:00)
•The enemy tends to avoid conflict
|Forest of Hope|
|1,038||Jelfonzo||Splatoon Series||•Clear Squirtle||1,700||Saffron City||N/A||•The enemy is invisible||Don't Slip|
|1,273||Eddy||Fluidity: Spin Cycle
Hydroventure: Spin Cycle
|•Squirtle||1,600||Hanenbow||•Hazard: Screen Flip||•The screen will suddenly flip after a little while||Electroplankton (Remix)|
As a minion
|700||Turtle Bridge||Game & Watch Series||•Mr. Game & Watch
|1,700||Flat Zone X (hazards off)||N/A||•The enemy favors back air attacks||Flat Zone||Turtle|
|791||Cream & Cheese||Sonic The Hedgehog Series||•Isabelle
|3,500||Green Hill Zone||•Hazard: Low Gravity||•Gravity is reduced
•The enemy takes less damage while in the air
|3,500||Pac-Land (Battlefield form)||•Assist Trophy Enemies (Ghosts)||•Hostile assist trophies will appear||PAC-MAN||Inky|
|1,369||Grookey, Scorbunny, & Sobble||Pokémon Series||•Diddy Kong
|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|
Squirtle taunting on Battlefield.
With Ivysaur and Charizard on Skyworld.
With Ivysaur and a giant golden Pikachu on Pokémon Stadium 2.
Fighter Showcase Video
- 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).