Editing Squirtle (SSBU)
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Squirtle is the smallest and lightest out of the {{SSBU|Pokémon Trainer}}'s Pokémon, with it being tied with {{SSBU|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-{{SSBU|Ivysaur}}-{{SSBU|Charizard}}. If Charizard is [[KO]]d, Squirtle will always appear on the next [[revival platform]]. | Squirtle is the smallest and lightest out of the {{SSBU|Pokémon Trainer}}'s Pokémon, with it being tied with {{SSBU|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-{{SSBU|Ivysaur}}-{{SSBU|Charizard}}. If Charizard is [[KO]]d, 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 ( | 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 [[dash]]ing and [[air speed]]s, a fast [[walk]]ing 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 | 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 [[Lock|jab locks]] or [[Tech-chasing|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 [[Edge#2 frame punish|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'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-canceling|auto-canceled]] in a short hop, Squirtle has multiple options while in the air. Neutral aerial has | Squirtle possesses a strong aerial game. As one of the only few characters in ''Ultimate'' whose five aerials can all be [[Auto-canceling|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. | 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]] | Finally, when it comes to Squirtle's special moves, its neutral special, [[Water Gun]] functions similarly to {{SSBU|Mario}}'s [[F.L.U.D.D.|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 | 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 confirm]]s 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 | 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 {{SSBU|Ivysaur}} or {{SSBU|Charizard}} at later percents due to their superior [[neutral]] games, survivability, and KO potential. | 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 {{SSBU|Ivysaur}} or {{SSBU|Charizard}} at later percents due to their superior [[neutral]] games, survivability, and KO potential. | ||
If a player wishes to centralize their gameplan around Squirtle, knowledge of Ivysaur is recommended. Ivysaur's longer range, powerful aerial finishers and heavier weight in combination with Squirtle's own strengths allows for a player to switch between a fast, offensive rushdown and a passive zoner strategy that is based around heckling their opponent between long and short ranges, and when survival above double digit percentages is imperative. Ivysaur's Vine Whip also allows players to mix up their recovery options and makes their return to the stage far less predictable. | If a player wishes to centralize their gameplan around Squirtle, knowledge of Ivysaur is recommended. Ivysaur's longer range, powerful aerial finishers and heavier weight in combination with Squirtle's own strengths allows for a player to switch between a fast, offensive rushdown and a passive zoner strategy that is based around heckling their opponent between long and short ranges, and when survival above double digit percentages is imperative. Ivysaur's Vine Whip also allows for players to mix-up their recovery options, and makes their return to the stage far less predictable. | ||
==Changes from ''[[Super Smash Bros. Brawl]]''== | ==Changes from ''[[Super Smash Bros. Brawl]]''== | ||