Supermrman
Smash Rookie
- Joined
- May 13, 2015
- Messages
- 6
So, I'm new here, but I've been lurking for awhile now, and have been compiling a handbook for Squirtle mains. This will hopefully help you to suck less. I'm not quite finished with it yet, but I'll post what I've got if y'all want me to. In it, I've included a bunch of tips, along with some advanced techniques, B&B combos, and links to where I got all this information from. (Mainly the Squirtle boards.) I figured that new people who would want to pick up Squirtle would want this, instead of poring over all the different threads for the same information. This is going to be a long and rather tedious process, and while I may not be the best at this, I'll try my hardest. Also, feel free to critique it (constructively)! I'm always open to new things, and hopefully we'll all get better from it.
The Moveset
Advanced Techniques
The Moveset
Jab: 3-stage jab combo involving his fist, foot, and tail. No name.
D-tilt: Retreats inside his shell and whips his tail out around him.
U-tilt: Hop upwards. Quick, and good for comboing. His body is the hitbox.
F-tilt: Slaps in front with his tail. Can be angled slightly, and is good for comboing.
U-smash: Sends a jet of water upwards into the air on either side of you. The strongest hitboxes are right next to you at the bottom, extending up a little bit past his standing position. (Also, one frame during his charge-up has a hitbox right above him.)
D-smash: Spins, sending water flying around him.
F-smash: Retreats into his shell, and smashes into the opponent. Has launch resistance frames.
Dash: Lunges forward. Good for getting past the opponent in a pinch.
Nair: Spins in the air, spraying water. Good defensive move.
Uair: Flips, and slaps with his tail above him. Good for KOing.
Dair: Points his tail down and spins. Multiple hitboxes and good for applying shield pressure. (Also, good for countering CCers, if I'm not mistaken.)
Fair: High knockback, and good for KOing.
Bair: Pokes his tail out backwards. Good for RARing, and finishing stocks.
N-Special: Shoots water out of his mouth. Hitboxes are limited, but the rest of the water pushes. Can be charged up.
D-Special: Possibly one of Squirtle's best moves. Sends bubbles outwards with a good range. Good for gimping. If performed in the air, it gives him a little hop up. While this move can be performed more than once in the air, only the first one will give him a hop.
U-Special: Sweetspot is at the very end of the animation, and is a decent size.
S-Special: Retreats into his shell, and slides along the ground for a good ways (if unimpeded), or will hop up when he hits something. Ducks under lasers, and good for comboing into Fair, Bair, and Nair, depending on the opponent's percentage.
D-throw: One of your best kill throws. It has diagonal KB, and is good for killing off the sides.
F-throw: Puts them in front of him, and hits them. Basic.
B-throw: Puts them behind him, and kicks. Kills on the edge at around 200%.
U-throw: Basic up throw, and is good for comboing into stuff.
D-tilt: Retreats inside his shell and whips his tail out around him.
U-tilt: Hop upwards. Quick, and good for comboing. His body is the hitbox.
F-tilt: Slaps in front with his tail. Can be angled slightly, and is good for comboing.
U-smash: Sends a jet of water upwards into the air on either side of you. The strongest hitboxes are right next to you at the bottom, extending up a little bit past his standing position. (Also, one frame during his charge-up has a hitbox right above him.)
D-smash: Spins, sending water flying around him.
F-smash: Retreats into his shell, and smashes into the opponent. Has launch resistance frames.
Dash: Lunges forward. Good for getting past the opponent in a pinch.
Nair: Spins in the air, spraying water. Good defensive move.
Uair: Flips, and slaps with his tail above him. Good for KOing.
Dair: Points his tail down and spins. Multiple hitboxes and good for applying shield pressure. (Also, good for countering CCers, if I'm not mistaken.)
Fair: High knockback, and good for KOing.
Bair: Pokes his tail out backwards. Good for RARing, and finishing stocks.
N-Special: Shoots water out of his mouth. Hitboxes are limited, but the rest of the water pushes. Can be charged up.
D-Special: Possibly one of Squirtle's best moves. Sends bubbles outwards with a good range. Good for gimping. If performed in the air, it gives him a little hop up. While this move can be performed more than once in the air, only the first one will give him a hop.
U-Special: Sweetspot is at the very end of the animation, and is a decent size.
S-Special: Retreats into his shell, and slides along the ground for a good ways (if unimpeded), or will hop up when he hits something. Ducks under lasers, and good for comboing into Fair, Bair, and Nair, depending on the opponent's percentage.
D-throw: One of your best kill throws. It has diagonal KB, and is good for killing off the sides.
F-throw: Puts them in front of him, and hits them. Basic.
B-throw: Puts them behind him, and kicks. Kills on the edge at around 200%.
U-throw: Basic up throw, and is good for comboing into stuff.
Advanced Techniques
Shellstall: Shellshift, then let the analog stick return to its neutral position to stall. Another way to shellstall is to shellshift, hold an attack button, then flick the c-stick in the opposite direction, while keeping the control stick in the original direction.
Shellsling: Pretty much a wavedash out of a shellshift.
Hydroplane U-smash: A DACUS out of a shellshift. Start the smash while still in the animation. This can be done with any smash attack.
Hydrojab: Shellshift, but head diagonally backwards-down. Once you've turned, keep your analog stick there, but put your c-stick diagonally backwards-down, so that there is a 90 degree angle between your sticks.
Hydrotilt: Tilt attack out of a shellshift.
Hydrograb: Shellshift, then grab, but flick the c-stick away from the direction you're facing. This achieves an effect similar to wavegrabbing or dash grabbing.
Shellsling: Pretty much a wavedash out of a shellshift.
Hydroplane U-smash: A DACUS out of a shellshift. Start the smash while still in the animation. This can be done with any smash attack.
Hydrojab: Shellshift, but head diagonally backwards-down. Once you've turned, keep your analog stick there, but put your c-stick diagonally backwards-down, so that there is a 90 degree angle between your sticks.
Hydrotilt: Tilt attack out of a shellshift.
Hydrograb: Shellshift, then grab, but flick the c-stick away from the direction you're facing. This achieves an effect similar to wavegrabbing or dash grabbing.
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