Daftatt
"float like a puffball, sting like a knee"
I know on the surface it looks like squirtle got some significant nerfs, while true, they don't make him a "worse character" in 3.5. Let's take a closer look at this changelog.
Crawl Tilt: ehh, what can I say, hitbox is smaller so less of a poke. Not really a big deal, but you have to space it more smartly now, small nerf.
F-smash: no crazy momentum glitches anymore, kind of sad, this was a cool trick with squirtle particualry when you hydropivot-forwardsmash towards the opponent at stupid speeds. But honestly, that was uberjank, and while I'm sad I can't abuse it plus b-reversal to go under stages now, it ain't no thing really. Big nerf.
U-smash: doesn't go as high, but really not a significant change since those hitboxes were incredibly weak to begin with.
D-smash: It's hitboxes were pulled in closer together, which means less range, but it's actually better for hydroplaning now, opponents won't be able to CC as easily from the furthest hitbox. So, just barely a nerf.
Dair: hitboxes pulled in, but the tail hitbox is still intangible, and thereby is still amazing for stuffing literally everybody's recovery. It sends opponents out more sideways now which is actually better for comboing. All in all a kind of neither a buff or nerf.
Withdraw: Okay this is the big one, let's take a look at why withdraw was changed. We had an incredibly fast moving hitbox that was both burst movement on the air and ground, and safe on shield, and combod into fair/nair/bair literally 100% of the time, and almost ALWAYS forced an edgeguard if you hit them at higher percents.
A lot of squirtle players, and I do mean a LOT, spammed this move incessantly. If they dodged your first hit you could usually just hairpin turn and hit them from behind. This move, was flatout dumb. It discouraged use of squirtle's other movement tools (which were actually better movement tools to begin with), it was really frustrating to hit and deal with in general.
This change simply made you have to actually aim it at the person or get punished, which SHOULD be the case for it's use, and you can no longer use it to safely speed around the stage. It's almost like we have to wavedash and use shellshifting ATs now. If you're complaining now about the withdraw nerf affecting how you play squirtle, then honestly you were using withdraw too much in 3.0. So a nerf? Yes. But one that encourages users to get better with the character and use different tools, as well as forces you to be smarter with your approaches. Plus you can sweetspot to ledge now with it.
AQUAJET: OMG OMG OMG, I know yall thinking this is a nerf, and it is a RECOVERY nerf, because the simple fact was that squirtle should not have a quick reactionary escape (with a hitbox) out of withdraw. He shouldn't be able to withdraw down towards the stage for recovery, then as soon as his opponent got too close just Aquajet over him to a platform or whatever. The dynamic between squirtle recovering and the opponent edgeguarding was skewed heavily in favor of squirtle because of aquajet, and now that is fixed.
ON THE FLIP SIDE. AQUAJET IS FRAME 1. FRAME FREAKING 1. It has a bigger hitbox, but requires you to be on top of your opponent when you trigger it. Squirtle now has a super badass aerial skillshot that can kill oh so easily off the top. Up-throw to AQUAJET KILL. Up-air to AQUAJET KILL. This skill adds new hype to squirtle's air game. Sure you could try and aquajet people before, but you would usually fly off to your death in special fall (that has been fixed thank god). I love this change, through sick reads and tight positioning aquajet may be one of squirtle's best new tools.
Waterfall: What do you want me to say it's a recovery nerf, welcome to 3.5. At least it feels super zippy now, and due to the new trajectory it kills off the top much better. Squirtle is going to be a terror of the skies even more now honestly (with up-air still having his intangible tail safely swing above him). You can't DI/ASDI/SDI out of it as easily, but that's because the hitboxes don't lead as far in front of him. So overall a nerf, but at least mario can't cape it so damn easily now.
Bubble: Definitely nerfed crazy hard for offstage gimps (or onstage gimps, which were too safe anyways). However, because they hitboxes have been raised it's actually a much more potent onstage rushdown. I'm thinking short hop slingjump b-turnaround bubble here. The fact you can't poke with it from as high isn't really that big a deal because damn near everything traded with it anyways, also because it hits the opponent only when squirtle is closer, it's going to lead into followups more consistently, and tech chases are going to be easier to react to (because squirtle should already be on the ground by the time they tech roll). So it's a nerf yeah, but onstage it's still his neutral shattering supermove that we all love.
Now to the nitty gritty. Air mobility increased, it's hard to tell but definitely there. This is a buff for sure. It's easier to slinjump into Dair and stop yourself in midair now, so it's less of a forced crossup, and you don't have to space it so immaculately.
Short hop lowered, THANK GOD. This is actually really great, all too often if you tried to bair or nair from short hop you would overshoot your opponent (as in be to far above him) unless you got the timing exactly after jumpsquat finished. The ever amazing crossup shorthop slingjump bair now connects much more reliably, same with nair although that isn't a crossup.
Pivot/Shellshift: Light armor removed. GOOD. I'm sorry, squirtle is damn near the fastest character in the game and one of the smallest. HE DID NOT NEED ARMOR ON THIS MOVE, SIMPLE FACT.
As far as the shellshift hitbox. HUGE NERF. This is actually the biggest nerf for squirtle in 3.5. It no longer pokes constantly (hitbox shrunk a lot) and the hitbox lasts only half as long. The good thing is that all the combos you got out of this you can still do, such as SS into U-smash, SS into grab, SS into nair... SS into SS (OVER AND OVER). So this nerf didn't reduce the utility of the move, just makes you space more accurately for it. So you can still spam it in neutral don't worry, but just be more careful, and remember when going in with it you're a lot less safe.
Jab now connects better, thats a buff.
All in all 3.5 is going to be a great release for squirtle. His ultradeep offstage game is still intact, and with the recovery nerf it's going to be more potent than ever. All the annoying things (besides his height/slipperyness) that EVERYONE you fought constantly johned over are gone. But hydroplaning (hydrograb is still so damn safe) and his incredible movement are still intact (IMO his wavedash feels even better now), Going forward, playing squirtle is going to take more finesse, accuracy, and strategy than before (well, winning with him that is). So nerfs? Oh yeah, but every nerf is going to push players to play more smartly, to use his ATs, to master his movement. 3.5 is going to make us all better squirtle players... Unless you stop playing him because withdraw was nerfed, boohoo I feel no sympathy for you
So, first off. Up-tilt was tweaked for good and bad but it's mostly a nerf. Squirtle now moves his hurtboxes up more as he does the move, so while it's still a great aerial stuff for someone above you it's not as safe. It's also slightly eaiser to get out of because of the trajectory shift, but trades off by comboing into itself its faster now. So up-throw up-tilt works about just as well for early percentage pile-on.Tlts
-Up Tilt
--IASA moved up, frame 22 -> 18.
--Hitboxes cleaned up to match animation closer. Squirtle hops slightly higher to match previous reach.
--Damage and knockback reduced. Damage 7 -> 6, KBG 110 -> 100.
--Trajectory tweaked slightly, angle 89 -> 86.
-Crawl Tilt
--Hitbox reduced.
Smashes
-Forward Smash
--Shell-shift momentum glitch corrected.
-Up Smash
--Cleaned up pillar hitboxes to match graphics closer.
-Down Smash
--Hitboxes reduced to match animation and graphics closer.
Aerials
-Down Aerials
--Hitboxes cleaned up to match animation closer.
--Final hit trajectory lowered, angle 80 -> 67.
Specials
-Forward Special (Withdraw)
--Removed Turnaround
--Removed Jump
--Homogenized smash and tilt speeds.
--Withdraw maximum grounded duration reduced, 140 -> 60 frames.
--Withdraw cancel can now grab ledges.
--Aqua Jet
---Aqua Jet can only be initiated by making contact with a target during startup (checked on frame 5) and holding B.
---Aqua Jet is now fully steerable.
---Aqua Jet height gain slightly increased.
---Removed Aqua Jet startup, frame 3 -> 1. Weak hitbox lingers +4 frames.
---Aqua Jet hitboxes enlarged.
-Up Special (Waterfall)
--Grounded startup reduced by 5 frames.
--Endlag increased by 5 frames. Increases reverse ledgegrab window.
--Waterfall angling disabled after Squirtle reaches the apex.
--Final hit trajectory raised, angle 67 -> 83.
--Linking hitbox now repeats every five frames until final hit. Damage of linking hits reduced to 1.
--Linking hitbox knockback tweaked. 100/100 weight dependent set knockback changed to 110/100 and 80/100 weight dependent set knockback.
--Hitlag and SDI modifiers of non-linking hitboxes homogenized to 1. Linking hits have 0.8X hitlag, and 0.7/1X SDI.
-Down Special (Bubble)
--Aerial stall increased by 45% and limited to once per airtime.
--Aerial Bubble hitboxes raised and cleaned up to match graphics closer.
--Trajectory of aerial Bubble raised as hitbox travels. Angle 0 -> 0/25/361.
Others
-Air mobility increased and short hop height decreased.
--Short hop Vertical Momentum 2.15 -> 2
--Air mobility A 0.04 -> 0.08
--Air mobility b 0.04 -> 0.02
-Slightly reduced tech movement during first bounce.
-Pivot
--Light armor removed.
--Hitbox reduced.
--Active frames trimmed, 6-12 -> 9-12.
-Jab1
--Jab 2 interrupt starts 1 frame sooner.
-Jab2
--Jab 3 interrupt starts 2 frames sooner.
-Added Final Smash
Crawl Tilt: ehh, what can I say, hitbox is smaller so less of a poke. Not really a big deal, but you have to space it more smartly now, small nerf.
F-smash: no crazy momentum glitches anymore, kind of sad, this was a cool trick with squirtle particualry when you hydropivot-forwardsmash towards the opponent at stupid speeds. But honestly, that was uberjank, and while I'm sad I can't abuse it plus b-reversal to go under stages now, it ain't no thing really. Big nerf.
U-smash: doesn't go as high, but really not a significant change since those hitboxes were incredibly weak to begin with.
D-smash: It's hitboxes were pulled in closer together, which means less range, but it's actually better for hydroplaning now, opponents won't be able to CC as easily from the furthest hitbox. So, just barely a nerf.
Dair: hitboxes pulled in, but the tail hitbox is still intangible, and thereby is still amazing for stuffing literally everybody's recovery. It sends opponents out more sideways now which is actually better for comboing. All in all a kind of neither a buff or nerf.
Withdraw: Okay this is the big one, let's take a look at why withdraw was changed. We had an incredibly fast moving hitbox that was both burst movement on the air and ground, and safe on shield, and combod into fair/nair/bair literally 100% of the time, and almost ALWAYS forced an edgeguard if you hit them at higher percents.
A lot of squirtle players, and I do mean a LOT, spammed this move incessantly. If they dodged your first hit you could usually just hairpin turn and hit them from behind. This move, was flatout dumb. It discouraged use of squirtle's other movement tools (which were actually better movement tools to begin with), it was really frustrating to hit and deal with in general.
This change simply made you have to actually aim it at the person or get punished, which SHOULD be the case for it's use, and you can no longer use it to safely speed around the stage. It's almost like we have to wavedash and use shellshifting ATs now. If you're complaining now about the withdraw nerf affecting how you play squirtle, then honestly you were using withdraw too much in 3.0. So a nerf? Yes. But one that encourages users to get better with the character and use different tools, as well as forces you to be smarter with your approaches. Plus you can sweetspot to ledge now with it.
AQUAJET: OMG OMG OMG, I know yall thinking this is a nerf, and it is a RECOVERY nerf, because the simple fact was that squirtle should not have a quick reactionary escape (with a hitbox) out of withdraw. He shouldn't be able to withdraw down towards the stage for recovery, then as soon as his opponent got too close just Aquajet over him to a platform or whatever. The dynamic between squirtle recovering and the opponent edgeguarding was skewed heavily in favor of squirtle because of aquajet, and now that is fixed.
ON THE FLIP SIDE. AQUAJET IS FRAME 1. FRAME FREAKING 1. It has a bigger hitbox, but requires you to be on top of your opponent when you trigger it. Squirtle now has a super badass aerial skillshot that can kill oh so easily off the top. Up-throw to AQUAJET KILL. Up-air to AQUAJET KILL. This skill adds new hype to squirtle's air game. Sure you could try and aquajet people before, but you would usually fly off to your death in special fall (that has been fixed thank god). I love this change, through sick reads and tight positioning aquajet may be one of squirtle's best new tools.
Waterfall: What do you want me to say it's a recovery nerf, welcome to 3.5. At least it feels super zippy now, and due to the new trajectory it kills off the top much better. Squirtle is going to be a terror of the skies even more now honestly (with up-air still having his intangible tail safely swing above him). You can't DI/ASDI/SDI out of it as easily, but that's because the hitboxes don't lead as far in front of him. So overall a nerf, but at least mario can't cape it so damn easily now.
Bubble: Definitely nerfed crazy hard for offstage gimps (or onstage gimps, which were too safe anyways). However, because they hitboxes have been raised it's actually a much more potent onstage rushdown. I'm thinking short hop slingjump b-turnaround bubble here. The fact you can't poke with it from as high isn't really that big a deal because damn near everything traded with it anyways, also because it hits the opponent only when squirtle is closer, it's going to lead into followups more consistently, and tech chases are going to be easier to react to (because squirtle should already be on the ground by the time they tech roll). So it's a nerf yeah, but onstage it's still his neutral shattering supermove that we all love.
Now to the nitty gritty. Air mobility increased, it's hard to tell but definitely there. This is a buff for sure. It's easier to slinjump into Dair and stop yourself in midair now, so it's less of a forced crossup, and you don't have to space it so immaculately.
Short hop lowered, THANK GOD. This is actually really great, all too often if you tried to bair or nair from short hop you would overshoot your opponent (as in be to far above him) unless you got the timing exactly after jumpsquat finished. The ever amazing crossup shorthop slingjump bair now connects much more reliably, same with nair although that isn't a crossup.
Pivot/Shellshift: Light armor removed. GOOD. I'm sorry, squirtle is damn near the fastest character in the game and one of the smallest. HE DID NOT NEED ARMOR ON THIS MOVE, SIMPLE FACT.
As far as the shellshift hitbox. HUGE NERF. This is actually the biggest nerf for squirtle in 3.5. It no longer pokes constantly (hitbox shrunk a lot) and the hitbox lasts only half as long. The good thing is that all the combos you got out of this you can still do, such as SS into U-smash, SS into grab, SS into nair... SS into SS (OVER AND OVER). So this nerf didn't reduce the utility of the move, just makes you space more accurately for it. So you can still spam it in neutral don't worry, but just be more careful, and remember when going in with it you're a lot less safe.
Jab now connects better, thats a buff.
All in all 3.5 is going to be a great release for squirtle. His ultradeep offstage game is still intact, and with the recovery nerf it's going to be more potent than ever. All the annoying things (besides his height/slipperyness) that EVERYONE you fought constantly johned over are gone. But hydroplaning (hydrograb is still so damn safe) and his incredible movement are still intact (IMO his wavedash feels even better now), Going forward, playing squirtle is going to take more finesse, accuracy, and strategy than before (well, winning with him that is). So nerfs? Oh yeah, but every nerf is going to push players to play more smartly, to use his ATs, to master his movement. 3.5 is going to make us all better squirtle players... Unless you stop playing him because withdraw was nerfed, boohoo I feel no sympathy for you
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