One mostly-unique aspect of Squirtle's moves is that a number of them have knockback armor. This means that during the frames the armor is active, if an attack doesn't inflict a certain amount of knockback, Squirtle will continue doing his move as if he hadn't been touched (though he'll still take damage). Many of his shell-based moves have Light and Medium Knockback Armor, with the more mobile and versatile ones being Light.
The moves in question are Neutral-Air and Forward-B, both of which have Light Armor during the active frames of the attack. While they can't plow through most aerials, some quick and weak attacks, such as multi-hit moves, are sometimes relied upon to protect some characters, and this is where your armor really comes in handy.
I'm putting together a list of moves that the armor goes through that could reasonably be used by a recovering opponent. The percents listed are the highest that Squirtle can be at and use his Light Armor to go through; this percentage is before you're hit, so you don't have to worry about doing any calculations post-hit.
Peach
Up-B tip: any%
Bowser
Aerial Up-B sourspots: any%
Donkey Kong
Aerial Up-B sourspots: 120%
Ice Climbers
Forward-B: any%
Zelda
Neutral-B: any%
Link
Aerial Up-B: ~50%
Toon Link
Bombs: any% (as long as you use a Smash Forward-B)
Mewtwo
N-Air: any% (minus the final hit)
Lucario
Up-B: any%
Ivysaur:
N-Air: any% (minus the final hit)
Lucas
N-Air: any% (minus the final hit)
Down-B: any%
Ness
F-Air: ~110% (minus the final hit)
Up-B tail: any%
Ike
Up-B: any% (except the initial sword throw)
Marth
F-Air sourspot: 47%
Forward-B: any%
Up-B late/sourspot: 63%
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