cmart
Smash Lord
This Data pertains to 2.5 Squirtle and is now outdated. At some point post 3.0 I will revisit and update this thread. Apologies for the inconvenience till then.
Greetings fellow turtle enthusiasts. cmart, the character lead on Squirtle, here with a little something for you guys. I want to keep somewhat of an open dialogue with the players, but don't really want to participate in matchup or metagame discussions. So what I'm going to do instead is this request thread - you guys ask for various tidbits of data related to Squirtle, and I'll do my best to dig it up and present it here for you. I'm gonna try to stick to data - I don't want to dictate how you guys use it. To start with, I've got a few moves I've already done.
Don't be afraid to ask questions - about just about anything.
Shell Armor
Moves with 4% Damage Armor
- Running Turn around (shell shift)
- Neutral Air
- Withdraw (all forms)
Moves with 12% Damage Armor
- Forward Smash
- Down Smash
Grabs
Standing Grab
Squirtle's standing grab comes out on frame 7 and lasts two frames. It has 22 frames of cooldown (30 total). I've provided a ghost of his neutral stance so you can see just how much he jumps forward and up - it has quite a deceptive range.
Dash Grab.
Comes out on frame 8 and lasts two frames. It has 35 frames of cooldown (44 total). Although he still lunges for this grab, the distance is more in line with what you'd expect out of a dash grab. It does have more disjoint however.
Pivot Grab.
Comes out on frame 9 and lasts two frames. It has 25 frames of cooldown (35 total). Like most pivot grabs, it has more disjoint than his normal standing grab.
Throws
Forward Throw
Release Frame - 14. Cooldown - 18 frames. Total - 32 frames.
Release Angle - 55. Damage - 6. Knockback @40% - 91.32. @100% - 101.91
Notes - A low release point and stats similar to Marth's forward throw.
Back Throw
Release Frame - 16. Cooldown - 25 frames. Total - 41 frames.
Release Angle - 45. Damage - 10. Knockback @40% - 100.05. @100% - 129.45
Up Throw
Release Frame - 9. Cooldown - 29 frames. Total - 38 frames.
Release Angle - 75. Damage - 7. Knockback @40% - 88.83. @100% - 107.6
Notes - Weight Dependent Speed means it's faster the lower the target's weight.
Down Throw
Release Frame - 19. Cooldown - 30 frames. Total (IASA) - 49 frames.
Release Angle - 55. Damage - 14. Knockback @40% - 128.96. @100% - 187.76
Notes - Squirtle's most damaging throw.
Aerials
Forward Air
First Active frame - 5. Hitboxes degrade frame 7, terminate frame 12. Autocancel window - Frame 25. Total - 31 frames
Initial Hitbox - 361 Angle. 13 damage. Knockback @40% - 101.29. @100% - 157.99
Lingering hitbox - 361 Angle. 7 damage. Knockback @40% - 82.61. @100% - 120.41.
Notes - Forward Air has non-reversible knockback, so it always sends forward. It also use the Sakurai angle (not-uncommon).
Down Air
Down Air
First Active frame 9. Loops twice at 9-11 and 13-15. Final hit at 17-19. Autocancel window - frame 36. IASA from frame 39.
Linking Hits - 125 -> 145 angle. 195 angle against grounded targets. 3 damage each.
Final Hit - 100 -> 105 angle. 7 damage. Knockback @40% - 77.61. @100% - 115.41.
Notes - Down air pulls targets behind and above Squirtle, and the last hit pops them above him. It's easier to link if Squirtle is moving backwards or stationary. Against grounded targets, the lower than horizontal angle prevents crouch canceling.
Withdraw
Start up - 6 frames. Manual Cancel Length - 36 frames. Jump Startup length - 7 frames (no hitbox).
All Hitboxes - 35 degree angle, 4 extra shield damage.
Initial Hitbox (1st frame) - 11 damage. Knockback @40% - 99.75. @100% - 146.16.
Slow Hitbox - 9 damage. Knockback @40% - 92.37. @100% - 131.64.
Fast Hitbox - 8 damage. Knockback @40% - 88.86. @100% - 124.56.
Turnaround Hitbox (comes out frame 9) - 6 damage. Knockback @40% - 73.76. @100% - 107.36.
Notes - Withdraw does variable damage based on your traveling speed. You can control this by how quickly you release the control stick when inputing withdraw (although the damage difference is only one percent). If you hit with withdraw during the first active frame, it is slightly more powerful. Also be aware that you have no hitbox during the first seven frames of a jump, and the first eight frames of turning around. Finally, note that the hitbox itself is extremely small and will lose priority clashes with almost all other moves.
On-hit Rebound Notes - The rebound Squirtle goes into upon contact with a hurtbox or shield is 24 frames, and has limited IASA from frame 16. You cannot use a special move out of this IASA window, but must wait out the full 24 frames instead. Squirtle maintains full aerial mobility during this animation.
Aqua Jet
Active Frame 1. Sweetspot Active Frame - 2. Hitbox Degrades frame 8, terminates frame 13. Ledge grab allowed frame 22. Total - 36 frames.
Initial hitbox (water burst) - 50 Angle. 11 Damage. Knockback @40% - 104.75. @100% - 151.16.
Sweetspot (replaces previous) - 70 Angle. 15 damage. Knockback @40% - 131.8. @100% - @210.34.
Lingering hitbox - 60 Angle. 8 damage. Knockback @40% - 71.6. @100% - 113.6.
Notes - The Initial flub hitbox prevents Squirtle from sweetspotting foes to the side or below him. He has to come in from underneath to get the killing blow. Note that he goes into special fall landing lag if he lands during the animation (29 frames).
Greetings fellow turtle enthusiasts. cmart, the character lead on Squirtle, here with a little something for you guys. I want to keep somewhat of an open dialogue with the players, but don't really want to participate in matchup or metagame discussions. So what I'm going to do instead is this request thread - you guys ask for various tidbits of data related to Squirtle, and I'll do my best to dig it up and present it here for you. I'm gonna try to stick to data - I don't want to dictate how you guys use it. To start with, I've got a few moves I've already done.
Don't be afraid to ask questions - about just about anything.
Shell Armor
Moves with 4% Damage Armor
- Running Turn around (shell shift)
- Neutral Air
- Withdraw (all forms)
Moves with 12% Damage Armor
- Forward Smash
- Down Smash
Grabs
Standing Grab
Squirtle's standing grab comes out on frame 7 and lasts two frames. It has 22 frames of cooldown (30 total). I've provided a ghost of his neutral stance so you can see just how much he jumps forward and up - it has quite a deceptive range.
Dash Grab.
Comes out on frame 8 and lasts two frames. It has 35 frames of cooldown (44 total). Although he still lunges for this grab, the distance is more in line with what you'd expect out of a dash grab. It does have more disjoint however.
Pivot Grab.
Comes out on frame 9 and lasts two frames. It has 25 frames of cooldown (35 total). Like most pivot grabs, it has more disjoint than his normal standing grab.
Throws
Forward Throw
Release Frame - 14. Cooldown - 18 frames. Total - 32 frames.
Release Angle - 55. Damage - 6. Knockback @40% - 91.32. @100% - 101.91
Notes - A low release point and stats similar to Marth's forward throw.
Back Throw
Release Frame - 16. Cooldown - 25 frames. Total - 41 frames.
Release Angle - 45. Damage - 10. Knockback @40% - 100.05. @100% - 129.45
Up Throw
Release Frame - 9. Cooldown - 29 frames. Total - 38 frames.
Release Angle - 75. Damage - 7. Knockback @40% - 88.83. @100% - 107.6
Notes - Weight Dependent Speed means it's faster the lower the target's weight.
Down Throw
Release Frame - 19. Cooldown - 30 frames. Total (IASA) - 49 frames.
Release Angle - 55. Damage - 14. Knockback @40% - 128.96. @100% - 187.76
Notes - Squirtle's most damaging throw.
Aerials
Forward Air
First Active frame - 5. Hitboxes degrade frame 7, terminate frame 12. Autocancel window - Frame 25. Total - 31 frames
Initial Hitbox - 361 Angle. 13 damage. Knockback @40% - 101.29. @100% - 157.99
Lingering hitbox - 361 Angle. 7 damage. Knockback @40% - 82.61. @100% - 120.41.
Notes - Forward Air has non-reversible knockback, so it always sends forward. It also use the Sakurai angle (not-uncommon).
Down Air
Down Air
First Active frame 9. Loops twice at 9-11 and 13-15. Final hit at 17-19. Autocancel window - frame 36. IASA from frame 39.
Linking Hits - 125 -> 145 angle. 195 angle against grounded targets. 3 damage each.
Final Hit - 100 -> 105 angle. 7 damage. Knockback @40% - 77.61. @100% - 115.41.
Notes - Down air pulls targets behind and above Squirtle, and the last hit pops them above him. It's easier to link if Squirtle is moving backwards or stationary. Against grounded targets, the lower than horizontal angle prevents crouch canceling.
Withdraw
Start up - 6 frames. Manual Cancel Length - 36 frames. Jump Startup length - 7 frames (no hitbox).
All Hitboxes - 35 degree angle, 4 extra shield damage.
Initial Hitbox (1st frame) - 11 damage. Knockback @40% - 99.75. @100% - 146.16.
Slow Hitbox - 9 damage. Knockback @40% - 92.37. @100% - 131.64.
Fast Hitbox - 8 damage. Knockback @40% - 88.86. @100% - 124.56.
Turnaround Hitbox (comes out frame 9) - 6 damage. Knockback @40% - 73.76. @100% - 107.36.
Notes - Withdraw does variable damage based on your traveling speed. You can control this by how quickly you release the control stick when inputing withdraw (although the damage difference is only one percent). If you hit with withdraw during the first active frame, it is slightly more powerful. Also be aware that you have no hitbox during the first seven frames of a jump, and the first eight frames of turning around. Finally, note that the hitbox itself is extremely small and will lose priority clashes with almost all other moves.
On-hit Rebound Notes - The rebound Squirtle goes into upon contact with a hurtbox or shield is 24 frames, and has limited IASA from frame 16. You cannot use a special move out of this IASA window, but must wait out the full 24 frames instead. Squirtle maintains full aerial mobility during this animation.
Aqua Jet
Active Frame 1. Sweetspot Active Frame - 2. Hitbox Degrades frame 8, terminates frame 13. Ledge grab allowed frame 22. Total - 36 frames.
Initial hitbox (water burst) - 50 Angle. 11 Damage. Knockback @40% - 104.75. @100% - 151.16.
Sweetspot (replaces previous) - 70 Angle. 15 damage. Knockback @40% - 131.8. @100% - @210.34.
Lingering hitbox - 60 Angle. 8 damage. Knockback @40% - 71.6. @100% - 113.6.
Notes - The Initial flub hitbox prevents Squirtle from sweetspotting foes to the side or below him. He has to come in from underneath to get the killing blow. Note that he goes into special fall landing lag if he lands during the animation (29 frames).