Cape: It is impossible to cape Farore's Squall. The wind box out-ranges it instantly
Super Jump Punch: Farore's Squall pushes it away before it can connect.
Jab combo: Farore's Squall can escape it.
Green Missile: Can block it at any time. Idk about misfires, didn't check them.
Super Jump Punch: Farore's Squall pushes it away before it can connect.
Luigi Cyclone: Can push away at any time, but to fully block the move you need to be in intangible frames.
Jab combo: Farore's Squall can escape it.
Peach Bomber: Can push away at any time, but to fully block the move you need to be in intangible frames.
Parasol: Can block it at any time. Squall out-ranges it instantly.
Whirling Fortress: Can block at any time. Squall out-ranges it instantly.
Flying Slam: Can block at any time. Squall pushes it away before Bowser can grab.
Bowser Bomb: Very difficult to block from the front, you would need perfect timing and prediction. Easily blocked from behind.
Jab combo: Zelda can push Bowser away before he can land his second hit.
Egg Lay/Tongue move: Can block at any time. Squall will push it away before the command grab can activate.
Yoshi Bomb: Very difficult to block from the front, you would need perfect timing and prediction. Easily blocked from behind.
Egg Roll: Farore's Squall can push it away but it's impossible to stop without taking damage. Too much momentum for it to cancel out.
Jab: Zelda can push Yoshi away before he can land the second hit.
Launch Star: You can freely push it around since it is a non-damaging attack.
Jab: You can push Rosalina away but Luma is unaffected. Impossible to break out of her jab combo when Luma is present. Same goes for her specials.
Clown Kart Dash: Can push away at any time, but to fully block the move you need to be in intangible frames.
Mechakoopa: You can freely push it away with the start up of Squall but if you remain in the same spot it will hit you. If you push it away with the start up then teleport towards it slightly you can blow it away completely. This could see some usage in doubles with Zelda + Bowser Jr to deliver bombs across the stage instantly.
Abandon Ship: Can block at any time. Squall pushes Bowser Jr but not the clown kart.
Jab combo: Farore's Squall can escape it.
Chomp: Zelda can push it away before the command grab can reach her.
Wario Bike: Zelda can block it, but only during the intangible frames.
Waft: Can block it at any time. It instantly out-ranges the move.
Corkscrew: Can block it at any time. It instantly out-ranges the move.
All specials bypass Farore's Squall unless you are in intangible frames.
All specials bypass Farore's Squall unless you are in intangible frames. Monkey Kick can be blocked on startup with perfect spacing but the command grab is un-blockable.
Jab combo: Farore's Squall can escape it.
Hammer: Can block at any time. Squall out-ranges it instantly.
All other specials are either non-damaging or reflected by Nayru's Love. You can freely push them around.
Rising Uppercut: Seems to come out instantly. Squall can block it at any time, but the start up only beats it if you can activate it first (prediction based levels of input timing.)
Jolt Haymaker: Can only block it during intantgible frames.
Straight Lunge: Can block it at any time unless it is fully charged. It's impossible to punish once fully charged.
Jab combo: Farore's Squall can escape it.
Spin Attack: Can block at any time. Squall out-ranges it instantly.
Bombs: Farore's Squall can reflect them back at Link
Jab combo: Farore's Squall can escape it.
Bouncing Fish: Depends on your timing. You need to be in your intangible frames or use the second wind box.
Grenade: On startup or during intangible frames. Can also block with the ending wind box.
Jab combo: Farore's Squall can escape it.
Warlock Punch: Can block at any time. Squall out-ranges it instantly.
Flame Choke and Wizard Foot: Can only block with the intangible frames.
Dark Dive: Can block at any time. Squall out-ranges it instantly.
Screw Attack: Can block at any time. Squall out-ranges it instantly.
All of her other attacks are ranged based so Nayru's can deal with them.
Boost Kick: The first hit can still land but as long as you activate Farore's Squall it prevents the killing hit from landing.
Plasma Whip: Can push it away but due to the range of this move it is impossible to avoid without the intangible frames.
Flip Jump: Only blocks during intangible frames or the ending wind box. It sends ZSS flying high in the air lol.
Jab combo: Farore's Squall can escape it.
Upperdash Arm: Can block at any time. Squall out-ranges it instantly.
Power of Flight and Guardian Orbitals: Non-damaging attacks so you can freely push them around.
Jab combo: Seems harder to escape compared to most jabs but it's possible.
Reflect: Can block it at any time. Squall out-ranges it instantly.
Teleport and Counter: Non-damaging attacks so you can freely push them around.
Jab combo: Extremely easy to escape.
Dancing Blade: Farore's Squall can escape after the first hit.
Shield Breaker: Can push it away but due to it's range you can only block it completely with intangible frames.
Dolphin Slash: Due to the speed of this move you can only block it if you activate Farore's Squall first (Prediction based reaction time required).
Quick Draw: Farore's Squall can only stop this move towards the end due to the momentum this move has at the beginning. Intangible frames can stop it at any time.
Aether and Eruption: Can block it at any time. Squall out-ranges it instantly.
Jab combo: Farore's Squall can escape it.
Elwind: Can block it at any time as long as you are above them. Squall out-ranges it instantly
Other specials are ranged based and handled by Nayru's Love.
Jab: Easily escaped before the fire or wind hit can activate with good DI and buffering.
All specials are ranged based and easy to deal with using Nayru's Love. Recovery is non-damaging so you can easily push it around.
Jab combo: Farore's Squall can escape it.
Inhale: Can block it at any time. Squall out-ranges it immediately.
Flip Hammer: Can block it at any time. Squall out-ranges it immediately.
Final Cutter: Can push it away but the wind blade can still hit you on stage. Offstage it is easy to push away.
Jab combo: Farore's Squall can escape it.
Inhale: Can block it at any time. Squall out-ranges it immediately.
Jet Hammer: Can block it at any time. Squall out-ranges it immediately.
Super Dedede Jump: Can block it at any time as long as you are not under it.
Jab combo: Farore's Squall can escape it.
Drill Rush: Can only block with intangible frames.
Mach Tornado: Can only block with intangible frames.
Shuttle Loop: Can block at any time. Squall out-ranges it immediately.
Jab combo: Farore's Squall can escape it.
Fire Fox/Bird: Can block the start up at any time. The movement part of this move can only be blocked with intangible frames.
Phantasm: Can block the ending at any time. The beginning of this move can only be blocked with intangible frames.
Jab combo: Farore's Squall can escape it.
Skull Bash: Can push at any time but this attack has too much momentum to cancel. Can only block with intangible frames.
Quick Attack: Can block the start up of this move but the movement's damage can cancel Farore's Squall.
Thunder: Can push it away but thunder will still hit you. Can avoid thunder with intangible frames.
Jab combo: Farore's Squall can escape, but its harder than most jabs because of how quick it is.
Flare Blitz: Can only block during the ending of this move due to the large momentum at the beginning. Can block it at any time with the intangible frames.
Fly and Rock Smash: Can block it at any time. Squall out-ranges it instantly.
Jab combo: Farore's Squall can escape.
Extreme Speed: Can push the beginning away but the higher Lucario's rage the harder it is to push the movement portion of this move.
Force Palm: Can only block it with intangible frames due to the range.
Jab combo: Farore's Squall can escape it.
Rollout: Can only block during the intangible frames.
Pound, Rest, and Sing: Can block at any time. Squall out-ranges it immediately.
Shadow Sneak: Depends on your timing. If you see Shadow Sneak coming you can easily block it with intangible frames.
Hydro Pump: Can push the beginning but the movement portion of this attack has too much momentum to block.
Jab: Farore's Squall can escape it.
Arm Rotor: Can block the entire move using the start up and ending wind boxes.
Gyro: Can block it using the intangible frames only. However, you can freely push it around the stage with Farore's Squall at any time.
Robo Burner: Non-damaging attack so you can freely push it around.
Pk Thunder: Extremely gimpable recovery. Farore's Squall coming into contact with Ness makes it very hard for him to recover.
Other specials are magic based and easy to deal with using Nayru's Love.
Jab combo: Farore's Squall can escape.
Raptor Boost: Can block at any time. Squall out-ranges it immediately.
Falcon Kick: Can only block it using intangible frames.
Falcon Punch: Can block at any time. Squall out-ranges it immediately.
Falcon Dive: Can push the start up away but will not cancel the command grab if Falcon is still in range.
Jab combo: Farore's Squall can escape it.
Balloon Trip and Pocket: Non-damaging attacks so you can freely push them around.
Jab combo: Farore's Squall can escape it.
Winged Pikmin and Pikmin Order: Non-damaging attack so you can freely push them around.
Other specials are ranged based and easy to deal with using Nayru's Love.
Header: Only blockable with intangible frames. It will reflect the ball vertical
Super Hoop: Can block at any time. Squall out-ranges it immediately.
Deep Breathing: Non-damaging attack so you can freely push it around.
Jab combo: Farore's Squall can escape.
Air Slash and Back Slash: Can push it away but will still hit you due to the range. They are only 100% blockable with the intangible frames.
Monado Arts and Counter: Non-damaging attacks so you can freely push them around.
Jab combo: Farore's Squall can escape.
Super Jump Punch: This move is extremely quick. Farore's Squall can block it as long as you activate it first (requires prediction levels of input).
Cape: It is impossible to cape Farore's Squall. The wind box out-ranges it instantly
Dr. Tornado: Can push away at any time, but to fully block the move you need to be in intangible frames.
Jab combo: Farore's Squall can escape it.
Power Pellet: Only blockable with intangible frames.
Pac-Jump: Farore's Squall can block it as long as you activate it first and dodge the hit box.
Jab combo: Farore's Squall can escape it.
Rush Coil: Non-damaging attack so you can freely push it around.
All of his other attacks are ranged based and easily deal with using Nayru's Love.
Spin Dash: Impossible to block without taking damage. This includes using intangible frames.
Spring jump: Non-damaing attack so you can freely push it around.
Homing Attack: Only blockable with intangible frames.
Jab combo: Farore's Squall can escape it.