Matchup Summary (Win Condition and Game Plan)
This matchup gets worse for Cloud the more he swings big buttons directly into Squirtle’s tiny hurtbox and lateral speed. Squirtle’s fast nair, fair, up tilt, and grab let him turn one whiff into a long corner sequence, and Water Gun makes Cloud’s offstage decisions even more fragile than usual.
The upside is that Cloud still dominates the matchup in reach and raw hit power if he keeps center stage and puts the sword where Squirtle has to run next. The frame table shows Jab 1-3, up tilt, down tilt, dash attack, every smash attack, bair, dair, and Side B are all punishable by Up B (7f), OOS Nair (8f), Grab (10f), or OOS Uair (11f).
By contrast, forward tilt, nair, fair, and uair are poor in-place punish spots. If Cloud autopilots Up B after all of them, Squirtle simply drifts out, lands, and restarts the close-range pressure. It is more stable to punish only the moves the table clearly gives, then use walk-back, bair, dtilt, and nair to stop the next approach.
The win condition is to keep resetting Squirtle in center until he reaches the ledge, then finish with bair, up smash, or Limit. Cloud should usually avoid overchasing offstage, because the ledgetrap is more reliable and Water Gun makes the offstage exchange much riskier for him than for Squirtle.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Cloud OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 2 | -11 |
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| Jab 2 | 4 | -17 |
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| Jab 3 | 5 | -21 |
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| Forward Tilt | 5 | -6 |
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| Up Tilt | 5 | -8 |
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| Down Tilt | 8 | -12 |
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| Dash Attack | 8 | -16 |
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| Forward Smash | 20 | -19 |
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| Up Smash | 19/21 | -35 |
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| Down Smash | 18 | -13 |
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| Neutral Air | 4 | -4/-5 |
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| Forward Air | 5 | -3/-3 |
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| Back Air | 5… | -15 |
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| Up Air | 5 | -3 |
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| Down Air | 6… | -14/-13 |
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| Neutral B | 26 | — | ||
| Side B | 23 | -18 |
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| Up B | 9… | — | ||
| Down B | — | — | ||
| Grab | 6 | — | ||
| Dash Grab | 8 | — | ||
| Pivot Grab | 9 | — |
Win Condition Checklist
- Do not overreact to Squirtle’s low profile and speed with bigger and bigger swings. Hold center with walk-back spacing, dtilt, and tippered bair instead.
- After blocking Jab 1-3, up tilt, down tilt, dash attack, any smash attack, bair, dair, or Side B, always punish with Up B (7f), OOS Nair (8f), Grab (10f), or OOS Uair (11f).
- After blocking forward tilt, nair, fair, or uair, do not force Up B when it does not really reach. Reset the wall with bair, nair, and dtilt and stop the next dash-in instead.
- When Limit is available, prioritize center control and corner pressure over risky chases so Squirtle has to approach badly or switch under pressure.
- At the ledge, value stage control over deep edgeguards. Cover ledge options and landings with bair, up smash, dtilt, and Limit while refusing to give Water Gun free value.
Actions to Avoid
- Do not keep throwing large preemptive swings into Squirtle’s small hurtbox and hand over whiffs for free.
- Do not miss punish windows on jab, up tilt, down tilt, dash attack, smash attacks, bair, dair, or Side B and let Squirtle extend pressure without paying for it.
- Do not Up B out of shield after every blocked ftilt, nair, fair, or uair and get punished for choosing a response the table does not actually support.
- Do not overchase offstage for the kill and expose Cloud’s recovery to Water Gun and low-angle edgeguarding.