Ken vs Squirtle

Squirtle Matchup (Ken)

Ken vs Squirtle

In Ken vs Squirtle, the key is refusing to get dragged around by Squirtle's low-profile burst range, holding center, and turning one close-range opening into a heavy punish before Squirtle's light weight stops mattering.

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Matchup Summary (Win Condition and Game Plan)

This matchup revolves around whether Squirtle can keep making Ken whiff with its low profile and mobility, or whether Ken can stay grounded, keep center, and make each opening count. Squirtle gets in quickly with Jab, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, Nair, and Fair, and its crouching movement makes careless jump-ins and large grounded swings easy to slip under.
Even so, Squirtle’s range and raw kill power are limited, and its light weight means long close-range exchanges favor Ken once he gets his turn. The frame table shows that Jab 1-3, Down Tilt, Dash Attack, every smash attack, Back Air, Down Air, and Side B are punishable by Up B (5f) into stronger follow-ups, while Nair, Fair, and Uair are mostly too safe to force a button after shield. The important part is not swinging after everything, but taking the guaranteed punishes every time they appear.
Ken’s win condition is to use walk shield and small spacing adjustments to absorb Squirtle’s approach at a shallow angle, punish blocked Down Tilt, Dash Attack, and ledge Back Air with Up B, then carry one opening from light normals into kill range. Squirtle has a harder time converting long advantage once Ken resets center, so pushing it back to the corner and covering jump-outs with anti-airs or Up Smash gives Ken the more stable game plan.
If Ken overchases landings, Squirtle’s tiny hurtbox and fast lateral movement can slip out and restart neutral on better terms. This matchup rewards separating “punish now” spots from “hold position and wait” spots instead of trying to contest Squirtle’s tempo nonstop.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKen OOS Candidate MovesBarely Missed Moves
Jab 12-11
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Jab 24-17
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Jab 35-21
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Tilt5-6
  • Up B (5f)
  • OOS Uair (+2)
  • OOS Nair (+3)
  • Up Smash (+3)
Up Tilt5-8
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (+1)
  • Up Smash (+1)
  • Grab (+2)
  • OOS Bair (+3)
  • OOS Dair (+3)
  • OOS Fair (+3)
Down Tilt8-12
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Dash Attack8-16
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Smash20-19
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Smash19/21-35
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Smash18-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Neutral Air4-4/-5
  • None
  • Up B (+1)
Forward Air5-3/-3
  • None
  • Up B (+2)
Back Air5…-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Air5-3
  • None
  • Up B (+2)
Down Air6…-14/-13
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Neutral B26
Side B23-18
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up B9…
Down B
Grab6
Dash Grab8
Pivot Grab9

Win Condition Checklist

  • Keep center stage and use walk shield plus small pullbacks to make Squirtle’s low approach angles hit shallow.
  • After blocking Jab 1-3, Down Tilt, Dash Attack, every smash attack, Back Air, Down Air, or Side B, prioritize Up B (5f) and add Up Smash, Uair, Nair, or Grab when they reach.
  • Do not force shield punishes on Nair, Fair, and Uair; hold shield or stage position and wait for the next overextension.
  • Once Ken gets in, cash out on Squirtle’s light weight by converting off Jab or Down Tilt and pushing all the way to the ledge.
  • Finish stocks through ledge pressure, landing traps, and Jab or Down Tilt confirms into Shoryuken rather than overcommitting offstage.

Actions to Avoid

  • Jumping in too often or swinging big buttons preemptively and letting Squirtle slip under with Nair, Fair, or Up Tilt.
  • Trying to punish every Nair, Fair, and Uair on shield and getting clipped by a spot-dodge, scramble button, or reset landing trap.
  • Dropping guaranteed punishes on Down Tilt, Dash Attack, and Back Air and giving Squirtle free permission to keep cycling fast pressure.
  • Chasing too deep offstage, losing center, and giving up Ken’s cleaner win path through ledge pressure and Shoryuken confirms.

Reference Links

Related Pages