Squirtle vs Kazuya

Kazuya Matchup (Squirtle)

Squirtle vs Kazuya

In Squirtle vs Kazuya, the stable plan is to avoid a full close-range gamble, touch first with mobility, then repeatedly exploit Kazuya's weak landing and recovery routes.

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Matchup Summary (Win Condition and Game Plan)

This matchup is decided by whether Squirtle can touch first and move Kazuya toward the ledge before the real close-range power game begins. Once Kazuya gets the point-blank read he wants, jab chains, tilts, Up B, and command options can swing the stock immediately, but his air mobility and recovery are weak enough that every successful hit from Squirtle should be treated as a positioning opportunity first.
Squirtle loses badly if he tries to win on raw single-hit damage, but his low profile and mobility let him force whiffs and stack short confirms into ledge pressure very quickly. It is usually more stable to take the quick carry, disengage before crouch-dash pressure restarts, and re-enter from the outside than to stay in place greedily extending damage in center stage.
The frame table shows that jab strings, forward tilt, up tilt, down tilt, dash attack, up smash, and Up B are all punishable by Squirtle’s Nair (7f), the 8f aerials, Up B (9f), or Grab (10f). By contrast, forward smash and down smash can be awkward depending on spacing and timing, and many dangerous command options do not appear cleanly in the table at all, so shield punishes alone are not enough to define the matchup. When the punish is not certain, the better choice is often to reset distance immediately instead of volunteering for Kazuya’s next close-range guess.
For kills, it is more repeatable to keep pushing Kazuya to the ledge and exploit the short, linear recovery with back air, up air, Up B, and Water Gun than to bet the game on one center-stage read. Once Rage is active, avoiding the one disastrous trade matters more than forcing one extra hit.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSquirtle OOS Candidate MovesBarely Missed Moves
Jab 1 (1)6-11
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
Jab 1 (2)29Unblockable
Jab 27-15
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
Jab 37-20
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)
Jab (1)10-25
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)
Jab (2)12-23
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)
Jab (3)23-24
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)
Jab (4)15-24
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)
Jab (5)18-25
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)
Jab (6)16-26
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)
Forward Tilt12-17
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (+2)
Up Tilt9/24-14/-18
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
Down Tilt16-15
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
Dash Attack15-19
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)
Forward Smash25-16/-13
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
Up Smash12-22
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)
Down Smash17-16
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (+3)
Up B5+15-22
  • OOS Nair (7f)
  • OOS Bair (8f)
  • OOS Fair (8f)
  • OOS Uair (8f)
  • OOS Dair (9f)
  • Up B (9f)
  • Grab (10f)
  • Up Smash (19f)

Win Condition Checklist

  • Do not stand in front of crouch dash and let the close-range 50/50 start for free. Use low profile movement and speed to force whiffs, then touch first with nair, fair, bair, or grab.
  • On shielded jab strings, forward tilt, up tilt, down tilt, dash attack, up smash, or Up B, punish immediately with Nair (7f), the 8f aerials, Up B (9f), or Grab (10f) so Kazuya never gets free pressure loops.
  • After a confirmed punish, prioritize carrying toward the ledge over maximizing damage in place, because Kazuya’s weak landing and recovery are the more repeatable source of advantage.
  • When command options or Rage are online, do not overcommit to shield-heavy defense or long in-place offense. If the punish is not guaranteed, disengage and reset before the next close-range guess starts.
  • At kill percent, farm ledge pressure with back air, up air, Up B, and Water Gun rather than forcing deep center-stage reads that can be reversed in one hit.

Actions to Avoid

  • Sitting in front of Kazuya’s grounded approach and letting the crouch-dash, command, and heavy punish game start on his terms.
  • Touching Kazuya once and greedily stretching the combo in center stage instead of cashing out into ledge pressure and re-entry spacing.
  • Playing the same tempo after Rage appears and giving Kazuya a single opening that flips the stock instantly.
  • Overchasing offstage and running into Up B or recovery scrambles when the shorter, more linear route could have been trapped safely from the ledge.

Reference Links

Related Pages