Introduction
- 660 HP
- 200 CC Synergy Gauge
- Burst Mode Duration: 14 Seconds
- Shield: Strong
- High Stance: Restores recoverable HP.
- Low Stance: Grants counter armor against Highs on frame 5.
- Blastoise cannot crouch Highs with Low Stance.
- FP Forward Dash: 29 Frames
- FP Back Dash: 43 Frames (Invincible from frame 1-8)
- FP Side Dash: 43 Frames
- DP Forward Dash: 29 Frames
- DP Back Dash: 33 Frames (Invincible from frame 1-8)
General Moves
Y+B Grab | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | FP 80 / DP 120 | 12 | N/A | i15 | FP Shift (+8) / DP Shift | N/A |
X+A / [X+A] Counter Attack | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 92 / 119 | 3 | Mid | i35 / i55 | Launch | -4 / +4 |
Blastoise is put into a counter armor state from frame 1-28 (48 if charged). Counter pierces when fully charged. Can be dash canceled by inputting a direction and R. |
Shell Fortress Stance | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
N/A | N/A | N/A | N/A | N/A | N/A | N/A |
After using certain moves, Blastoise has the option to retreat into Its shell. During this state, Blastoise cannot move. But is invincible against Highs. Can jump/dash cancel out of this stance in any direction. Jump canceling is invincible against Lows on frame 1, and can transition into any aerial attack. |
SFS Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 each / 40* | 2 | Special Mid | i19 | +8 | -4 / 0* |
Blastoise fires two water ball projectiles from Its cannons. Transitions out of Shell Fortress Stance once complete. * In Burst Mode, SFS Y becomes a large water ball projectile. |
SFS X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 | 4 | High | i9 | Launch | -33 |
Blastoise blasts off in an upwards diagonal. Transitions out of Shell Fortress Stance upon landing. Throw crush. |
SFS A Rapid Spin | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 90 (25) | 3 | Mid Low | i25 | 0 / +8* | -16 / -8** |
Functions identically to Rapid Spin, but comes out 10 frames faster. Invincible against Lows on frame 5. SFS Rapid Spin is given counter armor from frame 1-24. Starting on frame 25, SFS Rapid Spin erases certain projectiles. Launches if Its a critical hit. Transitions out of Shell Fortress Stance once complete. Can still remain in Shell Fortress Stance with R. * More advantageous on hit if canceled into Shell Fortress Stance. ** Becomes safer on block if canceled into Shell Fortress Stance. |
L+R Destructive Cannon | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 219 (20) | 12 | Mid | i15 | Knockdown | +4 |
Blastoise charges towards the opponent at full speed. Invincible on frame 5. Counter pierces. |
Field Phase Moves
nY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 20 each | Special Mid | i19 | 0 / +2* | -8 / -6** |
Blastoise fires two water ball projectiles in a straight line. Holding the input fires the projectiles to the side, curving towards the center afterwards. Can transition into Shell Fortress Stance with R. Launches if Its a critical hit. Special cancelable. * More advantageous on hit if canceled into Shell Fortress Stance. ** Becomes safer on block if canceled into Shell Fortress Stance. |
sY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 20 | Special Mid | i31 | -4 / +6* | -16 / -6** |
Blastoise slides to the side, firing three projectiles straight ahead. Holding the input fires the projectiles in a spread pattern. Can transition into Shell Fortress Stance with R. Special cancelable. * More advantageous on hit if canceled into Shell Fortress Stance. ** Becomes safer on block if canceled into Shell Fortress Stance. |
fY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 100 | Low | i19 | Shift (0) / Shift (+10)* | -12 / -2** |
Blastoise slams the ground, creating a large multihit earthquake. Invincible against Highs on frame 19. * In Burst Mode, the move is more advantageous on hit. ** In Burst Mode, the move becomes safer on block. |
bY | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 40 | Low | i19 | Launch | N/A |
Blastoise fires low-grounded bubble traps from Its cannons. Holding the input lays the traps to be more spread out. In Burst Mode, bY fires an additional bubble trap. |
j.Y | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 54 | Mid | i19 | +28 | -22 |
Blastoise places a water ball in the air. Shortly detonates into three vertical water arrows. Holding the input changes the water arrows to fire horizontally. |
j.X | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 100 | Mid High | i47 | Shift (Knockdown) | +4 |
Blastoise flies ahead, homing in on the opponent. Getting in proximity of the opponent (or after a set distance), Blastoise dive bombs downwards. Can transition into Shell Fortress Stance in the air with R. Canceling into Shell Fortress Stance grants counter armor until Blastoise lands. |
j.bX | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 100 | Mid High | i27 | Shift (Knockdown) | +4 |
Blastoise front flips in the air, then slams to the ground. |
X Homing Attack 1 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 30 | Mid | i25 | +4 | -4 |
Blastoise homes in on the opponent and slaps them. Can be canceled with block or jump. Throw crush. |
XX Homing Attack 2 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 30 | Mid | i25 | +4 | -8 |
Following up from Homing Attack 1, Blastoise does a shoulder tackle. |
XXX / XX[X] Homing Attack 3 | |||||
Attack | Damage | Height | Impact | Hit Adv | Block |
Normal | 60 / 90 | Mid | i25 | Shift (+8) | -8 |
Following up from Homing Attack 2, Blastoise lets out a horizontal cannon blast. Can be charged to guard break/counter pierce. If Homing Attack 2 was blocked, there is a 26 frame window to punish a charged Homing Attack 3. |
Weak Moves
2Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20, 30 | 0 | Low | i15 | +12 | -4 |
Two low claw swipes that advances Blastoise forward. Invincible against Highs on frame 1. |
4Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 50 | 3 | Mid Low | i19 | +8 | -4 |
An advancing forward shoulder tackle. Launches if Its a critical hit. |
5Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40 | 0 | Mid Low | i19 | 0 / +6* | -8 / 0** |
An advancing forward punch. Can transition into Shell Fortress Stance with R. Special cancelable. * More advantageous on hit if canceled into Shell Fortress Stance. ** Becomes safer on block if canceled into Shell Fortress Stance. |
5YY | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 54 | 3 | Mid | i19 | Launch | -8 / -2* |
Can transition into Shell Fortress Stance with R. Special cancelable. * Becomes safer on block if canceled into Shell Fortress Stance. |
6Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 70 | 3 | Mid Low | i19 | Crumple | -12 |
Blastoise spews a multihit stream of water horizontally. |
8Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30, 40 | 3 | Mid High, Mid | i19 | Launch | -8* |
Blastoise jumps up into the air and slams down to the ground, creating a geyser. Invincible against Highs and Mid Highs on frame 5. Can transition into Shell Fortress Stance with R. Special cancelable. * Remains the same on block if canceled into Shell Fortress Stance. |
j.Y | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 20 each / 50* | 1, 1 | Mid | i15 | +28 | +24 |
Blastoise lobs two water ball projectiles into the air. Inputting back causes j.Y to land closer to Blastoise. Inputting forward causes j.Y to travel further. * In Burst Mode, j.Y becomes one large water ball projectile. |
Strong Moves
2X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 94 | 3 | Low | i23 | Launch | -8 |
Blastoise flip turns upside down on Its shell. Invincible against Highs on frame 1. |
5X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 80 | 4 | Mid Low | i23 | Launch | -12 / 0* |
An advancing thrust that launches the opponent. Can transition into Shell Fortress Stance with R. * Becomes safer on block if canceled into Shell Fortress Stance. |
6X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 100 | 4 | Mid | i31 | Launch | -12 |
Blastoise steps forward and swings out a cannon blast. Invincible against Highs on frame 17. |
8X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 0 | Mid High | i27 | 0 | -8 |
A cartwheel motion that is able to throw crush. Invincible against Lows on frame 1. |
8XX | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 60 | 4 | Mid High | i27 | Knockdown | -16 |
Following up from 8X, Blastoise elbow drops the opponent from above. |
j.X | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 120 | 0 | Mid High | i27 | Knockdown | -4 |
Blatoise dive bombs downwards, shell-first. |
Pokemon Moves
]A[ Withdraw | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | N/A | N/A | N/A | N/A | N/A | N/A |
Blastoise retreats into Its shell while receiving counter armor. The counter armor lasts from frame 1-33. After transitioning into Shell Fortress Stance, Blastoise receives a Defense buff. The Defense buff lasts for 4 seconds. |
2A Water Pulse | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Grab | 60 / 80* | 3 | N/A | i35 | Launch | N/A |
Blastoise grabs the opponent from afar with a stream of water. If Blastoise has a positive buff, Water Pulse is given counter armor. The counter armor lasts from frame 5-29. * In Burst Mode, Water Pulse deals additional damage and will always have counter armor. |
4A Water Spout | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 45* / 160 (64) | 5 | Mid | i39 | Launch | +8 |
Blastoise blasts a gush of water into the air. After a short time, the wave of water lands in front of Blastoise. Counter pierces. Water Spout's damage is based on the amount of HP Blastoise currently has. The less HP, the less damage Water Spout deals. In Burst Mode, Water Spout's damage is unaffected by Blastoise's HP. * 45 damage is dealt from the initial aerial blast. |
5A Water Gun | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40 (10) | 2 | Special Mid | i27 | -8 / +8* | -16 / 0** |
Blastoise fires a burst of water that travels forward. In Field Phase, can be fired left or right. Can lead into different followups. Can transition into Shell Fortress Stance with R. * More advantageous on hit if canceled into Shell Fortress Stance. ** Becomes safer on block if canceled into Shell Fortress Stance. |
5AY Dark Pulse | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 30 (8) / 50 (13)* | 3 | Special Mid | i33 | Crumple | -20 |
Blastoise fires a counter piercing arrow that travels forward. In Field Phase, can be fired left or right. * In Burst Mode, Dark Pulse becomes a laser. |
5AX Dragon Pulse | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 100 (20) / 125 (28)* | 0 | High | i49 | Launch | -4 |
Blastoise hops up and fires a large blast that travels forward. * In Burst Mode, Dragon Pulse deals additional damage. |
5AA Aura Sphere | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 50 (13) / 60 (15)* | 2 | Special Mid | i23 | -4 | -12 |
Blastoise fires a burst of energy that travels forward. In Field Phase, can be fired left or right. Can be fired upwards by inputting the back direction. *In Burst Mode, Aura Sphere deals additional damage. |
Burst 5AAA Water Gun: Followup | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 150 (33) | 12 | Mid | i19 | Shift (Launch) | -8 |
Blastoise fires at the ground and creates large pillars of energy. Can be used after Dark Pulse, Dragon Pulse, or Aura Sphere. In Field Phase, can be fired left or right. |
6A Rapid Spin | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Counter | 90 (25) | 3 | Mid Low | i35 | 0 / +8* | -16 / -8** |
Blatoise goes into Its shell and spins ahead. Invincible against Lows on frame 5. Rapid Spin is given counter armor from frame 1-34. Starting on frame 35, Rapid Spin erases certain projectiles. Launches if Its a critical hit. Can transition into Shell Fortress Stance with R. * More advantageous on hit if canceled into Shell Fortress Stance. ** Becomes safer on block if canceled into Shell Fortress Stance. |
8A / 8[A] Hydro Pump | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 81 / 153 // 99* / 171* | 4 | Aerial | i19 / i39 | Launch | N/A |
Blastoise fires a burst of water that can only hit aerial opponents. Charging Hydro Pump increases the damage and causes it to counter pierce. Invincible against Highs and Mid Highs on frame 5 (charging increases the invincibility time). * In Burst Mode, Hydro Pump deals additional damage. |
j.A / j[A] Bubble | ||||||
Attack | Damage | PSP | Height | Impact | Hit Adv | Block |
Normal | 40 (10) | 4 | Mid | i19 / i39 | Stun | -33 / +6 |
Blastoise blows a bubble that slowly travels forward. The opponent is trapped in the bubble on contact. Effectively stunning them. Bubble disappears if Blastoise grabs or takes damage. Charging Bubble causes Blastoise to fall to the ground faster. In Field Phase, a bubble is blown in each direction. |
Combos
Notable Players