It is functionally similar to Mario's F.L.U.D.D. in that it utilizes water, requires a charge, and has only knockback, although it charges faster than F.L.U.D.D. If the player starts charging the move in the air, Squirtle is able to move left or right while charging. When used uncharged, it does a short ranged attack that deals about 12% damage with minimal knockback. The unique properties of the charged version mean that with practice, they make a good, but hard to use and learn, edgeguarding move.
Squirtle can also change the full spray's direction by tilting up or down. When fully charged, Squirtle can hold the charge and battle normally until the move is used again. In the Subspace Emissary, Squirtle's Water Gun can damage Subspace enemies, however, it only damages; no push effect.
|Squirtle's Special Moves|
|Standard Special||Water Gun|
|Down Special||(Pokémon Change)|
|Final Smash||Hydro Pump (of Triple Finish)|
In the Pokémon games, Water Gun is a common attack for most first level Water-type Pokémon, Squirtle included. As it is learned at an early level, it is rather weak (since it has a base power of 40 in the games) and is often replaced by stronger attacks, most prominently Surf and Hydro Pump, because of their higher damage output (90 and 120, respectively).
A fully charged Water Gun can be performed on an opponent who is in his/her helpless animation trying to grab the ledge. This can also work with Mr. Game & Watch, Snake, Pit, Sonic and Peach after they have used their third jumps. Doing so pushes them away from the ledge and makes them fall to their doom. Squirtle can also use Water Gun on an opponent that is swinging a Hammer. Since players cannot use midair jumps and up specials while holding one, they would most likely be KO'ed. All of these techniques can be used by Mario's F.L.U.D.D.