One mostly-unique aspect of Squirtle's moves is that a number of them have knockback armor. This means that during the frames the armor is active, if an attack doesn't inflict a certain amount of knockback, Squirtle will continue doing his move as if he hadn't been touched (though he'll still take damage). Many of his shell-based moves have Light and Medium Knockback Armor, with the more mobile and versatile ones being Light.The moves in question are Neutral-Air and Forward-B, both of which have Light Armor during the active frames of the attack. While they can't plow through most aerials, some quick and weak attacks, such as multi-hit moves, are sometimes relied upon to protect some characters, and this is where your armor really comes in handy.I'm putting together a list of moves that the armor goes through that could reasonably be used by a recovering opponent. The percents listed are the highest that Squirtle can be at and use his Light Armor to go through; this percentage is before you're hit, so you don't have to worry about doing any calculations post-hit.PeachUp-B tip: any%BowserAerial Up-B sourspots: any%Donkey KongAerial Up-B sourspots: 120%Ice ClimbersForward-B: any%ZeldaNeutral-B: any%LinkAerial Up-B: ~50%Toon LinkBombs: any% (as long as you use a Smash Forward-B)MewtwoN-Air: any% (minus the final hit)LucarioUp-B: any%Ivysaur:N-Air: any% (minus the final hit)LucasN-Air: any% (minus the final hit)Down-B: any%NessF-Air: ~110% (minus the final hit)Up-B tail: any%IkeUp-B: any% (except the initial sword throw)MarthF-Air sourspot: 47%Forward-B: any%Up-B late/sourspot: 63%