Editing Simon (SSBU)
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 16: | Line 16: | ||
Simon, alongside his [[Echo Fighter]] Richter, are ranked 74th out of 82 on the current [[tier list]], placing the Belmonts in the D- tier. The Belmonts are well known for their strong zoning and keeping opponents away from them thanks to their arsenal of projectiles and their range thanks to their signature whip. They are good at harassing their opponents in neutral and keeping them in a disadvantage for long periods of time. Their strengths culminate in them at the ledge, with several tools for ledgetrapping, such as [[Holy Water]] and forward tilt. [[Uppercut]] is an effective out-of-shield option against aggressive players or those who can get in their defense. The Belmonts also have the unique property to angle some of their aerials, namely forward air and back air to hit opponents low to the ground or anti-air them. Overall, the Belmonts are effective at controlling the pace of the match. | Simon, alongside his [[Echo Fighter]] Richter, are ranked 74th out of 82 on the current [[tier list]], placing the Belmonts in the D- tier. The Belmonts are well known for their strong zoning and keeping opponents away from them thanks to their arsenal of projectiles and their range thanks to their signature whip. They are good at harassing their opponents in neutral and keeping them in a disadvantage for long periods of time. Their strengths culminate in them at the ledge, with several tools for ledgetrapping, such as [[Holy Water]] and forward tilt. [[Uppercut]] is an effective out-of-shield option against aggressive players or those who can get in their defense. The Belmonts also have the unique property to angle some of their aerials, namely forward air and back air to hit opponents low to the ground or anti-air them. Overall, the Belmonts are effective at controlling the pace of the match. | ||
However, the Belmonts are equipped with a multitude of crippling weaknesses. Their disadvantage state is among one of the worst in the game due to not having a single viable combo escape, with the exception of down air, which can be predictable. They | However, the Belmonts are equipped with a multitude of crippling weaknesses. Their disadvantage state is among one of the worst in the game due to not having a single viable combo escape, with the exception of down air, which can be predictable. They suffer from one of the worst recoveries in the game with Uppercut, providing very little horizontal distance and drift and their tether recoveries not having much reach, allowing any character in the game to edgeguard them consistently if sent offstage. | ||
The Belmonts are formidable zoners with tools to constantly keep their distance, but opponents who get past their flurry of projectiles can often take advantage of their poor defensive game, and make it difficult for them to reset to neutral. Thus, they are difficult characters to be consistent with at a high level. While their representation have dropped after the first few years of the game, they have seen some respectable tournament results and representation from players, such as {{Sm|T3 Dom}} and {{Sm|YoseFu}}. | The Belmonts are formidable zoners with tools to constantly keep their distance, but opponents who get past their flurry of projectiles can often take advantage of their poor defensive game, and make it difficult for them to reset to neutral. Thus, they are difficult characters to be consistent with at a high level. While their representation have dropped after the first few years of the game, they have seen some respectable tournament results and representation from players, such as {{Sm|T3 Dom}} and {{Sm|YoseFu}}. |