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{{ArticleIcons|ultimate=y}} | {{ArticleIcons|ultimate=y}} | ||
{{Disambig2|Simon's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts | {{Disambig2|Simon's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts, see [[Simon Belmont]]; for information on Simon's [[Echo Fighter]]|Richter (SSBU)}} | ||
{{Infobox Character | {{Infobox Character | ||
|name = Simon | |name = Simon | ||
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|game = SSBU | |game = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
:{{Cquote| | :{{Cquote|Simon Lashes Out!|cite=Introduction tagline}} | ||
'''Simon''' ({{ja|シモン|Shimon}}, ''Simon'') is a playable character in ''[[Super Smash Bros. Ultimate]]'' | '''Simon''' ({{ja|シモン|Shimon}}, ''Simon'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was announced as a newcomer during the August 8th, 2018 [[Nintendo Direct|Super Smash Bros. Direct]] alongside {{SSBU|Richter}}, {{SSBU|Chrom}}, {{SSBU|Dark Samus}}, and {{SSBU|King K. Rool}}. Simon is classified as [[Fighter number|Fighter #66]]. | ||
Keith Silverstein, Simon's English voice actor in ''Castlevania: Judgment'' | Keith Silverstein, Simon's English voice actor in ''Castlevania: Judgment'' reprises his role as Simon in English versions of the game. Hideo Ishikawa, who voiced Simon in ''DreamMix TV World Fighters'', also reprises the role in the Japanese version. | ||
==How to unlock== | ==How to unlock== | ||
Complete one of the following: | Complete one of the following: | ||
*Play [[VS. match]]es, with Simon being the 18th character to be unlocked. | *Play [[VS. match]]es, with Simon being the 18th character to be unlocked. | ||
*Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 3rd character unlocked after {{SSBU|Ice Climbers}}. | *Clear {{SSBU|Classic Mode}} with {{SSBU|Link}} or any character in his unlock tree, being the 3rd character unlocked after the {{SSBU|Ice Climbers}}. | ||
*Have Simon join the player's party in [[World of Light]]. | *Have Simon join the player's party in [[World of Light]]. | ||
Simon must then be defeated on [[Dracula's Castle]] | With the exception of the third method, Simon must then be defeated on [[Dracula's Castle]]. | ||
==Attributes== | ==Attributes== | ||
Simon is a [[heavyweight]] fighter with a handful of effective projectiles and incredibly long disjointed attacks. In turn, he is burdened with poor mobility, especially in the air, and shares his attributes with his descendant and [[Echo Fighter]], {{SSBU|Richter}}; despite having the | Simon is a [[heavyweight]] fighter with a handful of effective projectiles and incredibly long disjointed attacks. In turn, he is burdened with poor mobility, especially in the air, and shares his attributes with his descendant and [[Echo Fighter]], {{SSBU|Richter}}; despite having the eighth-fastest [[falling speed]] and [[fast fall]]ing speed, he has below-average gravity, the fourth-slowest [[walk]]ing speed, thirteenth-slowest [[dash]]ing and [[air speed]]s, and is tied with {{SSBU|Snake}} for the worst [[air acceleration]] in the game. He also has the fifth-lowest traction, tied with {{SSBU|Bowser Jr.}} and {{SSBU|King Dedede}}. | ||
One of Simon's most notable traits are his notorious projectiles within his special moves. Firstly, [[Axe]] is a very strong projectile that can be thrown in three angles, which makes it effective at both edgeguarding and a threatening anti-air option, compounded by its ability to go through solid terrain. The axe can additionally lead into forward aerial, or, at higher percents, [[Uppercut]] for a KO. His side special, the [[Cross]], functions like a boomerang, though unlike other boomerang projectiles, it does not follow Simon, instead going straight and then briefly going backwards on its own if not grabbed by Simon; in addition to this, it sends opponents vertically in the air with low knockback, which is favorable for setups into aerial attacks, the Axe | One of Simon's most notable traits are his notorious projectiles within his special moves. Firstly, [[Axe]] is a very strong projectile that can be thrown in three angles, which makes it effective at both edgeguarding and a threatening anti-air option, compounded by its ability to go through solid terrain. The axe can additionally lead into forward aerial, or, at higher percents, [[Uppercut]] for a KO. His side special, the [[Cross]], functions like a boomerang, though unlike other boomerang projectiles, it does not follow Simon, instead going straight and then briefly going backwards on its own if not grabbed by Simon; in addition to this, it sends opponents vertically in the air with low knockback, which is favorable for setups into aerial attacks, the Axe or an up smash. His up special, Uppercut, is a very fast [[out of shield]] option with decent kill power that has multiple setups into it, such as the Cross, or more notably, down aerial. Finally, his down special, [[Holy Water]] is a great projectile for ledge-trapping, combo setups or kill setups such as a forward smash, forward tilt, or Uppercut; its [[flame]] effect also enables it to detonate {{SSBU|Young Link}} and {{SSBU|Toon Link}}'s {{b|bomb|Link}}s as well as {{SSBU|Link}}'s [[Remote Bomb]]s. | ||
Simon's other notable trait is his impressive [[range]]. His Vampire Killer whip offers the overall second longest disjointed range out of any fighter in the roster, and it makes his overall kit well-rounded and versatile. In the air, despite his aerial mobility being sluggish, his aerials are effective in their own rights; his up, forward and back aerials all have impressive range and can be used as [[Tether recovery|tether recoveries]], along with the latter two having the unique ability to be angled. His down aerial, while lacking the disjoint of his other aerials, is a notoriously effective combo tool, as it functions much like {{SSBU|Greninja}}'s down aerial; it meteor smashes at the beginning, but what makes it versatile is its late hit. On the late hit, both Simon and the opponent will bounce back up at diagonal angles, which opens up many KO confirms, notably into his Uppercut. At low percentages, it can combo into itself multiple times, which can potentially make it a zero-to-death tool if the opponent reacts poorly. | Simon's other notable trait is his impressive [[range]]. His Vampire Killer whip offers the overall second longest disjointed range out of any fighter in the roster, and it makes his overall kit well-rounded and versatile. In the air, despite his aerial mobility being sluggish, his aerials are effective in their own rights; his up, forward and back aerials all have impressive range and can be used as [[Tether recovery|tether recoveries]], along with the latter two having the unique ability to be angled. His down aerial, while lacking the disjoint of his other aerials, is a notoriously effective combo tool, as it functions much like {{SSBU|Greninja}}'s down aerial; it meteor smashes at the beginning, but what makes it versatile is its late hit. On the late hit, both Simon and the opponent will bounce back up at diagonal angles, which opens up many KO confirms, notably into his Uppercut. At low percentages, it can combo into itself multiple times, which can potentially make it a zero-to-death tool if the opponent reacts poorly. | ||
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Despite his zoning and spacing potential, it is overall burdened by his poor frame data, lackluster overall mobility, and narrow attacks. His slow movement makes him vulnerable to pressure and zoning. To make things worse, he only has one aerial move that comes out before frame 10, and that is his frame 8 neutral aerial, while forward back and up aerials come out on frame 14 and down aerial on frame 13. While he has his projectiles, they each have noticeable startup and are susceptible to being reflected back, which can be a huge turnabout, especially since the projectiles play a huge role in Simon's neutral game. An opponent can also catch Holy Water mid-flight and use it against Simon, as he can only have one out at a time, allowing his opponents to perform combo setups or kill setups on him. | Despite his zoning and spacing potential, it is overall burdened by his poor frame data, lackluster overall mobility, and narrow attacks. His slow movement makes him vulnerable to pressure and zoning. To make things worse, he only has one aerial move that comes out before frame 10, and that is his frame 8 neutral aerial, while forward back and up aerials come out on frame 14 and down aerial on frame 13. While he has his projectiles, they each have noticeable startup and are susceptible to being reflected back, which can be a huge turnabout, especially since the projectiles play a huge role in Simon's neutral game. An opponent can also catch Holy Water mid-flight and use it against Simon, as he can only have one out at a time, allowing his opponents to perform combo setups or kill setups on him. | ||
Simon's poor frame data also gives him a mediocre close-range game, as many of his attacks are unsafe if not spaced properly, which often leaves him heavily susceptible to punishment. While Simon's whip attacks have excellent range, they are also very narrow, and some attacks, such as up tilt, up smash | Simon's poor frame data also gives him a mediocre close-range game, as many of his attacks are unsafe if not spaced properly, which often leaves him heavily susceptible to punishment. While Simon's whip attacks have excellent range, they are also very narrow, and some attacks, such as up tilt, up smash and up aerial only hit directly above Simon, giving him poor hitbox placements and creating big blindspots that can cause them to miss opponents even if they are directly touching him, which hampers his juggle ability and overall punish game, and gives him a hard time hitting smaller characters. Finally, his moves tend to be rather weak when sourspotted, making spacing crucial if the player plans to score an early KO. With his grab range being below-average and his kill power being noticeable with his tipper mechanic, he must keep his space and fish for tippered tilts and aerials for maximum effect, in a similar vein to {{SSBU|Marth}}. | ||
Overall, Simon is a fighter who excels when he is distanced from his opponent and controlling the main stage: he should use his variety of projectiles to keep opponents at a workable distance to take full advantage of his spectacular range, all while avoiding getting sent offstage due to his poor offstage survivability. | Overall, Simon is a fighter who excels when he is distanced from his opponent and controlling the main stage: he should use his variety of projectiles to keep opponents at a workable distance to take full advantage of his spectacular range, all while avoiding getting sent offstage due to his poor offstage survivability. | ||
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==Update history== | ==Update history== | ||
Simon | Simon has been buffed slightly overall in game updates. In 3.0.0, his edge attack received a range increase, but his Cross projectile was nerfed due to it receiving reduced shield damage. 4.0.0 removed his ability to perform the [[down air stall]] that he and many other characters with [[stall-then-fall]] down aerials could perform. | ||
After a long absence from the game's patches, Simon was given | After a long absence from the game's patches, Simon was given substantial changes, and was buffed overall in 9.0.0. His rapid jab received [[transcendent priority]], which prevents it from being cancelled by weak attacks. His dash attack deals more damage and altered knockback, making it KO more often near the ledge but not from center stage. His up tilt also received altered knockback, which makes it safer to hit at low percentages but reduces its KO ability. His up smash has less start up and ending lag, and also deals more knockback. His down smash also deals more knockback, and his Uppercut has more vertical range. | ||
Overall, Simon's strengths and weaknesses have been largely kept intact so far, and his standing relative to the cast remains largely the same. | Overall, Simon's strengths and weaknesses have been largely kept intact so far, and his standing relative to the cast remains largely the same. | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname= | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
|neutral2dmg=2% | |neutral2dmg=2% | ||
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If the attack button is held down instead, Simon will hold out the Vampire Killer, and it can then be manually twirled around. This attack is based on his Whip Twirl from ''Super Castlevania IV'', and it is functionally similar to [[Sheik]]'s [[Chain]] in ''Melee'' and ''Brawl''. The chain deals minor damage in this way, but can cancel very weak projectiles that collide with it. The spiked ball of the chain is its sweetspot, which deals more damage and sends opponents away. If pushed off a platform by a windbox while doing this, Simon will continue dangling the whip, and can be moved left and right through the air while simultaneously controlling it. | If the attack button is held down instead, Simon will hold out the Vampire Killer, and it can then be manually twirled around. This attack is based on his Whip Twirl from ''Super Castlevania IV'', and it is functionally similar to [[Sheik]]'s [[Chain]] in ''Melee'' and ''Brawl''. The chain deals minor damage in this way, but can cancel very weak projectiles that collide with it. The spiked ball of the chain is its sweetspot, which deals more damage and sends opponents away. If pushed off a platform by a windbox while doing this, Simon will continue dangling the whip, and can be moved left and right through the air while simultaneously controlling it. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=12% (spiked ball), 10% (chain) | |ftiltdmg=12% (spiked ball), 10% (chain) | ||
|ftiltdesc=Simon's iconic whip strike, first introduced in the original ''Castlevania''. It has high range for its speed, comes out on frame 12 and has low ending lag. This makes it useful for general spacing. However, only the initial whip lash deals damage, and opponents can crouch under it. The tip of the chain deals more damage, and can KO at around 120% at the edge of {{SSBU|Final Destination}}. If the attack button is held, Simon will transition into the Whip Twirl, identical to his neutral attack. | |ftiltdesc=Simon's iconic whip strike, first introduced in the original ''Castlevania''. It has high range for its speed, comes out on frame 12 and has low ending lag. This makes it useful for general spacing. However, only the initial whip lash deals damage, and opponents can crouch under it. The tip of the chain deals more damage, and can KO at around 120% at the edge of {{SSBU|Final Destination}}. If the attack button is held, Simon will transition into the Whip Twirl, identical to his neutral attack. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=10% (whip), 2% (close) | |utiltdmg=10% (whip), 2% (close) | ||
|utiltdesc=A quick whip twirl in a lasso-like fashion that covers above his head. | |utiltdesc=A quick whip twirl in a lasso-like fashion that covers above his head. The earliest hitbox starts slightly above Simon's face, and moves left and right once. Provides excellent coverage above Simon, granting it good pressuring capabilities against aerial opponents. It can also potentially chain into itself more than once at low percents and can KO at very high percents. However, it has no grounded hitboxes beside him whatsoever, making it risky against grounded opponents. The move also has a very weak hitbox when the chain first comes out, though it has no typical use. | ||
|dtiltname=Sliding | |dtiltname=Sliding | ||
|dtiltcount=2 | |dtiltcount=2 | ||
|dtiltdmg=5% | |dtiltdmg=5% | ||
|dtilt2dmg=7% (clean), 3.5% (late) | |dtilt2dmg=7% (clean), 3.5% (late) | ||
|dtiltdesc=A slide kick based on [[Richter Belmont]]'s Slide and Jumping Slide from ''Castlevania: Symphony of the Night''. The first hit is incapable of KOing even at 999%, but if the button is pressed again, Simon does a jumping kick that carries his momentum, comboing from the first hit. The jump deals less damage late, and is capable of jumping off platforms and edges. The first hit allows Simon to slide under projectiles or high hitboxes. The second hit can KO beginning at 140% from the edge of Final Destination. | |dtiltdesc=A slide kick based on [[Richter Belmont]]'s Slide and Jumping Slide from ''Castlevania: Symphony of the Night''. The first hit is incapable of KOing even at 999%, but if the button is pressed again, Simon does a jumping kick that carries his momentum, comboing from the first hit. The jump deals less damage late, and is capable of jumping off platforms and edges. The first hit allows Simon to slide under projectiles or high hitboxes. The second hit can KO beginning at 140% from the edge of Final Destination. | ||
|dashname=Tackle | |dashname=Tackle | ||
|dashdmg=1.7% (hits 1-5), 3.5% (end) | |dashdmg=1.7% (hits 1-5), 3.5% (end) | ||
|dashdesc=A dashing attack while twirling the Vampire Killer beside himself. Based on Richter Belmont's Blade Dash from ''Symphony of the Night''. The dash covers half of Final Destination. Capable of destroying weak projectiles, but extremely damaged opponents may be knocked out before the final hit. This move is also one of a handful of attacks that can [[cross-up]] in ''Ultimate''. | |dashdesc=A dashing attack while twirling the Vampire Killer beside himself. Based on Richter Belmont's Blade Dash from ''Symphony of the Night''. The dash covers half of Final Destination. Capable of destroying weak projectiles, but extremely damaged opponents may be knocked out before the final hit. This move is also one of a handful of attacks that can [[cross-up]] in ''Ultimate''. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|18}} (spiked ball), {{ChargedSmashDmgSSBU|16}} (chain), {{ChargedSmashDmgSSBU|14}} (chain, close) | |fsmashdmg={{ChargedSmashDmgSSBU|18}} (spiked ball), {{ChargedSmashDmgSSBU|16}} (chain), {{ChargedSmashDmgSSBU|14}} (chain, close) | ||
|fsmashdesc= | |fsmashdesc=Rears back before performing a long-ranged whip crack while taking a step forward. Can be angled. It has tremendous reach, being the second-longest non-projectile forward smash in the game (behind only {{SSBU|Min Min}}), and outperforming {{SSBU|Corrin}}, {{SSBU|Mii Gunner}}, and {{SSBU|Shulk}}. Deals the most damage at the tip of the chain, and less when up close. The sweetspot can KO as early as 57% from the edge of Final Destination, and if fully charged, can KO as early as 30% on lighter characters. It is safe on shield when sweetspotted due to its sheer distance, and deals respectable damage to shields. The rest of the move is punishable on shield due to its high lag overall, and opponents can crouch under the chain. If angled down, the sweetspot can hit ledge hanging opponents. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|16}} (spiked ball), {{ChargedSmashDmgSSBU|14}} (chain) | |usmashdmg={{ChargedSmashDmgSSBU|16}} (spiked ball), {{ChargedSmashDmgSSBU|14}} (chain) | ||
|usmashdesc=A vertical whip crack | |usmashdesc=A vertical whip crack. It has immense vertical range, being able to reach as high as the top platform of Battlefield, but its hitbox is strictly vertical, incapable of hitting anyone directly beside Simon or the chain, even if the opponent is practically touching him. The hitbox is also very narrow, making positioning important. Due to its high ending lag, this makes the move suited solely for aerial targets. While hard to hit, the sweetspot has extreme power, KOing as early as 67% on Final Destination. It can combo from up throw at 0-30%, though opponents can [[DI]] away from this. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|16}} (spiked ball), {{ChargedSmashDmgSSBU|14}} (chain), {{ChargedSmashDmgSSBU|12}} (chain, close) | |dsmashdmg={{ChargedSmashDmgSSBU|16}} (spiked ball), {{ChargedSmashDmgSSBU|14}} (chain), {{ChargedSmashDmgSSBU|12}} (chain, close) | ||
|dsmashdesc=Drags the Vampire Killer across the ground from forward to back. Impressive overall range like his other smash attacks, and also deals less damage up close in a similar fashion. Both hits do the same amount of damage, with the first hit being rather fast. The sweetspot KOs as early as 85% from the edge of Final Destination. If not | |dsmashdesc=Drags the Vampire Killer across the ground from forward to back. Impressive overall range like his other smash attacks, and also deals less damage up close in a similar fashion. Both hits do the same amount of damage, with the first hit being rather fast. The sweetspot KOs as early as 85% from the edge of Final Destination. If not sweetspotted, the move is punishable. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|1}} (hits 1-6), {{ShortHopDmgSSBU|4}} (end) | |nairdmg={{ShortHopDmgSSBU|1}} (hits 1-6), {{ShortHopDmgSSBU|4}} (end) | ||
|nairdesc= | |nairdesc=Twirls the Vampire Killer around his body. It's his fastest aerial in terms of startup, coming out on frame 8. Lacks the range of his usual moves, but deals multiple hits and can protect Simon from being pursued aerially. Has slightly deceptive range due to the twirling graphic, and only covers one character length around him. It has great combo potential, with the looping hits sending at the [[autolink angle]], allowing a falling neutral aerial to combo into a grab, forward tilt, neutral attack, or several other moves. Can autocancel in a short hop. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | |fairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | ||
|fairdesc=Rears back and performs a long-ranged whip crack | |fairdesc=Rears back and performs a long-ranged whip crack. It can be angled slightly upward and downward at roughly a 20 degree angle; if angled down, the move can hit grounded opponents. Excellent range, allowing it to hit distant targets easily. However, the hitboxes are slim and have a short duration, while the move has some startup (frame 14), requiring precise use. Has low ending lag, allowing Simon to double jump and perform another aerial if done from a short hop. Also can be used as a [[tether recovery]], which is useful as Simon has no horizontal recovery options otherwise. The sweetspot can KO from 125% at the edge of Final Destination. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | |bairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | ||
|bairdesc=Rears back and performs a long-ranged whip crack behind himself. Identical damage, properties and usage as forward aerial, and can also be aimed up and down. Like forward aerial, Simon can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery. Has more knockback growth despite the similar damage, with the sweetspot KOing from 110% at the edge of Final Destination. | |bairdesc=Rears back and performs a long-ranged whip crack behind himself. Identical damage, properties and usage as forward aerial, and can also be aimed up and down. Like forward aerial, Simon can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery. Has more knockback growth despite the similar damage, with the sweetspot KOing from 110% at the edge of Final Destination. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | |uairdmg={{ShortHopDmgSSBU|12}} (spiked ball), {{ShortHopDmgSSBU|10}} (chain), {{ShortHopDmgSSBU|2}} (body) | ||
|uairdesc= | |uairdesc=Rears back and performs a long-ranged whip crack directly above him. Functionally identical to forward and back aerials in all aspects apart from attack direction and the inability to be angled. Like forward and back aerials, Simon can double jump and perform another aerial if done from a short hop, and it also acts as a tether recovery, covering around the same distance as [[Uppercut]]. The sweetspot KOs from 100% while in the air. | ||
|dairname=Jump Kick | |dairname=Jump Kick | ||
|dairdmg={{ShortHopDmgSSBU|12}}, {{ShortHopDmgSSBU|7}} (late) | |dairdmg={{ShortHopDmgSSBU|12}}, {{ShortHopDmgSSBU|7}} (late) | ||
|dairdesc=A [[stall-then-fall]] divekick, based on the ability both Simon and Richter can obtain in ''Castlevania: Harmony of Despair''. Goes downward at a diagonal angle, with the first two frames being a [[meteor smash]]. Comes out on frame 13, which is rather fast in comparison to other meteor smashes. On hit, Simon will bounce back with a flourish, which can combo into other attacks: the early hit easily combos into forward or back aerials at medium percents, Uppercut at 100% or above as a KO combo, or even into itself at low percents. However, it is dangerous to use offstage, since Simon's recovery is very poor and the duration of the move will most likely lead to a self-destruct if used carelessly. The move's hitbox also does not completely cover Simon's outstretched leg hurtbox, meaning that opponents' attacks can easily trade with it or even completely snuff it out. It is also Simon's only aerial that cannot autocancel in a short hop. | |dairdesc=A [[stall-then-fall]] divekick, based on the ability both Simon and Richter can obtain in ''Castlevania: Harmony of Despair''. Goes downward at a diagonal angle, with the first two frames being a [[meteor smash]]. Comes out on frame 13, which is rather fast in comparison to other meteor smashes. On hit, Simon will bounce back with a flourish, which can combo into other attacks: the early hit easily combos into forward or back aerials at medium percents, Uppercut at 100% or above as a KO combo, or even into itself at low percents. However, it is dangerous to use offstage, since Simon's recovery is very poor and the duration of the move will most likely lead to a self-destruct if used carelessly. The move's hitbox also does not completely cover Simon's outstretched leg hurtbox, meaning that opponents' attacks can easily trade with it or even completely snuff it out. It is also Simon's only aerial that cannot autocancel in a short hop. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches | |grabdesc=Reaches with his left arm. Notably, while Simon can use his whip as a tether recovery, he does not use it to grab opponents; despite this, it is one of the slowest non-tether grabs in the game, additionally hampered by poor range. These traits make it a poor choice in most situations, especially when considering Simon's already slow mobility. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1. | |pummeldmg=1.2% | ||
|pummeldesc= | |pummeldesc= Hits the opponent with his knee. Average speed and damage. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=7% | |fthrowdmg=7% | ||
|fthrowdesc=Spins once and flings the opponent forward. If the opponent misses a [[tech]], it can be followed up with forward smash, forward tilt or dash attack at 0%. Tech rolls can be caught with [[Axe]]. Simon's strongest throw, capable of KO'ing from 125% at the edge of Final Destination. | |fthrowdesc=Spins once and flings the opponent forward. If the opponent misses a [[tech]], it can be followed up with forward smash, forward tilt or dash attack at 0%. Tech rolls can be caught with [[Axe]]. Simon's strongest throw, capable of KO'ing from 125% at the edge of Final Destination. | ||
|bthrowname= | |bthrowname= | ||
|bthrowdmg=7% | |bthrowdmg=7% | ||
|bthrowdesc=Flings the opponent backwards with both arms. Has the same combos as forward throw, but it is weaker for KOing | |bthrowdesc=Flings the opponent backwards with both arms. Has the same combos as forward throw, but it is weaker for KOing, as it does so from 145% at the edge of Final Destination. | ||
|uthrowname= | |uthrowname= | ||
|uthrowdmg=6% (hit 1), 4% (hit 2) | |uthrowdmg=6% (hit 1), 4% (hit 2) | ||
|uthrowdesc=Heaves the opponent into the air before lashing at them with the Vampire Killer. One of Simon's most useful throws due to its setup ability and damage, being the most damaging throw in his moveset. Can initiate combos at 0% such as into up smash, the later hitboxes of Uppercut, or start aerial juggles. At higher percents, it can set up into up aerial for a KO, though opponents can DI this. | |uthrowdesc=Heaves the opponent into the air before lashing at them with the Vampire Killer. One of Simon's most useful throws due to its setup ability and damage, being the most damaging throw in his moveset. Can initiate combos at 0% such as into up smash, the later hitboxes of Uppercut, or start aerial juggles. At higher percents, it can set up into up aerial for a KO, though opponents can DI this. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=8% | |dthrowdmg=8% | ||
|dthrowdesc=A {{s|wikipedia|chokeslam}}. Like forward and back throws, it can follow up with forward smash or forward tilt at 0%, or cover tech rolls with Axe. Can also lead into a second hit of a down tilt at low percents. | |dthrowdesc=A {{s|wikipedia|chokeslam}}. Like forward and back throws, it can follow up with forward smash or forward tilt at 0%, or cover tech rolls with Axe. Can also lead into a second hit of a down tilt at low percents. | ||
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|dsdesc=Drops a flask of Holy Water diagonally downwards. Once it hits the ground or an opponent, the flask bursts and unleashes a pillar of red [[flame]]s. Only one flask or pillar of flame can exist at one time. If the flask is caught, it will become an [[item]] that opponents can use against Simon. It can also be [[reflected]], [[perfect shield]]ed or hit back to affect the Simon who threw it. Has similar functionality as [[PK Fire]], keeping opponents trapped within the projectile and in position for a followup, and lacks a final stronger hit. Rather infamous for being the setup to a forward smash at ledge. | |dsdesc=Drops a flask of Holy Water diagonally downwards. Once it hits the ground or an opponent, the flask bursts and unleashes a pillar of red [[flame]]s. Only one flask or pillar of flame can exist at one time. If the flask is caught, it will become an [[item]] that opponents can use against Simon. It can also be [[reflected]], [[perfect shield]]ed or hit back to affect the Simon who threw it. Has similar functionality as [[PK Fire]], keeping opponents trapped within the projectile and in position for a followup, and lacks a final stronger hit. Rather infamous for being the setup to a forward smash at ledge. | ||
|fsname=Grand Cross | |fsname=Grand Cross | ||
|fsdmg=3% ( | |fsdmg=3% (trapping hit), 10% (final hit) | ||
|fsdesc=Summons a large coffin in front of him, which traps opponents that touch it the moment it appears. If successful, Simon grabs the coffin with the Vampire Killer's chain, swings it in a wide arc and hauls it skywards, then unleashes the devastating Grand Cross technique while flexing, blasting the coffin with magical crosses and sending the victims flying. Extremely powerful, able to KO as early as 25%. | |fsdesc=Summons a large coffin in front of him, which traps opponents that touch it the moment it appears. If successful, Simon grabs the coffin with the Vampire Killer's chain, swings it in a wide arc and hauls it skywards, then unleashes the devastating Grand Cross technique while flexing, blasting the coffin with magical crosses and sending the victims flying. Extremely powerful, able to KO as early as 25%. | ||
}} | }} | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
*Appears onstage surrounded by rays of light, and cracks the Vampire Killer before coiling it. | *Appears onstage surrounded by rays of light, and cracks the Vampire Killer before coiling it. | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up | *'''Up taunt:''' Grunts and holds the Vampire Killer in the air, coiled up. | ||
*'''Side | *'''Side taunt:''' Holds the Vampire Killer lengthwise and spins it around himself twice. | ||
*'''Down | *'''Down taunt:''' Cracks the Vampire Killer on the ground next to him, saying "Come!" ({{ja|来いっ!|Koi!}}, ''Come!''). | ||
<gallery> | <gallery> | ||
SSBUSimonTaunt1.gif|Simon's up taunt. | SSBUSimonTaunt1.gif|Simon's up taunt. | ||
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*Thrusts his hand downwards. Resembles his idle from ''Castlevania''. | *Thrusts his hand downwards. Resembles his idle from ''Castlevania''. | ||
<gallery> | <gallery> | ||
SSBUSimonIdle1.gif|Simon's first idle pose | SSBUSimonIdle1.gif|Simon's first idle pose | ||
SSBUSimonIdle2.gif|Simon's second idle pose | SSBUSimonIdle2.gif|Simon's second idle pose | ||
</gallery> | </gallery> | ||
===[[Victory pose]]s=== | ===[[Victory pose]]s=== | ||
*'''Left:''' Shouts "I vanquish the darkness!" ("{{ja|闇を打つ!|Yami o utsu!}}", ''Strike the darkness!'') as he whips the ground around him twice, before holding the Vampire Killer taut. This is a possible reference to ''Castlevania II: Simon's Quest'' during the end of nighttime when the game will show a prompt stating "The morning sun has vanquished the horrible night." | *'''Left:''' Shouts "I vanquish the darkness!" ("{{ja|闇を打つ!|Yami o utsu!}}", ''Strike the darkness!'') as he whips the ground around him twice, before holding the Vampire Killer taut. This is a possible reference to ''Castlevania II: Simon's Quest'' during the end of nighttime, when the game will show a prompt stating "The morning sun has vanquished the horrible night.". | ||
**Against | **Against villain characters (Ganondorf, Dark Samus, Ridley), or characters who use darkness but are not necessarily villain characters (Mewtwo, Bayonetta, Dark Pit), Simon may simply say, "To darkness!" ("{{ja|闇に変わる!|Yami ni kawaru!}}", ''Turn to darkness!''). | ||
*'''Up:''' Holds the coiled Vampire Killer in the air before lashing it out against the ground while spinning once. The ending pose appears similar to promotional art for ''Castlevania Chronicles''. | *'''Up:''' Holds the coiled Vampire Killer in the air before lashing it out against the ground while spinning once. The ending pose appears similar to promotional art for ''Castlevania Chronicles''. | ||
*'''Right:''' Jumps up to grab a [https://castlevania.wikia.com/wiki/Magic_Crystal Magic Crystal] then whips forward. Simon will then continuously whip and jump as the camera cuts to a side view, referencing a phenomenon when the A and B buttons are held after collecting an orb in the original ''Castlevania''. | *'''Right:''' Jumps up to grab a [https://castlevania.wikia.com/wiki/Magic_Crystal Magic Crystal] then whips forward. Simon will then continuously whip and jump as the camera cuts to a side view, referencing a phenomenon when the A and B buttons are held after collecting an orb in the original ''Castlevania''. | ||
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</gallery> | </gallery> | ||
==In [[ | ==In competitive play== | ||
{{Simon and Richter in | When Simon and his Echo Fighter, {{SSBU|Richter}}, were revealed on August 8, 2018, there was considerable hype for them due to their showcased strengths, including extremely high reach, an array of powerful projectiles, and ledge trapping potential. When the game released in December, some players viewed the Belmonts as a high tier, or potentially a top tier character because of their spacing and zoning ability allowing them to play an effective defensive game. Simon and Richter also were notable counterpicks for certain characters that struggle with range due to their spacing and keep away game. However, their weaknesses were soon discovered to be prominent, with a notoriously poor recovery due to situational recovery moves alongside low air speed, inconsistency in KOing, average frame data, poor mobility and a high skill ceiling. Thus, their results and viability dropped, with some players such as {{Sm|Mew2King}}, {{Sm|ZeRo}}, {{Sm|ESAM}}, and {{Sm|Armada}} relegating them to a mid tier or a low high tier. Simon, in particular, was considerably overshadowed by Richter in terms of tournament representation, though this was due to players' aesthetic preferences rather than any difference between them. However, many players would later drop Richter, and Simon would eventually gather more results from players such as {{Sm|TRIGGER}}, {{Sm|Cherry}}, and {{Sm|PreCookedBread}}. Though Simon has a noticeably better position in the metagame as time progressed, both characters' official tier placement remains unknown. | ||
===Notable players=== | |||
<!--If you are planning to add a player you consider to be notable, please provide tournament results in some shape or form in the edit summary (be it a link to a results thread or bracket of placing high in a tournament of other notable players or a video of them beating a notable player). Winning tournaments without notable players present is generally not enough to warrant a spot.--> | |||
''See also: [[:Category:Simon professionals (SSBU)]]; [[:Category:Richter professionals (SSBU)]]'' | |||
====Active==== | |||
*{{Sm|BiggieCheeze|USA}} - Placed 5th at {{Trn|2GG: Grand Tour - Ohio}}, 9th at {{Trn|COST 2019}}, and 13th at {{Trn|2GG: Run it Back}}. | |||
*{{Sm|Cherry|Australia}} - Placed 7th at {{Trn|CouchWarriors Crossup 2}}, 9th at {{Trn|Battle Arena Melbourne 11}}, and 13th at {{Trn|Melbourne Esports Open}}. | |||
*{{Sm|flieskiller|Canada}} - Co-mains Simon and {{SSBU|Mr. Game & Watch}}. Placed 5th at {{Trn|Terry Christmas}} and 7th at {{Trn|Summer Shieldbreak}}. Ranked 4th on the [[Quebec City Power Rankings#Super Smash Bros. Ultimate rankings|Quebec City Smash Ultimate Power Rankings]]. | |||
*{{Sm|Greil|France}} - The best Richter player in Europe who sometimes uses Simon instead. Placed 1st at {{Trn|Massilia Summer Smash 2019}} and 17th at {{Trn|Ultimate WANTED 2}} as one of his characters. Has wins over {{Sm|Leon}} and {{Sm|Guimodas}} with Simon. | |||
*{{Sm|Lyfja|Finland}} - Placed 7th at {{Trn|Bifrost III - Sessrumnir}}, 13th at {{Trn|Bob-omb Battlefield}}, and 49th at {{Trn|Valhalla II}} with wins over players such as {{Sm|Enki}} and {{Sm|Eddy}}. Ranked 8th on the [[Finnish Power Rankings]]. | |||
*{{Sm|PreCookedBread|USA}} - Placed 49th at {{Trn|Glitch 7}} and 65th at {{Trn|The Big House 9}}. Has defeated {{Sm|Yetey}} and {{Sm|Dietsoda}}. | |||
*{{Sm|TRIGGER|Japan}} - The best Simon player in Japan. Placed 9th at {{Trn|TSC 11}} and 33rd at both {{Trn|Umebura SP 5}} and {{Trn|EVO Japan 2020}}. Has a win over {{Sm|T}}. | |||
*{{Sm|YoseFu|USA}} - Placed 5th at {{Trn|Kumite in Tennessee 2020}}, 17th at {{Trn|Kumite in Tennessee 2019}}, and 49th at {{Trn|DreamHack Atlanta 2019}} with wins over {{Sm|Dietsoda}} and {{Sm|Makibaz}}. | |||
====Inactive==== | |||
*{{Sm|Cyrano|Argentina}} - Used Simon as a very strong secondary at many Waveshine tournaments, including 5th at {{Trn|Waveshine 19}} and 9th at {{Trn|Waveshine 18}} and {{Trn|Waveshine 20}}. He has since dropped Simon in favor of {{SSBU|Joker}}. | |||
=={{SSBU|Classic Mode}}: Smash-vania== | =={{SSBU|Classic Mode}}: Smash-vania== | ||
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!Round!!Opponent!!Stage!!Music!!Notes | !Round!!Opponent!!Stage!!Music!!Notes | ||
|- | |- | ||
|1||{{CharHead|King K. Rool|SSBU|hsize=20px}} and {{CharHead|Incineroar|SSBU|hsize=20px|color=Grey}}||[[Dracula's Castle]] ([[Battlefield form]])||''{{SSBUMusicLink|Castlevania|Vampire Killer | |1||{{CharHead|King K. Rool|SSBU|hsize=20px}} and {{CharHead|Incineroar|SSBU|hsize=20px|color=Grey}}||[[Dracula's Castle]] ([[Battlefield form]])||''{{SSBUMusicLink|Castlevania|Vampire Killer}}''||Most likely based on the appearances of the Creature and Flea Man from the first ''Castlevania'' game. Could also be based on Minotaur and Werewolf from ''Symphony of the Night''. | ||
|- | |- | ||
|2||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Luigi's Mansion]] ([[Ω form]])||''{{SSBUMusicLink|Castlevania|Out of Time}}''||Based on the Giant Bat from ''Castlevania'', evidenced further by its appearance in the final stage of that game with the same song playing. | |2||Giant {{CharHead|Ridley|SSBU|hsize=20px}}||[[Luigi's Mansion]] ([[Ω form]])||''{{SSBUMusicLink|Castlevania|Out of Time}}''||Based on the Giant Bat from ''Castlevania'', evidenced further by its appearance in the final stage of that game with the same song playing. | ||
|- | |- | ||
|3||{{CharHead|Bayonetta|SSBU|hsize=20px}} and {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Castlevania|Bloody Tears / Monster Dance}}''|| | |3||{{CharHead|Bayonetta|SSBU|hsize=20px}} and {{CharHead|Dark Pit|SSBU|hsize=20px}}||[[Umbra Clock Tower]]||''{{SSBUMusicLink|Castlevania|Bloody Tears / Monster Dance}}''||Likely based on Carmilla and her servant from ''Rondo of Blood'', Laura. This battle is a free for all. | ||
|- | |- | ||
|4||{{CharHead|Charizard|SSBU|hsize=20px|color=Blue}} and {{CharHead|King Dedede|SSBU|hsize=20px|color=Green}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Castlevania|Beginning}}''|| | |4||{{CharHead|Charizard|SSBU|hsize=20px|color=Blue}} and {{CharHead|King Dedede|SSBU|hsize=20px|color=Green}}||[[Kalos Pokémon League]]||''{{SSBUMusicLink|Castlevania|Beginning}}''||Most likely based on the appearances of Leviathan and Cyclops from ''Castlevania III: Dracula's Curse''. Could also be based on Slogra and Gaibon from ''Super Castlevania IV''. | ||
|- | |- | ||
|5||{{CharHead|Bowser|SSBU|hsize=20px}}, {{CharHead|Ganondorf|SSBU|hsize=20px}}, and {{CharHead|Mewtwo|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Castlevania|Simon Belmont Theme (The Arcade)}}''||Most likely based on the final three bosses right before Dracula in the final stage of ''Super Castlevania IV'', Slogra, Gaibon, and Death, evidenced further with Simon's theme playing as it did during the final battle against Dracula | |5||{{CharHead|Bowser|SSBU|hsize=20px}}, {{CharHead|Ganondorf|SSBU|hsize=20px}}, and {{CharHead|Mewtwo|SSBU|hsize=20px}}||[[Reset Bomb Forest]]||''{{SSBUMusicLink|Castlevania|Simon Belmont Theme (The Arcade)}}''||Most likely based on the final three bosses right before Dracula in the final stage of ''Super Castlevania IV'', Slogra, Gaibon, and Death, evidenced further with Simon's theme playing as it did during the final battle against Dracula. | ||
|- | |- | ||
|6||{{CharHead|Richter|SSBU|hsize=20px}}||Dracula's Castle||''{{SSBUMusicLink|Castlevania|Divine Bloodlines}}''||Based on Richter's brainwashing in ''Symphony of the Night''. | |6||{{CharHead|Richter|SSBU|hsize=20px}}||Dracula's Castle||''{{SSBUMusicLink|Castlevania|Divine Bloodlines}}''||Based on Richter's brainwashing in ''Symphony of the Night''. | ||
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|} | |} | ||
Note: | Note: every stage plays a track from the ''Castlevania'' universe, no matter what universe the stage originates from. | ||
[[Credits]] roll after completing Classic Mode. Completing it as Simon has ''{{SSBUMusicLink|Castlevania|Bloody Tears / Monster Dance}}'' accompany the credits. | [[Credits]] roll after completing Classic Mode. Completing it as Simon has ''{{SSBUMusicLink|Castlevania|Bloody Tears / Monster Dance}}'' accompany the credits. | ||
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|''{{SSBUMusicLink|Castlevania|Vampire Killer (Remix)}}'' | |''{{SSBUMusicLink|Castlevania|Vampire Killer (Remix)}}'' | ||
|} | |} | ||
{{ | {{-}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Simon's fighter spirit can be obtained by completing | Simon's fighter spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Simon in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each fighter spirit has an alternate version that replaces them with their artwork in ''Ultimate''. | ||
<center> | <center> | ||
<gallery> | <gallery> | ||
SSBU spirit Simon Belmont.png| | SSBU spirit Simon Belmont.png|134. '''''Simon Belmont''''' | ||
</gallery> | </gallery> | ||
</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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==Gallery== | ==Gallery== | ||
<gallery> | <gallery> | ||
Simon and Richter artwork.png|Simon and Richter artwork, as posted on the official Japanese Konami Twitter account. | |||
Simon Lashes Out.png|Simon's splash art. | Simon Lashes Out.png|Simon's splash art. | ||
Simon amiibo.png|Simon's [[amiibo]]. | Simon amiibo.png|Simon's [[amiibo]]. | ||
SSBU Simon Number.png|Simon's fighter card. | SSBU Simon Number.png|Simon's fighter card. | ||
Simon unlock notice SSBU.jpg|Simon' | Simon unlock notice SSBU.jpg|Simon' unlock notice | ||
SSBUWebsiteSimon1.jpg|Simon on [[Palutena's Temple]]. | SSBUWebsiteSimon1.jpg|Simon on [[Palutena's Temple]]. | ||
SSBUWebsiteSimon2.jpg|Simon using his down smash on the [[Great Plateau Tower]]. | SSBUWebsiteSimon2.jpg|Simon using his down smash on the [[Great Plateau Tower]]. | ||
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</gallery> | </gallery> | ||
=== | ===Character showcase video=== | ||
{{#widget:YouTube|id=RY7WL-n1atg}} | {{#widget:YouTube|id=RY7WL-n1atg}} | ||
==Trivia== | ==Trivia== | ||
*According to Sakurai from a Nintendo Dream Magazine interview, Simon was added in due to the Smash Bros. Fighter Ballot.<ref> | *According to Sakurai from a Nintendo Dream Magazine interview, Simon was added in due to the Smash Bros. Fighter Ballot.<ref>http://www.japanesenintendo.com/post/182181277319</ref> | ||
*Simon's render is based off of the box art of the original ''Castlevania'', now turned to face the side and with the Vampire Killer in front of him. | *Simon's render is based off of the box art of the original ''Castlevania'', now turned to face the side and with the Vampire Killer in front of him. | ||
*Simon is the first character to be introduced in the same installment as his [[clone]] since ''[[Melee]]'', where {{SSBM|Marth}} was added to the roster along with his clone, {{SSBM|Roy}}. | *Simon is the first character to be introduced in the same installment as his [[clone]] since ''[[Melee]]'', where {{SSBM|Marth}} was added to the roster along with his clone, {{SSBM|Roy}}. | ||
**He is also the first third | **He is also the first third party character to ever have a clone, the second being {{SSBU|Ryu}}. | ||
*The screenshot of Simon holding an axe in front of {{SSBU|Bowser}} is a reference to ''{{s|mariowiki|Super Mario Bros.}}'', where the {{s|mariowiki|axe}} is used to defeat Bowser and [[mariowiki:Fake Bowser|his impostors]] in castle levels. | *The screenshot of Simon holding an axe in front of {{SSBU|Bowser}} is a reference to ''{{s|mariowiki|Super Mario Bros.}}'', where the {{s|mariowiki|axe}} is used to defeat Bowser and [[mariowiki:Fake Bowser|his impostors]] in castle levels. | ||
*Similarly to both {{SSB4|Little Mac}} and {{SSB4|Ryu}} in ''Smash 4'', Simon shares some small animations with {{SSBU|Captain Falcon}}, such as his shield break animation and ledge getup attack, likely due to their similar physiques. He shares this trait with | *Similarly to both {{SSB4|Little Mac}} and {{SSB4|Ryu}} in ''Smash 4'', Simon shares some small animations with {{SSBU|Captain Falcon}}, such as his shield break animation and ledge getup attack, likely due to their similar physiques. He shares this trait with {{SSBU|Richter}} and {{SSBU|Snake}}. | ||
**All three are also properties of [[Konami]]. | |||
*In the [[Nintendo Direct#August_8.2C_2018|August 8, 2018 Nintendo Direct]], the words: "Richter originated some of these moves. So, Simon also echoes Richter!" are seen [https://youtu.be/P-kQWJrjRV4?t=384 on the bottom]. Sakurai also mentions that because some of Simon's moves originate from Richter, it's "hard to say who's really echoing who". | *In the [[Nintendo Direct#August_8.2C_2018|August 8, 2018 Nintendo Direct]], the words: "Richter originated some of these moves. So, Simon also echoes Richter!" are seen [https://youtu.be/P-kQWJrjRV4?t=384 on the bottom]. Sakurai also mentions that because some of Simon's moves originate from Richter, it's "hard to say who's really echoing who". | ||
**Simon's down tilt, dash attack, up special, and Final Smash all originated with Richter. Simon is unable to use these moves in his original series. | **Simon's down tilt, dash attack, up special, and Final Smash all originated with Richter. Simon is unable to use these moves in his original series. | ||
*Like {{SSBU|King Dedede}}, {{SSBU|Lucina}}, {{SSBU|King K. Rool}}, and Richter, Simon's name is pronounced differently between the different international versions of ''Ultimate''. The Japanese version places extra emphasis on the first syllable of Simon's name (and pronouncing it "she" instead of "sigh"), and pronounces the end as "moan" instead of "mon". | *Like {{SSBU|King Dedede}}, {{SSBU|Lucina}}, {{SSBU|King K. Rool}}, and Richter, Simon's name is pronounced differently between the different international versions of ''Ultimate''. The Japanese version places extra emphasis on the first syllable of Simon's name (and pronouncing it "she" instead of "sigh"), and pronounces the end as "moan" instead of "mon". | ||
**Outside of the English and Japanese versions, the French version | **Outside of the English and Japanese versions, the French version pronounce Simon's name like in the Japanese version, while most other languages use the English pronunciation. | ||
*Simon is the only playable character introduced in ''Ultimate'' to have an [[Echo Fighter]], that being his blood-relative | *Simon is the only playable character introduced in ''Ultimate'' to have an [[Echo Fighter]], that being his blood-relative sucessor, Richter. | ||
*In Simon's reveal trailer, he creates flames by throwing the Holy Water into some [[Food]] items next to {{SSBU|Link}}, a reference to the cooking mechanic featured in ''The Legend of Zelda: Breath of the Wild''. | *In Simon's reveal trailer, he creates flames by throwing the Holy Water into some [[Food]] items next to {{SSBU|Link}}, a reference to the cooking mechanic featured in ''The Legend of Zelda: Breath of the Wild''. | ||
**The two foods produced are roast meat and skewers, which are the main collectible foods of ''Castlevania'' and ''Breath of the Wild'' respectively. | **The two foods produced are roast meat and skewers, which are the main collectible foods of ''Castlevania'' and ''Breath of the Wild'' respectively. | ||
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**Prior to update 8.0.0, the voice clip itself ("To darkness!") was missing in the [[Sound Test]]. {{SSBU|Fox}}, {{SSBU|Wolf}}, {{SSBU|Palutena}}, and {{SSBU|Lucina}} also shared this distinction. | **Prior to update 8.0.0, the voice clip itself ("To darkness!") was missing in the [[Sound Test]]. {{SSBU|Fox}}, {{SSBU|Wolf}}, {{SSBU|Palutena}}, and {{SSBU|Lucina}} also shared this distinction. | ||
*In the gameplay sections of the Belmonts’ reveal trailer, Simon and Richter are facing and attacking to the right for most of the scenes. This could be a possible reference to ''Castlevania''{{'}}s left-to-right style of progress throughout levels. | *In the gameplay sections of the Belmonts’ reveal trailer, Simon and Richter are facing and attacking to the right for most of the scenes. This could be a possible reference to ''Castlevania''{{'}}s left-to-right style of progress throughout levels. | ||
* | *Simon’s forward tilt hitbox becomes active at frame 12, the exact same timing as his whip attack in the NES ''Castlevania'' trilogy, among other later games. | ||
*Simon's [https://www.nintendo.com/amiibo/detail/simon-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on his description from Super Smash Blog. | *Simon's [https://www.nintendo.com/amiibo/detail/simon-amiibo-super-smash-bros-series/ description] on the North American [[amiibo]] website is based on his description from Super Smash Blog. | ||
==References== | ==References== | ||
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{{Castlevania universe}} | {{Castlevania universe}} | ||
[[Category:Simon (SSBU)| ]] | [[Category:Simon (SSBU)| ]] | ||
[[Category:Third | [[Category:Third party characters]] | ||
[[Category:Konami]] | [[Category:Konami]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Simon (SSBU)]] | [[es:Simon (SSBU)]] |