Editing Simon (SSBU)

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|game = SSBU
|game = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|ranking = 74
}}
}}
:{{Cquote|''Simon Lashes Out!''|cite=Introduction tagline}}
:{{Cquote|Simon Lashes Out!|cite=Introduction tagline}}
'''Simon''' ({{ja|シモン|Shimon}}, ''Simon'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He is the second fighter from [[Konami]] after {{SSBU|Snake}}. 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]].
'''Simon''' ({{ja|シモン|Shimon}}, ''Simon'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He is the second fighter from [[Konami]] after {{SSBU|Snake}}. 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'', 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. In the Korean version, Simon uses his English voice clips.
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.
 
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 also 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}}.


==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]] (the [[Ω form]] is used in World of Light).
Simon must then be defeated on [[Dracula's Castle]] (the [[Ω form]] is used in World of Light).
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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 8th-fastest [[falling]] and [[fast fall]]ing speed, he has below-average gravity, the 4th slowest [[walk]] speed, the 13th-slowest [[dash]] and [[air speed]], and is tied with {{SSBU|Snake}} for the lowest [[air acceleration]] in the game. He also has the 5th lowest traction, tied with {{SSBU|Bowser Jr.}} and {{SSBU|King Dedede}}.
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 8th-fastest [[falling]] and [[fast fall]]ing speed, he has below-average gravity, the 4th slowest [[walk]] speed, the 13th-slowest [[dash]] and [[air speed]], and is tied with {{SSBU|Snake}} for the lowest [[air acceleration]] in the game. He also has the 5th 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, 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.
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, 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}}.
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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Simon was slightly buffed 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.
Simon was slightly buffed 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 more noteworthy 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.
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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|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=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out 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, his grabs are fairly slow for a non-tether grab, additionally hampered by below-average range. These traits make it a poor choice in most situations, especially when considering Simon's already slow mobility.
|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=Grab Kneebutt ({{ja|つかみニーバット|Gurabu Nībatto}})
|pummelname=Grab Kneebutt ({{ja|つかみニーバット|Gurabu Nībatto}})
|pummeldmg=1.3%
|pummeldmg=1.2%
|pummeldesc= A knee strike. Average power and speed.
|pummeldesc= Hits the opponent with his knee. Average speed and damage.
|fthrowname=Swing Throw ({{ja|スイングスルー|Suingu Surū}})
|fthrowname=Swing Throw ({{ja|スイングスルー|Suingu Surū}})
|fthrowdmg=7%
|fthrowdmg=7%
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|bthrowname=Swing Back Throw ({{ja|スイングバックスルー|Suingu Bakku Surū}})
|bthrowname=Swing Back Throw ({{ja|スイングバックスルー|Suingu Bakku Surū}})
|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 due to its lower knockback scaling and slightly higher angle. It KOs from 145% at the edge of Final Destination.
|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=Toss & Beat ({{ja|トス&ビート|Tosu ando Bīto}})
|uthrowname=Toss & Beat ({{ja|トス&ビート|Tosu ando Bīto}})
|uthrowdmg=6% (hit 1), 4% (hit 2)
|uthrowdmg=6% (hit 1), 4% (hit 2)
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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% (coffin), {{rollover|35%|Not affected by the 1v1 multiplier|y}} (crosses), 10% (ending)
|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%.
}}
===Stats===
{{Attributes
| cast=89
| weight=107 | rweight=14-18
| dash=1.73 | rdash=79-80
| run=1.52 | rrun=74-75
| walk=0.76 | rwalk=83-85
| trac=0.085 | rtrac=79-82
| airfric=0.02 | rairfric=5-6
| air=0.94 | rair=71-72
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.02 | raddaccel=87-89
| gravity=0.085 | rgravity=57-59
| fall=1.85 | rfall=9-11
| ff=2.96 | rff=9-11
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=30 | rjumpheight=68-70
| shorthop=18 | rshorthop=10-13
| djump=29 | rdjump=73-78
}}
}}


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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>


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===[[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 non-DLC characters affiliated with darkness (Bayonetta, Dark Pit, Dark Samus, Ganondorf, and Ridley), Simon has an 80% chance to simply say, "To darkness!" ("{{ja|闇に変わる!|Yami ni kawaru!}}", ''Turn to darkness!'').
**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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|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}}''||This battle is a free-for-all. Likely based on Carmilla and her servant from ''Rondo of Blood'', Laura.
|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}}''||Charizard's {{SSBU|Pokémon Trainer}} is absent. 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''. Stage transitions are turned off.
|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''. Charizard's {{SSBU|Pokémon Trainer}} is absent.
|-
|-
|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. Stage transitions are turned off.
|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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|''{{SSBUMusicLink|Castlevania|Vampire Killer (Remix)}}''
|''{{SSBUMusicLink|Castlevania|Vampire Killer (Remix)}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]==
==[[Spirit]]==
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</center>
</center>


==In Spirit Battles==
==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's unlock notice.
Simon unlock notice SSBU.jpg|Simon' unlock notice
Simon and Richter artwork.png|Simon and Richter artwork, as posted on the official Japanese Konami Twitter account.
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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==Trivia==
==Trivia==
*According to Sakurai from a Nintendo Dream Magazine interview, Simon was added in due to the Smash Bros. Fighter Ballot.<ref>https://web.archive.org/web/20190124011353/http://www.japanesenintendo.com/post/182181277319/</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}}.
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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 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.
*Despite how the move looks, Simon's down special is considered to be grabbing an item according to the game's statistics.
*Despite how the move looks, Simon's down special is considered to be grabbing an item according to the game's statistics.
*Simon has a cartoony tripping sound effect compared to Richter, who has a more realistic sound.


==References==
==References==

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