Editing Simon (SSBU)

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|game = SSBU
|game = SSBU
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = D-
|tier = C-
|ranking = 74
|ranking = 68
}}
}}
:{{Cquote|''Simon Lashes Out!''|cite=Introduction tagline}}
:{{Cquote|''Simon Lashes Out!''|cite=Introduction tagline}}
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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. In the Korean version, Simon uses his English voice clips.


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 68th out of 82 on the current [[tier list]], placing the Belmonts in the C- 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.
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}}.
In conclusion, the Belmonts have some key strengths to consistently win neutral but should their defense be infiltrated, they have a lot of trouble getting back to that position. Thus, the Belmonts are difficult characters to be consistent with at a high level. They have seen some respectable tournament results and representation from players, such as {{Sm|T3 Dom}} and {{Sm|Yosefu}}, showing how capable the characters are.
 
==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
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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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| shorthop=18 | rshorthop=10-13
| shorthop=18 | rshorthop=10-13
| djump=29 | rdjump=73-78
| djump=29 | rdjump=73-78
| ellag=4 | rellag=2-75
}}
}}


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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Simon Cheer English SSBU.ogg|center]]||[[File:Simon Cheer Japanese SSBU.ogg|center]]||[[File:Simon Cheer Italian SSBU.ogg|center]]||[[File:Simon Cheer Dutch SSBU.ogg|center]]||[[File:Simon Cheer French SSBU.ogg|center]]
|[[File:Simon Cheer English SSBU.ogg|center]]||[[File:Simon Cheer Japanese SSBU.ogg|center]]||[[File:Simon Cheer Italian SSBU.ogg|center]]||[[File:Simon Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Simon Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Simon Cheer French PAL SSBU.ogg|center]]
|-
|-
! scope="row"|Description
! scope="row"|Description
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|-
|-
! scope="row"|Cheer
! scope="row"|Cheer
|[[File:Simon Cheer German SSBU.ogg|center]]||[[File:Simon Cheer Spanish SSBU.ogg|center]]||[[File:Simon Cheer Russian SSBU.ogg|center]]||[[File:Simon Cheer Korean SSBU.ogg|center]]
|[[File:Simon Cheer English SSBU.ogg|center]]||[[File:Simon Cheer Japanese SSBU.ogg|center]]||[[File:Simon Cheer Italian SSBU.ogg|center]]||[[File:Simon Cheer Dutch SSBU.ogg|center]]
|-
! scope="row"|Description
|Si - mon, jepp! || Si -- mon! || Si - mon! Si - mon! || Si - mon!
|}
|}
</div>
</div>
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|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}}''||This battle is a free-for-all. Likely based on Carmilla and her servant from ''Rondo of Blood'', Laura.
|-
|-
|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}}''||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''.
|-
|-
|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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==[[Spirit]]==
==[[Spirit]]==
Simon's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Simon. It is also available periodically for purchase in the shop for 300 Gold, but only after Simon has been unlocked. 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. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Simon's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Simon has been unlocked. 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. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.


<center>
<center>
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*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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