Super Smash Bros. Ultimate

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Simon's other notable trait is his impressive [[range]]. His Vampire Killer whip offers the overall 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 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 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 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 range is also effective on the ground, as his sluggish frame data is compensated by his attacks having immense range and power at the spiked ball at the end of the whip, to the point where they can be considered safe on shield if spaced, despite their lag. All of his smash attacks are notable examples of this; his forward smash is very powerful when tippered, and when combined with its ability to be angled, this makes it a deadly edgeguarding and ledge-trapping tool. His up smash is very strong when tippered, making it a reliable anti-air tool and a combo finisher and KO confirm out of his Cross. His down smash hits on both sides like most others, and keeps his trademark range and has decent power when sweets potted. Due to Simon's  excellent range and his three projectiles, he is very good at keeping the opponent at bay.  
Simon's range is also effective on the ground, as his sluggish frame data is compensated by his attacks having immense range and power at the spiked ball at the end of the whip, to the point where they can be considered safe on shield if spaced, despite their lag. All of his smash attacks are notable examples of this; his forward smash is very powerful when tippered, and when combined with its ability to be angled, this makes it a deadly edgeguarding and ledge-trapping tool. His up smash is very strong when tippered, making it a reliable anti-air tool and a combo finisher and KO confirm out of his Cross. His down smash hits on both sides like most others, and keeps his trademark range and has decent power when sweetspotted. Due to Simon's  excellent range and his three projectiles, he is very good at keeping the opponent at bay.  


Simon also has a good grab game. His forward and back throws have good KO potential despite their rather quick speed, and can be used to set up edgeguards otherwise. His up throw is considered to be his most useful throw, as its decent damage is compounded with its great setup ability, being able to start juggles. His down throw is rather situational and is his least used throw, but nevertheless has combo potential thanks to Simon's range.                                                     
Simon also has a good grab game. His forward and back throws have good KO potential despite their rather quick speed, and can be used to set up edgeguards otherwise. His up throw is considered to be his most useful throw, as its decent damage is compounded with its great setup ability, being able to start juggles. His down throw is rather situational and is his least used throw, but nevertheless has combo potential thanks to Simon's range.                                                     
                                                                        
                                                                        
Despite all these strengths, Simon has some glaring weaknesses. Perhaps his most infamous shortcoming is his extremely poor [[recovery]], being among the worst in the game, despite having three aerials function as tether recoveries; his very low air movement, combined with Uppercut offering very poor vertical and horizontal momentum, give him very poor offstage presence. He is very easy to [[gimp]], and overall has a slim chance to return to the ledge, making him easy to KO despite his good endurance because of his almost non-existent offstage game. This is further compounded with Simon's susceptibility to combos due to being a tall heavyweight with poor frame data, preventing him from easily getting out of combos or escape pressure. Due to his very low traction and slow attacks, he also has a poor out of shield game outside of Uppercut.  
Despite all these strengths, Simon has some glaring weaknesses. Perhaps his most infamous shortcoming is his extremely poor [[recovery]], being among the worst in the game, despite having three aerials function as tether recoveries; his very low air movement, combined with Uppercut offering very poor vertical and horizontal momentum, give him very poor offstage presence. As such, he is very easy to [[gimp]], and overall has a slim chance to return to the ledge, making him easy to KO despite his good endurance due to his almost non-existent offstage game. This is further compounded with Simon's susceptibility to combos due to being a tall heavyweight with poor frame data, preventing him from easily getting out of combos or escape pressure. Due to his very low traction and slow attacks, he also has a poor out of shield game outside of Uppercut.  


Despite his zoning and spacing potential, it is overall burdened by his poor frame data, overall lackluster mobility, and narrow attacks. Simon's poor mobility makes him vulnerable to [[camping]] and rushdowns. While he has his projectiles, they each have noticeable startup and are susceptible to being reflected back, which can be a huge turnabout especially because 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 [[camping]] and rushdowns. While he has his projectiles, they each have noticeable startup and are susceptible to being reflected back, which can be a huge turnabout especially because 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, which hampers his juggle ability and overall punish game, and gives him a hard time hitting smaller characters. Finally, he 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 only 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, which hampers his juggle ability and overall punish game, and gives him a hard time hitting smaller characters. Finally, he 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 only 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}}.

Revision as of 09:04, September 9, 2019

This article is about Simon's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Simon Belmont.
Simon
in Super Smash Bros. Ultimate
Simon
CastlevaniaSymbol.svg
Universe Castlevania
Availability Unlockable
Final Smash Grand Cross
Simon (SSBU)
Simon Lashes Out!
—Introduction Tagline
The protagonist of Castlevania. He uses his holy whip, Vampire Killer, to perform a smash attack with long reach. He also uses projectiles like an axe, holy water and cross.
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Simon (シモン, Simon) is a playable character in Super Smash Bros. Ultimate. He was announced as a newcomer during the August 8th, 2018 Super Smash Bros. Direct, alongside fellow Castlevania representative and Echo Fighter, Richter. Simon is classified as 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.

How to unlock

Complete one of the following:

With the exception of the third method, Simon must then be defeated on Dracula's Castle.

Attributes

Simon is a heavy 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 Richter; despite having the eighth fastest falling speed and fast falling speed, he has below average gravity, the fourth slowest walk speed, thirteenth slowest dashing speed and air speeds, and tied with Snake for the worst air acceleration in the game. He also has the fifth lowest traction, tied with Bowser Jr and 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 directions, 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, ftilt, or Uppercut.

Simon's other notable trait is his impressive range. His Vampire Killer whip offers the overall 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 recoveries, along with the latter two having the unique ability to be angled. His down aerial is a notoriously effective combo tool, as it functions much like 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 range is also effective on the ground, as his sluggish frame data is compensated by his attacks having immense range and power at the spiked ball at the end of the whip, to the point where they can be considered safe on shield if spaced, despite their lag. All of his smash attacks are notable examples of this; his forward smash is very powerful when tippered, and when combined with its ability to be angled, this makes it a deadly edgeguarding and ledge-trapping tool. His up smash is very strong when tippered, making it a reliable anti-air tool and a combo finisher and KO confirm out of his Cross. His down smash hits on both sides like most others, and keeps his trademark range and has decent power when sweetspotted. Due to Simon's excellent range and his three projectiles, he is very good at keeping the opponent at bay.

Simon also has a good grab game. His forward and back throws have good KO potential despite their rather quick speed, and can be used to set up edgeguards otherwise. His up throw is considered to be his most useful throw, as its decent damage is compounded with its great setup ability, being able to start juggles. His down throw is rather situational and is his least used throw, but nevertheless has combo potential thanks to Simon's range.

Despite all these strengths, Simon has some glaring weaknesses. Perhaps his most infamous shortcoming is his extremely poor recovery, being among the worst in the game, despite having three aerials function as tether recoveries; his very low air movement, combined with Uppercut offering very poor vertical and horizontal momentum, give him very poor offstage presence. As such, he is very easy to gimp, and overall has a slim chance to return to the ledge, making him easy to KO despite his good endurance due to his almost non-existent offstage game. This is further compounded with Simon's susceptibility to combos due to being a tall heavyweight with poor frame data, preventing him from easily getting out of combos or escape pressure. Due to his very low traction and slow attacks, he also has a poor out of shield game outside of Uppercut.

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 camping and rushdowns. While he has his projectiles, they each have noticeable startup and are susceptible to being reflected back, which can be a huge turnabout especially because 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, which hampers his juggle ability and overall punish game, and gives him a hard time hitting smaller characters. Finally, he 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 only 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 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. Despite his weaknesses, Simon has been a relatively popular character in Ultimate's early lifespan, with moderately good results and representation alongside his Echo Fighter, Richter.

Update History

Super Smash Bros. Ultimate 3.0.0

  • Buff Edge attack has more range.
  • Nerf Cross deals less shield damage.

Super Smash Bros. Ultimate 4.0.0

  • Change Down aerial descends immediately when using the move after being launched.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% Swings the Vampire Killer twice while holding it lengthwise, with his left hand holding its chain. Mashing the attack button quickly will cause Simon to rapidly spin the whip to damage opponents, with a final uppercut that sends opponents away. If not done quickly enough, Simon will cancel the first two hits, ending the attack and leaving him vulnerable. This move is Simon's fastest option up close.

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.

2%
1.5% (spiked ball), 1% (chain)
0.5% (loop), 2.5% (end)
Forward tilt   12% (spiked ball), 10% (chain) 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 Final Destination. If the attack button is held, Simon will transition into the Whip Twirl, identical to his neutral attack.
Up tilt   10% (whip), 2% (close) 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.
Down tilt Sliding 5% (hit 1), 7% (hit 2), 3.5% (hit 2, late) 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.
Dash attack Tackle 1.7% (hits 1-5), 3.5% (end) 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.
Forward smash   18% (spiked ball), 16% (chain), 14% (chain, close) Rears back before performing a long-ranged whip crack while taking a step forward. Can be angled. Has tremendous reach, being the longest non-projectile forward smash in the game (outperforming Corrin, Mii Gunner, and 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. is safe on shield 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.
Up smash   16% (spiked ball), 14% (chain) 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.
Down smash   16% (spiked ball), 14% (chain), 12% (chain, close) 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.
Neutral aerial   1% (hits 1-6), 4% (end) Twirls the Vampire Killer around his body. 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. The looping hits send at the autolink angle, allowing a falling neutral aerial to combo into a grab, neutral attack, or other moves.
Forward aerial   12% (spiked ball), 10% (chain), 2% (body) 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, 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.
Back aerial   12% (spiked ball), 10% (chain), 2% (body) 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.
Up aerial   12% (spiked ball), 10% (chain), 2% (body) 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 up 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.
Down aerial Jump Kick 12%, 7% (late) 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. If 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, its 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
Grab   Reaches with his left arm. Notably, while Simon can use his whip as a tether recovery, he does not use it to grab opponents.
Pummel   1.2% Hits the opponent with his knee. Average speed and damage.
Forward throw   7% 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.
Back throw   7% 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.
Up throw   6% (hit 1), 4% (hit 2) 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.
Down throw 8% A 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.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks behind, then in front of himself.
Floor attack (back)
Floor getups (back)
  7% Kicks behind, then in front of himself.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind, then in front of himself.
Edge attack
Edge getups
  9% Kicks forward while getting up.
Neutral special Axe 15% Throws an axe projectile that travels at a high parabolic arc. The angle can be changed by holding forward or back before throwing. Simon's aerial momentum is stopped once he throws the axe. Extremely high startup lag, with the axe's angle making it ineffective to use conventionally. However, it deals high damage and knockback while also going through solid terrain, giving it powerful edgeguarding capabilities. Its high freeze frames also give it a useful, albeit very limited followup ability. The axe can KO grounded opponents from 140% on Final Destination.
Side special Cross 6%, 8% (smash thrown), 5% (returning) Flings a silver cross projectile that functions similarly to Boomerang, including the ability to be smash-thrown to fly further and deal more damage. Unlike Boomerang, the Cross makes no attempt to return to Simon, and only flies straight forward and back. The Cross reaches the edge of Final Destination if thrown from the middle, and will travel to the other edge if left uncaught. Only one Cross can be out, and Simon can catch it upon returning. This is generally Simon's main stage-control tool to interrupt approaches and initiate combos. Simon may occasionally say "Begone!"
Up special Uppercut 2% (hit 1), 1.5% (hit 2-5), 6% (hit 6) A rising uppercut with the Vampire Killer in hand. Simon's main recovery move, though its poor height and Simon's limited air mobility makes it difficult to use as a recovery. Functions better as an attack, as it starts up quickly, can punish aerial opponents, and combos reliably from down aerial. KOs rather late on the ground, though it can KO much earlier as an aerial combo finisher as early as 120%. However, it has significantly lower range compared to Simon's other attacks.
Down special Holy Water 2.9% (flask), 1.3% (flames, hits 1-8) 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 flames. 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 shielded 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.
Final Smash Grand Cross 3% (trapping hit), 10% (final hit) 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

Appears onstage surrounded by rays of light, and cracks the Vampire Killer before coiling it.

Taunts

  • Up taunt: Holds the Vampire Killer in the air, coiled up.
  • Side taunt: Holds the Vampire Killer lengthwise and spins it around himself twice.
  • Down taunt: Cracks the Vampire Killer on the ground next to him, saying "Come!" (来いっ!, Come!).

Idle poses

  • Stands upright with his right hand on his hip. Based on Richter Belmont's pose before his fight in Castlevania: Symphony of the Night.
  • Thrusts his hand downwards. Resembles his idle from Castlevania.

Victory poses

  • Left: Shouts "I vanquish the darkness!" ("闇を打つ!", 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 characters who use darkness (Ganondorf, Dark Samus, Ridley), but are not neccesarily villain characters (Mewtwo, Dark Pit, Bayonetta), Simon may simply say, "To darkness!" ("闇に変わる!", 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.
  • Right: Jumps up to grab a 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.
A remix of the "Stage Clear" theme from the original Castlevania.

Classic Mode: Smash-vania

Simon's congratulations screen.

Simon fights monstrous characters that reference the beasts he battles in the Castlevania games.

Round Opponent Stage Music Notes
1 King K. Rool King K. Rool (SSBU) and Incineroar Incineroar (SSBU) Dracula's Castle (Battlefield form) 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 Ridley Ridley (SSBU) Luigi's Mansion (Ω form) 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 Bayonetta Bayonetta (SSBU) and Dark Pit Dark Pit (SSBU) Umbra Clock Tower Bloody Tears / Monster Dance Likely based on Carmilla and her servant from Rondo of Blood, Laura. This battle is a free for all.
4 Charizard Charizard (SSBU) and King Dedede King Dedede (SSBU) Kalos Pokémon League 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 Bowser Bowser (SSBU), Ganondorf Ganondorf (SSBU), and Mewtwo Mewtwo (SSBU) Reset Bomb Forest 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 Richter Richter (SSBU) Dracula's Castle Divine Bloodlines Based on Richter's possession in Symphony of the Night.
Bonus Stage
Final Dracula Castlevania Nothing to Lose
Black Night

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 Bloody Tears / Monster Dance accompany the credits.

Role in World of Light

Finding Simon in World of Light

Simon was among the fighters that were summoned to fight against the army of Master Hands.

During the opening cutscene, Simon was present on the cliffside when Galeem unleashed his beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excluding Kirby. A puppet fighter cloned from him is later seen with ones cloned from Villager, Captain Falcon and other fighters.

In the mode proper, he is an obligatory unlock found in the middle of the Temple of Light, that needs to be beaten to activate a teleporter which leads to the second portion of the sub-area.

He is later seen alongside several other fighters, as they make their final stand against Galeem and Dharkon.

Fighter Battle

No. Image Name Type Power Stage Music
66
Simon SSBU.png
Simon Grab 7,500 Dracula's Castle (Ω form) Vampire Killer

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Spirits

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.

In Spirit battles

As the main opponent

Spirit Battle parameters
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music
624 Bord & Cord & Barst Fire Emblem series Simon (×3) (Simon (SSBU),Simon (SSBU)x2)
Attack
1,800 Wuhu Island (Swaying Bridge) N/A •The enemy favors neutral specials Coliseum Series Medley
648 Hector (Fire Emblem) Fire Emblem series Simon Simon (SSBU)
Attack
9,700 Coliseum N/A •The enemy has super armor and is hard to launch or make flinch
•Stamina battle
•The enemy has increased attack power
Attack - Fire Emblem
900
Knight Man Spirit.png
Knight Man Mega Man series •Metal Simon Simon (SSBU)
Shield
2,500 Castle Siege (Throne Room) N/A Stamina battle
•The enemy favors smash attacks
•The enemy is metal
Mega Man 4-6 Retro Medley
1,052
Trevor Spirit CoD.png
Trevor C. Belmont Castlevania series Simon Simon (SSBU)
Palutena Palutena (SSBU)
Sheik Sheik (SSBU)
Shield
13,000 Dracula's Castle •Assist Trophy Enemies (Alucard) •Hostile assist trophies will appear when the enemy's at high damage
•Reinforcements will appear during the battle
Beginning
1,055 Alucard Castlevania series Simon Simon (SSBU)
Shield
13,500 Dracula's Castle •Assist Trophy Enemies (Alucard) •Hostile assist trophies will appear Dracula's Castle
1,056
Reinhardt.png
Reinhardt Schneider Castlevania series Simon Simon (SSBU)
Neutral
1,900 Find Mii (hazards off) N/A •The enemy starts the battle with a Killing Edge Iron-Blue Intention
1,062
Julius Belmont.png
Julius Belmont Castlevania series Simon Simon (SSBU)
Attack
9,600 Dracula's Castle (Battlefield form) N/A •The enemy has increased attack power
•The enemy has increased move speed
Jet Black Incursion
1,067 Gabriel Belmont Castlevania series Simon Simon (SSBU)
Neutral
3,800 Temple N/A •The enemy's melee weapons have increased power
•The enemy favors side specials
•The enemy starts the battle with a Beam Sword
Cross Your Heart
1,234 Heracles Glory of Heracles series Simon Simon (SSBU)
Attack
3,600 Temple •Item: Food •The enemy starts the battle with an Ore Club Revolt -Striving for Hope-
1,250
Zael.png
Zael The Last Story Simon Simon (SSBU)
Lucina Lucina (SSBU)
Attack
3,600 Temple •Sudden Damage •You'll occasionally take sudden damage when the enemy's at high damage Battle Scene / Final Boss - Golden Sun
1,252 Aeron Pandora's Tower Simon Simon (SSBU)
Grab
3,900 Great Plateau Tower •Item Tidal Wave •The enemy becomes more powerful after eating
•The enemy starts the battle with a Killing Edge
•Certain items will appear in large numbers after a little while
The Valedictory Elegy

As a minion

Spirit Battle parameters Inspiration
No. Image Name Series Enemy Fighter(s) Type Power Stage Rules Conditions Music Character
1,127 Diskun Disk System Young Link Young Link (SSBU)
Pit Pit (SSBU)
Simon Simon (SSBU)
Samus Samus (SSBU)
Attack
9,100 Temple (Battlefield form) N/A •Take your strongest team into this no-frills battle Famicom Medley Simon Belmont (Akumajō Dracula for the Famicom Disk System)
1,251 Calista The Last Story Lucina Lucina (SSBU)
Simon Simon (SSBU)
Grab
3,700 Reset Bomb Forest N/A •Take your strongest team into this no-frills battle Battle Scene / Final Boss - Golden Sun Zael

Alternate costumes

Alternate costume (SSBU)
Simon (SSBU) Simon (SSBU) Simon (SSBU) Simon (SSBU) Simon (SSBU) Simon (SSBU) Simon (SSBU) Simon (SSBU)

Reveal trailer

Gallery

Character showcase video

Trivia

  • According to Sakurai from a Nintendo Dream Magazine interview, Simon was added in due to the Smash Bros Fighter Ballot.[1]
  • 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 Marth was added to the roster along with his clone, Roy.
    • He is also the first third party character to ever have a clone, the second being Ryu.
  • The screenshot of Simon holding an axe in front of Bowser is a reference to Super Mario Bros., where the axe is used to defeat Bowser and his impostors in castle levels.
  • Similarly to Little Mac in Smash 4, Simon shares some small animations with Captain Falcon, such as his shield break animation and ledge getup attack, likely due to their similar physiques. He shares this trait with Richter and Snake.
  • In the August 8, 2018 Nintendo Direct, the words: "Richter originated some of these moves. So, Simon also echoes Richter!" are seen 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".
  • Like King Dedede, Lucina, 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".
  • 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 with the Holy Water into some Food items next to 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.
  • Simon is one of the few characters to speak during a KO: his alternate KO line has him mutter "Curses!" ("しまった...", Dang it...!).
  • The manual for Ultimate previously stated that Simon could wall jump. This is false, as neither Belmont can, and his name was later replaced with Pac-Man's.
  • Oddly, Simon's additional voice clip for one of his victory poses, "To darkness!", is not present in the Sound Test.
    • This makes Simon the only character to have a special dialogue against characters from different series, and the only third-party character to have a different victory line for another character.
      • Strangely enough, during this unique pose, Simon's mouth still lip syncs to the original line allocated to the pose.
  • Round 5 of Simon's Classic Mode route pits Simon against Bowser, Ganondorf and Mewtwo. This mirrors Melee's final event Event 51: The Showdown.
  • 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 is the only third-party and male newcomer that can be unlocked in the Light Realm in World of Light.

References