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.
Simon is a moderately 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; despite having the eighth fastest falling speed and fast falling speed, he has the fourth slowest walk speed, thirteenth slowest dashing speed and air speeds, and the worst air acceleration in the game.
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. 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.
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.
Simon’s grab game is also decently effective. 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 good range.
Despite all these strengths, Simon has some very noteworthy 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. This is further compounded with his susceptibility to combos due to his tall stature, heavy weight and poor frame data, preventing him from easily getting out of combos.
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. Simon's poor frame data also gives him a mediocre close-range game, as many of his attacks are unsafe if not spaced, 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 makes it difficult to hit smaller characters.
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, 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.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Appears onstage surrounded by rays of light, and cracks the Vampire Killer before coiling it.
Simon's idle pose resembles his idle from Castlevania.
Classic Mode: Smash-vania
Simon fights monstrous characters that reference the beasts he battles in the Castlevania games.
Note: every stage plays a track from the Castlevania universe, no matter what universe the stage originates from.
Role 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.
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
As a minion
Character showcase video
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