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(A couple of short summaries (BK + Bayo)) |
(→Bowser) |
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|favorability= {{clr|aerial|Either Way}} |
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|summary= {{clr|special|Holy Water}} and {{clr|tilt|Rapid Jab}} are the only moves stopped by base Tough Guy, while some weaker moves like {{clr|tilt|D-Tilt1}} and the fist hitbox of most whip attacks will get tanked during his tilts and smash attacks. Keep in mind that a lot of Bowser's moves have comparable range to Simon's, so be more careful about when trying to air-to-air Bowser. |
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==== <span style="visibility:hidden;font-size:0">Bowser Jr.</span> ==== |
==== <span style="visibility:hidden;font-size:0">Bowser Jr.</span> ==== |
Matchups will be categorized as Favorable, Either Way, or Unfavorable. These are generalizations and meant to be taken with a grain of salt.
The one-liner for each character will give information regarding character-specific vulnerabilities like how easy it is to hit each character with falling Holy Water on ledge (characters this is particularly easy for can be comfortably D-AirSPIKEd for an early kill).
Rough descriptions for now. Others (who are qualified) feel free to add anything else. ~Valerian
Be extremely careful committing when Banjo has Wonderwing stocks left, as these can go through all of your projectiles and will take away your advantage if not dodged or shielded. Shielded Wonderwing can be reliably punished by a raw F-Smash. Otherwise, shielding is generally quite useful in this matchup, at least until the percent where D-Throw combos or strings start killing.
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Stay grounded, and be careful with your midair jump; losing it will cost your stock against any Bayo worth their salt. Safely punish grounded Side-B with Uppercut OOS, and be careful of ABK when ledgetrapping Bayo (to discourage this, dash back and U-Smash). Witch Twist will get hit by Holy Water on ledge, and, assuming Bats Within doesn't proc, you can DF-Smash her.
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Holy Water and Rapid Jab are the only moves stopped by base Tough Guy, while some weaker moves like D-Tilt1 and the fist hitbox of most whip attacks will get tanked during his tilts and smash attacks. Keep in mind that a lot of Bowser's moves have comparable range to Simon's, so be more careful about when trying to air-to-air Bowser.
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DK seems like a character that would get eviscerated by Simon, but with his decent range and mobility for a heavy as well as good ability to find kills, DK can be a threat, especially to impatient Simon players. However, an impatient DK can be just as easy, if not easier, prey to Simon due to his large hurtbox making him prone to Simon's most rewarding combos. While his weight of 127 makes him even more susceptible to combos at low percent, it also means that DK has a lot of survivability.
Avoid getting grabbed, as DK gets a lot of reward out of grab combos regardless of percent. Do this by using plenty of Cross, F-Tilt, F-Air, and B-Air to keep him at bay, as these moves are the most reliable in neutral. If you land Holy Water, you can comfortably go for a falling U-Air combo and net an easy 40%-60%.
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Ice Climbers have a couple of ways to freeze their opponent, namely with Neutral Special and Down Special. As a result, this is one of the few matchups where the Belmont you pick matters very slightly. Since Simon's Holy Water has fire properties, in cases where the flame pillar becomes neutral and Simon is frozen, Simon will be unfrozen as soon as the fire hits him once. Meanwhile, Richter's aura flame pillar will not free him from being frozen. This means that, typically, you would want to go Simon instead of Richter in this matchup. Other fringe cases exist with characters having freezing moves, but this is the most pronounced case.
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• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
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