SSBU/Simon/Combos

General Notes
Because Smash Ultimate's combos are very freeform, the following strings aren't full combos (unless stated otherwise). Think of a Smash combo as a LEGO building, in which you assemble different strings of moves in order to achieve a big combo.

For Simon, a lot of your damage will come from stray hits, mostly from moves such as, //, and. Although two-piece combos are fairly common for Simon, don't let going for them or more extravagant combos that require setup cause you to leave yourself open.

Unless stated otherwise, most combos generally do not have a solid variation of or  that must be used in a combo. In those few cases where it does matter, the variation will be listed, but if just or  is listed, you may use your own discretion as far as what variation should be used. This also goes for, but this generally does not go for the variations of.

Approximate percent ranges (nearest 5% unless stated otherwise) will be stated in the title. will be used as the singular opponent (the 1.2x 1v1 multiplier is present) to determine approximate percent ranges for when a combo or string works due to his relatively average stats across the board. Assume that all moves are fresh. Remember that mechanics such as DI, SDI, Staling, and Rage can all influence the range and behavior of the combo. Exceptions to any rule will be stated in the one-liner.

Notation

 * > - True Followup, or go directly into next move
 * >> - False Followup (has gaps)
 * >* - True Followup, but very tight
 * delay - Delay the next move
 * FW - Forward (Toward opponent)
 * BW - Backward (Away from opponent)
 * Land - Must land before performing the next action
 * Walk(X) - Walk in X direction
 * Dash(X) - Dash in X direction
 * SH(X) - Shorthop in X direction
 * SH - Do a shorthop
 * FH(X) - Fullhop in X direction
 * DJ(X) - Double Jump in X direction
 * FF - Fastfall
 * [X] - Charge X move.
 * RAR/IRAR - Must (Instant) Reverse Aerial Rush
 * B-Reverse - Must perform a B-reverse
 * Wavebounce - Must perform a Wavebounce
 * NIL - Must perform a No-Impact Land (Simon-specific)
 * Opponent(X) - Opponent performs X option
 * - Must hit the arm hitbox of
 * - Downward-angled
 * - Upward-angled
 * DD - Dragdown with . Avoid landing the final hit.
 * - Downward-angled
 * - Upward-angled
 * - Downward-angled
 * - Upward-angled
 * - Must hit the arm hitbox of
 * - Must hit the arm hitbox of
 * - Must hit the arm hitbox of
 * (X) - Must bounce in X direction after hitting
 * - Must hold backward when throwing to perform close
 * - Must hold forward when throwing to perform far
 * - Must do a input when throwing  to perform short
 * - Must do a input when throwing  to perform long
 * - Specifies the return hit of
 * - Abbreviated
 * - Specifies that the opponent is now trapped in 's flame pillar
 * / - Specifies a bottle with 3 HP or less

Combo Theory
The following combos will be listed by the percents they work at. If a combo works in multiple percent ranges, it will be listed in the lowest most rewarding category. For example, if a kill confirm exists that works at any percent but starts killing at mid percent, it will be listed under mid percent. The exception to this rule is if it is preferable to use a combo for damage instead of as a way to kill.

Low Percents
This is for combos that work at around 0% to 50%. Kill confirms may be included in this section, but only if they work at this percent range.

{{TheoryBox
 * Title     = 0-5%  Finisher
 * Oneliner  = Very DIable, but can kill anywhere.
 * Difficulty =
 * Anchor    =
 * Video     =
 * Recipe    = SH/FH >  Land > Dash(FW) > FH(FW) >   >* {{clr|aerial|D-Air}} > DJ(FW)  > {{clr|aerial|D-Air}}{FW) > {{clr|special|Uppercut}}
 * content   = A similar combo to the above that is used more to kill. The main problem is how easy it is for the opponent to DI certain moves such that other do not hit. Still nets a large reward if the second {{clr|aerial|D-Air}} happens to spike. Cannot be done off of standing  as there is not enough time to truly link into the first {{clr|aerial|D-Air}}.
 * 59.0%, DEATH}}

{{TheoryBox {{TheoryBox
 * Title     = 0-15%  Platform Finisher
 * Oneliner  = Note that the second  is false.
 * Difficulty =
 * Anchor    =
 * Video     =
 * Recipe    =  > SH(FW)  >*  FF Land > FH(BW) >>  > DJ(FW)  >*  FF Land >
 * content   = A "combo" that can be used to capitalize off of landing  under a platform. Even if the second {{clr|special|Holy Water}} is false, this combo is quite useful for its ability to take stocks quite literally at 0% at a place on the stage where other combos simply would not work due to the platform.
 * ~73.9%, DEATH at 0%}}
 * Title     = 0-15%  Platform Rebound Finisher
 * Oneliner  = Also possible off of  or.
 * Difficulty = {{clr|smash|(5) Very Hard}}
 * Anchor    =
 * Video     =
 * Recipe    =   > Dash(FW) > FH(FW) > {{clr|special|HW}} > DJ(FW) {{clr|special|HW*}} >*  FF Land >
 * content   = An important way to confirm into a kill at very early percents off of an  thanks to the use of  and a platform. Most common after techchasing with {{clr|special|S-Cross}} and reading either roll in or neutral getup with an  to lead into the {{clr|special|R-Cross}} hit. The {{clr|special|Holy Water}} starts becoming untrue at the latter portion of the effective range, but the combo still works.
 * ~64.4%/68.6%, DEATH at 5%}}

Mid Percents
This is for combos that work at around 50% to 100%. Kill confirms may be included in this section, but only if they work at this percent range.

High Percents / Kill Confirms
This is for combos and kill confirms that work at 100% or above.