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.

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
 * BW - Backward
 * 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
 * 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
 * - 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

Example Combos
These are general combos to get an idea of the format and difficulty of some combos/strings. The later sections may also use this format.

Low Percents

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Mid Percents

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High Percents / Kill Confirms

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Edgeguard
Simon prefers to ledgetrap instead of edgeguard the majority of the time. This is not only due to Simon's ledgetrapping being amazing to begin with, but also because Simon's thin, not very active hitboxes are not ideal for creating obstacles between the opponent and the ledge. As a result, edgeguarding is a gamble, as Simon committing to an edgeguard usually means that he will be unable to get stage control back in time and set up his ledgetrapping. In addition, the one move that Simon has that has the hitbox of an edgeguarding move,, doesn't kill until absurd percents.

However, there are a couple of situations where Simon does prefer to edgeguard. First, if an opponent makes a committal move offstage, such as a directional airdodge, Simon can very easily swat them away with a / or throw a / offstage. In particular, runoff can quickly cover a specific area below and in front of the ledge.

Simon can also use his tether to hang from ledge, tether-cancel, double jump, and the recovering opponent. This is useful for characters with worse recoveries--particularly in the ditto--and as a way to condition higher recoveries.

Lastly, Simon can position himself on ledge and throw such that it falls off ledge. This can disrupt recoveries and cause the opponent to panic, but, unless the opponent isn't ready, generally doesn't lead into a stock loss. If this happens repeatedly, however, Simon can spike the opponent, killing at very early percents. Note that if the misses, Simon will instead lose his stock.

Ledgetrap

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Common Set-ups

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