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

Low Percents

 * Placeholder

Mid Percents

 * Placeholder

High Percents / Kill Confirms

 * Placeholder

Edgeguard

 * Placeholder

Ledgetrap

 * Placeholder

Common Set-ups

 * Placeholder