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.

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 SPIKE misses, Simon will instead lose his stock.

Ledgetrap
A lot of Simon's arsenal is very good for this purpose in particular. Simon's average range being about a roll distance away means that even will rarely be able to land a ledge attack on a Simon player ledgetrapping them. Simon has quite a few ways to ledgetrap to threaten every option.

The first thing to do is, before the opponent gets to stage, have be placed right at the ledge. The fire will threaten neutral getup, jump, ledge attack, and, if the invincibility wears off, ledgehang. From here, a lot of things can be done. The most common thing to do after this is a to continue covering every option besides roll, ledgehang, and sometimes jump. Then, Simon can work to cover the options that aren't already covered, particularly roll. This is best done with a turnaround or, at higher percents, a SPIKE, but this is something that must be practiced. Jump is best covered with a SH(/) or a FH version against characters with higher jump heights/better mobility. Lastly, ledgehang can be covered, for most characters, by a well-spaced / right above the ground or by resetting on ledge.

A low-execution setup that works well on opponents with worse ledgehangs is on ledge > charge. The will cover everything except roll, and if the opponent rolls past, the  will cover that. Additionally, if spaced, the will also hit opponents trapped in the  from any other option. This is not a cover-all setup, as opponents with plenty of invincibility can stay at ledge until after the fire fizzles out, and some opponents will simply not get hit by the simply because they do not rise in the 's fire, but it can still be very reliable.

A higher execution setup is the standard on ledge >  > any angled aerial to catch either ledgejump or ledgehang > Land > assess if opponent has rolled or not. If they have, them. If they haven't, do another aerial. Remember, except in a few matchups, you're not losing anything by forcing your opponent to stay hanging, even if you can't hit them (i.e. ), so if you are forced to not cover any option, ledgehang is the best one to neglect. Don't be tempted to runoff and SPIKE only to see that they finally committed to a ledge option and you just SDed. The only exception to this rule is if you get the opponent trapped in a descending, in which case you should finish the job with SPIKE or at least a /.

Other ledgetrapping tools exist as well. Sometimes simply using at ledge can be a way to condition your opponent into panicking. All things considered, it's one of Simon's faster moves with still solid range, so this is justified. Simon's other tilts have purpose as well: can hit higher ledgehangs and put an opponent just slightly offstange; a perfect position for them to panic, get to stage quickly, and have very limited I-frames, and 's late fist hitbox can true combo into  at mid percents. If an opponent is being way too passive at ledge and using up their ledge invincibility, a can be used as a hard read to punish this and kill quite early. can also be used to catch opponents caught in, but this is less of an option select than and more of a hard punish that is worse at catching ledgeroll, so only use if you're certain it's hitting. Lastly, can be used as a way to quickly catch an opponent who's moved past your other traps, especially one at a little above jump height.

is a weird case. It has distinct counterplay at the ledge; if it's thrown out by the time the opponent is already at ledge, it's often too late, and Simon has a better option in anyways. The main reason it's still used is its reward on opponents picking options covered by --everything except roll and well-timed neutral getup/jump--but if an opponent picks an option not covered by, it's likely that Simon can get punished right then and there. is okay to use at ledge every once in a while, especially to threaten ledgehang or break unsuspecting opponents' shields, but don't use it too much.