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Simon



Quick MU Navigation



Matchups will be categorized as Favorable, Either Way, or Unfavorable. These are generalizations that are nebulous at best and meant to be taken with a grain of salt, but for those who care about what they mean, Favorable matchups are ~+1 (60:40) or better, Unfavorable matchups are ~-1 (40:60) or worse, and matchups that go Either Way fall in between.

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

Banjo & Kazooie

Banjo & Kazooie
Either Way

It's generally a good idea to play passive in this matchup. Like most matchups, especially across stage, Cross can be Simon's best friend due to its ability to stop both of Banjo's projectiles. Besides that, it's also good to keep weaving in and out of the midrange and throwing out F-Air/B-Air sparingly to interrupt his approaches. Even more important, shielding is generally quite useful in this matchup, at least until the percent where his D-Throw combos or strings start killing.

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.

If you're offstage, be wary of the egg from Breegull Blaster, as getting hit by one of these without a double jump usually means death. If Banjo is trying to use Breegull Blaster offensively onstage, either punish it with Uppercut or DF-Air/DB-Air out of shield depending on how far away he is from you.


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Bayonetta

Bayonetta
Unfavorable

In neutral, shield often. Bayonetta does not get much off of her Grab or throws, especially at lower percents where a throw usually means a reset to neutral, which is much better than getting hit by her traditional combo starters. Stay grounded, and be careful with your midair jump; losing it will cost your stock against any Bayonetta worth their salt.

Safely punish grounded Side-B with Uppercut out of shield, and be careful of Afterburner Kick 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 or DB-Air her. Otherwise, keep her above you while being wary of what she can do in the position she's in, whether that be Downward Afterburner Kick, D-Air, or descending N-Air/U-Air.

Holy Water is a particularly good tool in this matchup, especially against a Bayonetta that can comfortably Witch Time Cross. In addition to the use mentioned above, Holy Water prevents Bayo from going for most grounded approach options, but be careful when using it on her shield. If she instead takes to playing passive and using her Neutral-B, crouch down at a distance where you can react to what she does next. If she persists in using the move, dash up as she's firing (Simon's dash decreases his height somewhat) and then use D-Tilt, being careful not to hit the bullets on your way to her.


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Bowser

Bowser
Either Way

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. It's best to just keep him away with your aerials and Cross.

Be wary of F-Air when trying to recover. If the Bowser instead opts to ledgetrap, be ready to recover if Flame Breath hits you away from ledge. Otherwise, the main moves to look out for are U-Tilt, DF-Tilt, and U-Smash.

Of course, the pseudo-infinite that takes advantage of Tough Guy deserves mention. By looping

HW > SH(FW) HW* > delay N-Air FF Land > ...

Bowser is essentially trapped, with the only thing he can do being SDIing out of the fire produced by Holy Water, which Simon can still generally cover. The loop itself is pretty strict on timing, however, so for safety, you can use the N-Air to combo into something else like D-Throw. This also stops working when Bowser starts actually taking knockback from the fire, which is around 130%, but at that point, Simon has a few enders that can kill either horizontally (B-Air or D-Smash) or vertically (U-Smash or D-AirSPIKE > Uppercut).

Lastly, Bowser's recovery is fairly linear, so it doesn't hurt to throw an Axe at him while he's recovering. If he avoids it, Simon can go back to the traditional ledgetrapping plan, but if it hits, Simon can go for a F-Air/B-Air to kill. Running off and F-Airing, especially down, is also a viable option if the Bowser is recovering the same way or has no other choice.


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Bowser Jr.


Byleth


Captain Falcon


Chrom


Cloud


Corrin


Diddy Kong


Donkey Kong

Donkey Kong Falling HW: Easy
Either Way

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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Dr. Mario


Duck Hunt


Falco


Fox


Ganondorf


Greninja


Hero


Ice Climbers

Ice Climbers
Favorable

This is possibly Simon's best matchup. Ice Climbers have a very small effective range, and due to Simon's range, what hits one climber is likely to hit the other. Keep poking them with your outward whip moves and Cross, and make sure they don't get any of their setups started. If you get a hit in, keep oppressing them with your whip, and use standard ledgetrapping fare when they try to recover. Holy Water is pretty good at hitting the P1 Climber trying to use Belay to grab the ledge.

Watch out for approaches with Squall Hammer due to its ability to go around some of Simon's moves and surprisingly decent shield safety. Beyond that, be careful of their aerials, which are their only attacks that have any sort of range. Also, be careful when grabbing; grabbing the P2 Climber allows the opponent to hit you for free assuming you aren't invulnerable during your throw animation. Lastly, make sure to shield or hit away Ice Shot.

When recovering, maneuver around Ice Shot and any aerials they may try to use to edgeguard you. Blizzard is particularly good as a ledgetrapping tool, so mind when they are using it, and feel free to stay passive in disadvantage if they're giving you no reason to be scared.

Ice Climbers have a couple of ways to freeze their opponent, namely with Ice Shot and Blizzard. 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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Ike


Incineroar


Inkling


Isabelle


Jigglypuff


Joker


Kazuya


Ken


King Dedede


King K. Rool


Kirby


Link


Little Mac


Lucario


Lucas


Marcina (Marth & Lucina)

Luigi


Mario


Mega Man


Meta Knight


Mewtwo


Mii Brawler


Mii Swordfighter


Mii Gunner


Min Min


Mr. Game & Watch


Ness


Olimar


Pac-Man


Palutena


Peach


Pichu


Pikachu


Piranha Plant


Pit


Pokemon Trainer

Pokemon Trainer
Either Way - Squirtle: Unfavorable - Ivysaur: Either Way - Charizard: Either Way

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Aegis (Pyra/Mythra)

Pyra & Mythra
Unfavorable - Pyra: Either Way - Mythra: Unfavorable

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Belmonts (Simon & Richter)


Ridley


R.O.B.


Robin


Rosalina & Luma


Roy


Ryu


Samus


Sephiroth


Sheik


Shulk

Shulk
Unfavorable

This matchup is typically considered losing due to Shulk's amazing edgeguarding ability in F-Air and Air Slash. Be wise with your recoveries.

Before talking about his Arts, understand that base Shulk has a few moves you want to watch out for. F-Air and N-Air are the moves Shulk wants to throw out most in neutral and advantage, D-Tilt is his best poke, and Air Slash and U-Smash are defensive options that will keep you smart on his shield. Except in Buster, Smash, and arguably Speed, Shulk does not get much off of Grab. At high percents, be careful when facing away from Shulk.

Have a basic understanding of what each art does and when Shulk wants to use each art.

Jump: The only one without a single clear purpose. Shulk may either be using this to help with recovery, for evasion, to begin his offense from the air, or some combination of them. His air drift in this state is incredibly fast, so stay on the defensive if he's in the air. If you can manage to hit him, he takes more damage. When ledgetrapping, be wary of the possibility that Shulk double jumps with an aerial onto stage.

Speed: Shulk wants to be on the offense if he's in this art. Expect to be grabbed a few times, but Shulk really wants to hit you with a falling N-Air or F-Air and get a long horizontal combo going. Stay somewhat defensive, but also try to intercept where he is going to be since his lower jump height limits how far above you he can be. Cross, F-Air/B-Air, and F-Tilt are your best bets here.

Shield: Shulk does not like the fact that you are hurting him. Keep hurting him. Either use your whip moves to keep him about a roll distance away so he cannot reliably switch out or force him into a multihit like Holy Water, N-Air, Rapid Jab, or even Pummel to make him lose this art quicker.

Buster: Shulk wants to do a lot of damage to you. Stay out of his range, and just keep poking him with your whip and Cross. If you do get hit, don't panic! Just find an opening and get away. Shielding too much against this art is dangerous, as Shulk not only gets mileage off of D-Throw, but he also has moves that deal significant shield damage such as D-Air, F-Tilt, and F-Smash/D-Smash.

Smash: Shulk wants you dead (or rarely wants to escape a combo at low%). Expect this when you're at around 70% or higher. Do not make any big commitments in neutral, and do NOT be unsafe on his shield. At 70%, all smash attacks (watch out for U-Smash OOS), B-Air, and F-Tilt have a high chance of killing you. At 100%-110%, you have to start being careful with your shield usage at ledge since F-Throw and B-Throw will also start killing. Intercept if you can; a couple of pokes should be able to time out the 8-second long art.


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Snake


Sonic


Sora


Steve

Steve
Either Way

The best character in the game, and he goes (roughly) even with this niche character. General MU tips such as mixing up Minecart mash and SDIing out of Steve's combos apply. Do not let him get momentum.

All of your whip attacks will go through his Blocks, and his somewhat stubby normals outside of his Smash attacks allow Simon to have a good time in neutral. Be wary of Minecart and D-Air; stay a respectable distance away from him when he's in disadvantage if he has iron (it is not super difficult for Simon to hit Steve out of his Minecart, more power to you if you can).

To deal with planking and defensive play, either poke through his blocks with your whip or use Axe if he's forced into a corner (Cross will bounce off of blocks, but R-Cross will go through like it would anything else). Alternatively, using Holy Water to damage the blocks and halt a grounded offensive is a good option.

In regards to the Crafting Table, feel free to either destroy it with D-Smash or use it, along with his Blocks, as things to D-Air off of should the need arise. Elytra is not terribly hard to catch with Holy Water on ledge, and Simon specifically can also use Holy Water to blow up Steve's TNT early.

If you are getting ledgetrapped by Steve, feel free to hang on ledge to avoid D-Tilt. To wait out more extravagant setups, if you are hanging at not full length and still have your double jump, you can drop down, immediately double jump and Cross, and U-Air to hang on ledge again. Of course, gauge whether Steve is using this time to actually set up a ledgetrap or is just taking advantage of your position and mining. If you know for a fact you cannot recover, do not waste time trying and airdodge to the side so Steve has less time to mine.


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Terry


Toon Link


Villager


Wario


Wii Fit Trainer


Wolf


Yoshi


Young Link


Zelda


Zero Suit Samus


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