160 editsJoined 14 September 2022

Final Smash

Grand Cross

either with full FS Meter or with a Smash Ball

No results
DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
  • Frame 1 Invincible Reversal.
  • Amazing combo ender with high launch power.
  • Sends mostly upward and slightly outward.

A deadly final smash due to its ability to be used as a reversal and its ability to end combos almost certainly in a kill. On Frame 1, Simon becomes invincible, and a coffin appears directly in front of him, trapping anyone and everyone caught inside of it. A cinematic then plays, where Simon lifts the coffin up into the air with his whip and summons crosses of light to decimate it, launching opponents very far. Note that the 1v1 multiplier does not have as large of an effect on this move, only increasing its damage by around 3.3.

This plays well into his combos, as it serves as a much more powerful version of Uppercut. As a result, even a small combo like Holy Water into D-Air can be linked into this move and kill if the opponent doesn't know how to DI it. Furthermore, there are several ways to combo into it, such as from Cross, N-Air, or D-Throw. Losing the use of Axe is also not too big of a problem, as this move goes downward enough to threaten the ledge if used to ledgetrap.

No results
Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Grand Cross
Grand Cross
File:SSBU Simon GrandCrossActivation.pngFile:SSBU Simon GrandCross.pngFile:SSBU Simon Simon GrandCrosshb.webm
DamageTotal FramesFrames ActiveAngleBase Knockback
Knockback GrowthFixed KnockbackShield SafetyLanding LagAutocancel
ProtectionHitlag MultiplierSDI MultiplierBonus Shield DamageRehit Count
Full intangibility----
Shield LagShieldstunDirect HitboxClang ReboundHit Effect
Here lies: You in 5 seconds.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.