![]() ![]() Due to Simon's excellent range and his three projectiles, he is very good at keeping the opponent at bay. His forward tilt possesses decent range and uncharacteristically low ending lag, his dash attack is relatively quick and effective for crossing up shielding opponents, and his down tilt, while not disjointed, is a unique two-hit move that causes him to pseudo-crawl, allowing him to cross up foes or effectively retreat from the corner. His down smash hits on both sides like most others, and keeps his trademark range while possessing decent power when sweetspotted. His up smash is very strong when tippered, making it a reliable anti-air tool and a combo finisher and KO confirm out of his Cross. All of his smash attacks are notable examples of this his forward smash is very powerful when tippered, and when combined with its ability to be angled, this makes it a deadly edgeguarding and ledge-trapping tool. Simon's range is also effective on the ground, as his sluggish frame data is compensated by his attacks having immense range and power at the spiked ball at the end of the whip, to the point where they can be considered safe on shield if spaced, despite their lag. At low percentages, it can combo into itself multiple times, which can potentially make it a zero-to-death tool if the opponent reacts poorly. ![]() On the late hit, both Simon and the opponent will bounce back up at diagonal angles, which opens up many KO confirms, notably into his Uppercut. His down aerial, while lacking the disjoint of his other aerials, is a notoriously effective combo tool, as it functions much like Greninja's down aerial it meteor smashes at the beginning, but what makes it versatile is its late hit. In the air, despite his aerial mobility being sluggish, his aerials are effective in their own rights his up, forward and back aerials all have impressive range and can be used as tether recoveries, along with the latter two having the unique ability to be angled. His Vampire Killer whip offers the overall second longest disjointed range out of any fighter in the roster, and it makes his overall kit well-rounded and versatile. Simon's other notable trait is his impressive range. Finally, his down special, Holy Water is a great projectile for ledge-trapping, combo setups or kill setups such as a forward smash, forward tilt, or Uppercut its flame effect also enables it to detonate Young Link and Toon Link's bombs as well as Link's Remote Bombs. His up special, Uppercut, is a very fast out of shield option with decent kill power that has multiple setups into it, such as the Cross, or more notably, down aerial. His side special, the Cross, functions like a boomerang, though unlike other boomerang projectiles, it does not follow Simon, instead going straight and then briefly going backwards on its own if not grabbed by Simon in addition to this, it sends opponents vertically in the air with low knockback, which is favorable for setups into aerial attacks, the Axe or an up smash. The axe can additionally lead into forward aerial, or, at higher percents, Uppercut for a KO. Firstly, Axe is a very strong projectile that can be thrown in three angles, which makes it effective at both edgeguarding and a threatening anti-air option, compounded by its ability to go through solid terrain. One of Simon's most notable traits are his notorious projectiles within his special moves. He also has the 5th lowest traction, tied with Bowser Jr. In turn, he is burdened with poor mobility, especially in the air, and shares his attributes with his descendant and Echo Fighter, Richter despite having the 8th-fastest falling and fast falling speed, he has below-average gravity, the 4th slowest walk speed, the 13th-slowest dash and air speed, and is tied with Snake for the lowest air acceleration in the game. Simon is a heavyweight fighter with a handful of effective projectiles and incredibly long disjointed attacks. Simon must then be defeated on Dracula's Castle (the Ω form is used in World of Light).
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