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Castlevania Reemerges...on Smartphones - Simon Belmont Support Thread

Discussion in 'Newcomer Speculation' started by Xeno VII, Mar 16, 2017.

  1. Xeno VII

    Xeno VII
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    Simon Belmont

    [​IMG]

    First Appearance: Castlevania (NES - 1986)​

    Who is Simon Belmont?

    Simon Belmont is the original and arguably the most famous protagonist of Konami's long-running and acclaimed Castlevania series. In the original game and its multiple re-imaginings, Simon infiltrated Dracula's castle to slay the Count himself and other horrific creatures of the night such as the Grim Reaper and Frankenstein's monster. In Castlevania II: Simon's Quest, Simon explored other parts of Transylvania to hunt for Dracula's body parts in order to rid himself of a horrible curse. Throughout the Castlevania series, other members of the Belmont family such as Trevor and Richter have come and gone before and after Simon, defeating Dracula at least once every century. There exist non-Belmont protagonists as well, such as Dracula's rebellious son Alucard, but the Belmont Clan has been the most prominent.

    Simon has also made numerous crossover appearances such as in a Smash clone called Dream Mix TV World Fighters along with other Konami favorites such as Solid Snake and Bomberman, and in the TV show known as Captain N: The Game Master alongside other NES stars such as Mega Man and Pit.

    Moveset Potential

    What all the Belmonts share in common is that they wield the Vampire Killer whip alongside an array of sub-weapons such as cross-shaped boomerangs and holy water. In Super Castlevania IV, Simon was able to whip in eight different directions as well as dangle his whip. Other Belmonts have had special abilities of their own that Simon could potentially borrow, such as Richter's super attacks called Item Crashes in Castlevania: Rondo of Blood.

    A few other Simon supporters and I have posted our own moveset ideas in this very thread.

    Idle Animation – Simon leaves one arm out whilst standing still like he does in Castlevania.
    [​IMG]
    Crouching Animation - It's similar to his idle animation, the only differences being that Simon is crouching (obviously) and he can slowly move if the player presses :GCDL: or :GCDR: like he does in Super Castlevania IV.
    Walking Animation – Simon struts like he does in Castlevania.
    [​IMG]
    Running Animation – Simon’s running animation resembles that of his descendant Richter’s from Castlevania: Symphony of the Night and his subsequent appearances.
    [​IMG]

    :GCA: (Ground) – Simon swings his whip forward whilst standing.
    [​IMG]
    :GCL:/:GCR: + :GCA: (Walking/Running) – Simon swings his whip as if the player were using the :GCA: command. In Castlevania, whenever the player pressed the attack button whist holding left or right on the D-pad, Simon would swing his whip as if he were standing rather than walking.
    :GCD: + :GCA: (Ground) – Simon swings his whip whist crouching.
    :GCU: + :GCA: (Ground) – Simon swings his whip upward like he does in Super Castlevania IV.
    :GCUL:/:GCUR: + :GCA: (Ground) – Simon swings his whip diagonally upward like he does in Super Castlevania IV.
    Any or No Input on Control Stick + :GCA: (Air) – Simon can swing his whip in one of eight different directions in the air like he does in Super Castlevania IV.
    Hold :GCA: + Any or No Input on Control Stick (Ground/Air) – Simon dangles his whip like he does in Super Castlevania IV.
    Smash Attacks – Similar to Simon’s standard whip swings, the difference being that his leather whip becomes a chain whip, which deals more damage. When fully charged, the chain whip lengthens. This is a reference to the whip upgrades from earlier Castlevania games.
    [​IMG]

    :GCZ: – Simon grabs an opponent with his whip, similar to Link’s Hookshot. He can also use it to latch onto ledges, which not only also functions like Link’s Hookshot, but it’s pretty much the only reference to the Castlevania: Lords of Shadow continuity in this moveset.

    :GCB: – Simon throws his Axe sub-weapon in an upward arc.
    :GCL:/:GCR: + :GCB: – Simon throws his Dagger sub-weapon forward.
    :GCL:/:GCR: + Hold :GCB: – Simon throws his Cross Boomerang sub-weapon forward. Unlike Link’s boomerang, it cannot be thrown diagonally.
    :GCD: + :GCB: – Simon throws his Holy Water Flask sub-weapon downward. Once the flask lands on the ground and breaks, the water creates a fire that stuns and damages opponents.
    :GCU: + :GCB: (Recovery) – Simon uses his whip to latch onto a floating ring that materializes out of thin air. Simon can then swing and let go of the floating ring. The player has full control of Simon’s swings. This is a reference to Super Castlevania IV, the only differences being that the rings are pre-existing and swinging on them doesn’t function as an attack in that game.

    Final Smash – Simon activates his Stopwatch sub-weapon to temporarily freeze his opponents. In Castlevania, the Stopwatch costs five hearts (ammo) unlike every other sub-weapon, which only costs one heart, hence why this is his Final Smash rather than a standard :GCB: move.
    Forward Smash: Fire Whip
    This is from Simon's Quest. All the tilts and aerials use the standard leather whip but only this move uses the fire whip.

    Up Smash: Axe
    It could be like Snake's Up Smash except the axe goes in an arc path like in the NES and SNES games.

    Down Smash: Holy Water
    It could be like Zero Suit Samus's Down Smash where the Holy Water stuns the opponent just like in the NES and SNES games.

    I have some more ideas for Simon Belmont's moveset.

    B: Garlic
    This is from Simon's Quest. Just throw a garlic on the ground. Anyone who steps on the garlic will be stunned for a couple seconds, giving Simon time to rush in and whip them. You can also throw garlic at the opponent and it will hurt them much like Ness's PK Fire.

    Side+B: Dagger and Cross
    Tilt for a boomerang throw. It can hit opponents repeatedly. Smash for a dagger throw. It hits only once but it has good knockback.

    Up+B: Tether Swing
    This is from Super Castlevania IV. You remember how Simon used to swing around by whipping the rings in the SNES game? That's how he recovers. It can also be used to tether recover if he's too close to the ledge.

    Down+B: Dracula's Rib
    This is from Simon's Quest. It's a shield that reflects projectiles just like Pit's old Down+B move from Brawl.

    Final Smash: Horrible Night
    This is from Simon's Quest. A text appears and it says "What a horrible night to have a curse". The stage goes dark, not pitch black like Nightmare Assist Trophy would do, and green zombies spawn everywhere, attacking everyone... and then Simon grabs the cross and a white flash of light destroys the green zombies along with the opponents while the text reading "The morning sun has vanquished the horrible night" as the stage brightens.
    Special Gimmick: Hearts. There is a heart meter next to Simon's damage meter on the HUD. He starts with
    1 heart, and he moves slow, with lots of lag on his specials (Except Vampire Killer). However, doing damage
    gives him more hearts (70% chance of gaining one, 20% chance of getting two, 10% chance of getting three)
    more hearts make him faster, and reduces lag on his specials. At 15 hearts, he upgrades to a whole new set
    of specials! Taking damage has a 40% chance of making Simon lose a heart. He maxes out at 50 hearts,
    at which point he's a super fast killing machine.

    Neutral B: Vampire Killer- Simon whips the old classic. At higher hearts, this has longer range, and does
    more damge,

    -At 15 hearts, it becomes the Chain Whip, which does much more damge, has longer range and can Tether Grab.

    Side B: Dagger-Simon throws a dagger forward. Higher hearts give it much longer range, more damage,
    and gives Simon the ability to throw two by pressing rapidly.

    -At 15 hearts, it becomes the Bommerang Cross, which goes way farther and comes back to Simon, letting
    it damage twice in one shot.

    Down B: Holy Water-Simon drops a thing of Holy Water on the ground. Higher hearts increase range and
    lets Simon throw up to three if pressing rapidly.

    -At 15 hearts, it becomes the Axe, which Simon throws in an arc. More hearts after this lets Simon rapid throw up
    to 5 Axes.

    Up B: Whip Swing-A ball comes out of thin air and Simon connects his Whip to it, and he swings before
    jumping up towards the stage. Higher hearts give him a stronger swing and thus higher jump.

    -Shares the Chain Whip at 15 hearts.

    Final Smash: A Horrible Night- The infamous WHAT A HORRIBLE NIGHT TO HAVE A CURSE textbox
    appears, and all kinds of monsters show up attack the opponents. Simon temporalliry maxes out his heart
    meter, and thus can join the monsters with really fast and strong attacks. After a minute, THE MORNING
    SUN HAS VANQUISHED THE HORRIBLE NIGHT appears, the monsters dissappear and Simon's heart meter
    goes back to the way it was.

    Basically, his gimmick is that he starts off low-tier, but gets better the more he does damage.
    (Fist attacks are point blank, and whip attacks are akin to Marth's range)

    - Attacks have high knockback.
    - Medium sized heavy weight (akin to Ganondorf).
    - Medium-high movement speed.
    - Short first jump, then slightly higher second jump.
    - Jab does 4 fist attacks and does a total of 8% (2% per jab).
    - Dash attack slides across the ground (akin to Mario) for a short distance and does 7%.
    - F tilt whip in front of him (akin to Marth's F tilt) and does 8%).
    - D tilt whip out in front of his legs (akin to Marth's D tilt) and does 7%.
    - U tilt whip in an arch above his head and does 7%.
    - Nair does a kick (akin to Link's nair) and does 12%.
    - Fair whips out in front of Simon in an arching motion (akin to Marth's fair) and does 16%,
    - Bair kicks backwards (akin to Mario's bair) and does 15%.
    - Uair kicks upwards (akin to Fox's uair) and does 17%.
    - Dair quickly whips downward (akin to Marth's dair) and does 19%.
    (Smash attacks fully charge in 1.5 seconds).
    - F smash whips outward (akin to Bayonetta's F smash) and does 19% - 38%.
    - U smash whips entirely around Simon's body (akin to Ike's U smash) and does 12% - 36%
    - D smash whips around Simon's feel (akin to Shulk's D smash) and does 20% - 40%.
    - Neutral special pulls out a cross that functions like Peach's neutral special, but lasts shorter and does higher damage.
    - Side special is akin to ZSS's side special, but has 75% of the range and does 16% with mild hit stun.
    - Up special is akin to Ryu's up special, but has a fiery aura and has no "true" shoryuken.
    - Down special toggles a vile of holy water that while being drank will heal 2% damage each second.
    - Grab utilizes the whip by whipping out in front of Simon (akin to Samus or ZSS) but gets 10% weaker each time used per stock.
    - Pummel does 4%.
    - F throw has decent knockback and does 9%.
    - B throw has massive knockback but only does 4%.
    - U throw has decent knockback, and does 8%.
    - D throw has little knockback, and does 10%.
    His normals are mainly based on the whip upgrade system from Leather Whip to Chain Whip.
    • Neutral-A: Leather Whip. A 1-2-rapid attack. Simon whips two times, then twirls his whip. He finishes the twirl with one final strike.
    • Tilt-A (all): Morning Star. Simon whips once in one of 8 directions depending on where the stick is held. Has longer range than Neutral-A.
      • Tilt+hold A: Brandish. Simon holds his whip out and can move it in any direction. Introduced in SCIV, and similar to Sheik's previous Chain special.
    • Smash-A: Flame Whip. Like tilts, Simon whips in one of 8 directions. But the attack is even longer-ranged and has a flame property. As a nod to the final Morning Star upgrade, there is a spiked ball at the end which provides a sweetspot.
    • Neutral-Air: Simon uses his Leather Whip and spins around, hitting on both sides.
    • All other-Air: Simon uses his chain whip and attacks in the requisite direction. Diagonally down for forward-air, horizontally backwards for back-air, and up/down for up and down-air.
    His specials are based on four subweapons from Castlevania: Dagger, Cross, Holy Water, and Axe.
    • Neutral-B: Item Throw. Throws the current subweapon.
      • Dagger: Weakest of the subweapons, but can be thrown rapidly and has highest range.
      • Cross: Works similarly to Link's Boomerang. Does moderate damage and can have up to 2 on screen.
      • Holy Water: Explodes on contact with opponent or floor and does heavy rapid-fire damage similar to Ness's PK Fire.
      • Axe: Can KO on opponents ~120% and does heavy damage. Travels in a high arc.
    • Side-B: Tackle: Simon dashes forward while twirling his whip.
    • Up-B: Uppercut: Simon jumps with his fist in the air with his whip wrapped around his arm.
    • Down-B: Item Change. Cycles between the four subweapons in the order of Dagger, Cross, Holy Water, and Axe.
    • Final Smash: Item Crash. Simon has four different Final Smashes based on the current subweapon.
      • Dagger -> Thousand Edge: Simon throws a flurry of daggers in front of him. Opponents are trapped in the flurry, then launched as it ends.
      • Cross -> Grand Cross: Simon levitates while a giant energy cross appears behind him. Has a vacuum effect, and opponents that are caught in its hitbox are trapped until it finishes. Finally, the cross explodes in a flash, launching opponents.
      • Holy Water -> Hydro Storm: Simon summons a downpour of Holy Water. Continuously damages all enemies on screen for up to 90% damage, but doesn't flinch anyone.
      • Axe -> Axe Sweep: Simon creates a circle of axes which then spiral outward in increasingly wide circles. Has best balance of kill power and range.

    What are his chances?


    I really don't know the chances of any Konami character in general at this point. The company recently showed signs of mostly abandoning console gaming in favor of mobile games and pachinko machines, but they are currently one of many third party publishers and developers that have pledged support for the Nintendo Switch, as seen with the launch title Super Bomberman R.

    And while Konami did have their foot in the door with Solid Snake in Brawl, the legendary soldier was mysteriously absent in Smash 4. If any Konami character were to join Smash, it's certain that most fans would want his return prioritized over potential newcomers from the company. Even if two Konami characters were to coexist on the roster, I can't guarantee that second character would be Simon.

    History of Castlevania
    Castlevania (1986)
    Vampire Killer (1986)
    Castlevania II: Simon's Quest (1987)
    Haunted Castle (1988)

    Castlevania: The Adventure (1989)
    Castlevania III: Dracula's Curse (1990)
    Castlevania II: Belmont's Revenge (1991)

    Super Castlevania IV (1991)
    Castlevania Chronicles (1993)

    Castlevania: Rondo of Blood (1993)
    Castlevania Bloodlines (1994)
    Castlevania: Dracula X (1995)
    Castlevania: Symphony of the Night (1997)
    Castlevania Legends (1997)

    Castlevania 64 (1999)
    Castlevania: Legacy of Darkness (1999)
    Castlevania: Circle of the Moon (2001)
    Castlevania: Harmony of Dissonance (2002)
    Castlevania: Aria of Sorrow (2003)
    Castlevania: Lament of Innocence (2003)
    Castlevania: Dawn of Sorrow (2005)
    Castlevania: Curse of Darkess (2005)
    Castlevania: Portrait of Ruin (2006)
    Castlevania: Order of Shadows (2007)

    Castlevania: Order of Ecclesia (2008)
    Castlevania: Judgment (2008)
    Castlevania: The Arcade (2009)
    Castlevania: The Adventure ReBirth (2009)
    Castlevania Puzzle: Encore of the Night (2010)

    Castlevania: Harmony of Despair (2010)
    Castlevania: Lords of Shadow (2010)
    Castlevania: Lords of Shadow - Mirror of Fate (2013)
    Castlevania: Lords of Shadow 2 (2014)
    Castlevania: Grimoire of Souls (TBA)


    Bolded = Features a playable member of the Belmont family
    Bolded Brown = Features a playable Simon Belmont

    Support List


    Music

    The Castlevania series has been lauded for its music, and here are some classic favorites.

    Signature Icons by @Golden Icarus

    [​IMG] [​IMG]

     
    #1 Xeno VII, Mar 16, 2017
    Last edited: Apr 20, 2018 at 7:52 AM
  2. Jason the Yoshi

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    For Konami characters, I'd rather have Snake in the game, but if Simon Belmont gets admitted instead, I'll be willing to try him out.
     
  3. Aussie the Shinobi

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    Castlevania needs more love. Well, at least there's the Netflix show and the possibility of Konami giving the series a Bomberman R type deal.

    Add me to the list. Easily my favorite Belmont.

    Might as well bring @Arcadenik here too. :)
     
    Arcadenik likes this.
  4. Cyndane

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    I'd love a Castlevania rep. But honestly, I'd rather have Alucard. I know that his most well-known outing wasn't even on a Nintendo console, but his movement animations alone would have me prefer him over Simon. But Simon would be cool too.
     
  5. N3ON

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    At this point I'll settle for a Smashified of Simon. :/
     
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  6. Arcadenik

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    Castlevania needs to be on the Switch. I would love a new Metroidvania game that's a retelling of Castlevania and Simon's Quest.

    But like N3ON said, I'd settle for a Smashified Simon Belmont.
     
    Wolley2xjd likes this.
  7. Cutie Gwen

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    I only played the first game
    But goddamn would this be cool
     
  8. Blue_Sword_Edge

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    Simon Belmont is someone I wouldn't mind getting in Smash. Even if Solid Snake comes with him.

    I'll support this Belmont.
     
    Yomi's Biggest Fan likes this.
  9. Yomi's Biggest Fan

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    What a horrible night to have a nightmare of no Castlevania in Smash.

    Anyways, I still support. I'm cautiously optimistic about the Super R rated Castlevania III cartoon coming soon.
     
  10. Guybrush20X6

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    On the topic of other Castlevania characters, there's Trevor/Ralph Belmont, star of the upcoming animation, there's Richter Belmont who was the Belmont in the fist Metroidvania Castlevania and the star of said game, Alucard.

    However I think Simon has the most name recognition of all the Belmonts.
     
  11. Arcadenik

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    Really... Smash needs more Konami characters. It would be so awesome if Smash 5 had a trailer called "Dream Mix" and it revealed Snake as a veteran and Bomberman and Simon Belmont as newcomers. This needs to happen.
     
    Xeno VII likes this.
  12. KeybladeSmasher

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    Supporting!
     
  13. Arcadenik

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    I think what Simon Belmont needs is a new Castlevania game starring him for the Switch. He just needs something to get him back in the spotlight.

    Oh, and NES and SNES games for Switch Virtual Console would help a bit.
     
  14. Aussie the Shinobi

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    Super Bomberman R did well, so I don't see what's stopping them from making a new Castlevania. Unless they believe the market isn't open for another game (which would be a silly excuse).

    When Netflix is making a show based on the third game, I don't see the series as completely irrelevant enough to not warrant a new game.

    Oh, Virtual Console is a must. My Switch is very lacking right now because of that.
     
  15. Xeno VII

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    If Castlevania does get a new game for the Switch, I wouldn't mind a name like "Super Castlevania R", but I'd personally prefer something like "Castlevania Resurrection" (which I realize was also what that cancelled Dreamcast game was going to be called).
     
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  16. Aussie the Shinobi

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    Castlevania Ressurection would be a nice title for a new entry. I'd keep the "Super X R" subtitle out because that would give Konami the impression that these revivals are a new series.

    No siree.
     
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  17. Arcadenik

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    I would be okay with the title Super Castlevania R. It reminds me of the SNES game which is my favorite classic style Castlevania game.

    Simon Belmont whipping in 8 directions would have been perfect for his tilts and aerials in Smash.
     
    #17 Arcadenik, Mar 23, 2017
    Last edited: Mar 23, 2017
  18. Kirbeh

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    I'll definitely support some Castlevania. Simon and Ryu from Ninja Gaiden are up there with Mega Man when it comes to NES icons. At least in my book anyway.
     
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  19. Xeno VII

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  20. Arcadenik

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    • User was warned for Double Posting
    I have some ideas for Simon's moveset.

    Forward Smash: Fire Whip
    This is from Simon's Quest. All the tilts and aerials use the standard leather whip but only this move uses the fire whip.

    Up Smash: Axe
    It could be like Snake's Up Smash except the axe goes in an arc path like in the NES and SNES games.

    Down Smash: Holy Water
    It could be like Zero Suit Samus's Down Smash where the Holy Water stuns the opponent just like in the NES and SNES games.

    I have some more ideas for Simon Belmont's moveset.

    B: Garlic
    This is from Simon's Quest. Just throw a garlic on the ground. Anyone who steps on the garlic will be stunned for a couple seconds, giving Simon time to rush in and whip them. You can also throw garlic at the opponent and it will hurt them much like Ness's PK Fire.

    Side+B: Dagger and Cross
    Tilt for a boomerang throw. It can hit opponents repeatedly. Smash for a dagger throw. It hits only once but it has good knockback.

    Up+B: Tether Swing
    This is from Super Castlevania IV. You remember how Simon used to swing around by whipping the rings in the SNES game? That's how he recovers. It can also be used to tether recover if he's too close to the ledge.

    Down+B: Dracula's Rib
    This is from Simon's Quest. It's a shield that reflects projectiles just like Pit's old Down+B move from Brawl.

    Final Smash: Horrible Night
    This is from Simon's Quest. A text appears and it says "What a horrible night to have a curse". The stage goes dark, not pitch black like Nightmare Assist Trophy would do, and green zombies spawn everywhere, attacking everyone... and then Simon grabs the cross and a white flash of light destroys the green zombies along with the opponents while the text reading "The morning sun has vanquished the horrible night" as the stage brightens.
     
    #20 Arcadenik, Mar 24, 2017
    Last edited by a moderator: Mar 24, 2017
  21. Cutie Gwen

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    Garlic? You mean the Holy Water/ Fire Bomb? When was it garlic?
     
  22. Arcadenik

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    When it was Castlevania II: Simon's Quest.

    It works differently from the Holy Water (my suggestion for his Down Smash move).
     
  23. WhiteEaglePL

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    Don't really care for Simon and not a fan of metroidvania but I respect Castlevania.

    Still waiting on Smashified Simon Belmont cos he really needs a great new render...
     
  24. Xeno VII

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    Taking inspiration from my pal @NonSpecificGuy's Snake thread, I decided to have an dedicated "updates" post featuring Castlevania music, fan art, news (if there is any), etc., though don't expect me to edit this post every day. If you have difficulty finding this post, a link will be in the OP.

    Wicked Wednesday (3/29/17)

    [​IMG]

    A recurring enemy in the series, Medusa Heads are notorious for their tendency to infinitely spawn and move in zig zags, making them an annoying adversary for many players. In later Castlevania games, some can even turn the player character into stone upon contact. In Symphony of the Night, Alucard would sometimes transform into what looks like some sort of gargoyle statue (see below) when he touched a gold Medusa Head.

    [​IMG]

    Today is the Simon Belmont thread's first Music Monday, featuring a chilling remix of Super Castlevania IV's intro/Dracula battle theme titled "The Night King's Lament" by Sam Dillard of OC ReMix.


    Super Castlevania IV has always had one of my favorite soundtracks in the series (easily in my top 3 along with Rondo of Blood and Symphony of the Night), and I always liked how this song complemented the atmosphere of the both the intro and the final boss fight. "The Night King's Lament" is how I imagine an official modern rendition sounding like.
     
    #24 Xeno VII, Mar 27, 2017
    Last edited: Feb 6, 2018
    NonSpecificGuy likes this.
  25. NonSpecificGuy

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    For My Friends

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    I totally forgot to make my way in here. I've been to the Bomberman thread and started The Snake thread but this one just slipped by me. I definitely support Simon or really any Castlevania character for that matter.

    And hey thanks for the shoutout @Xeno VII glad I inspired you! Also thanks for showing me to the thread. :007:
     
  26. Arcadenik

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    Thinking about Castlevania stages in Smash, I feel the obvious choice is the first level from the NES game.

    [​IMG]

    I was thinking that maybe the stage could be five tiered. It could be made of two halves. The top half could be based on the hallway section and the bottom half could be based on the moat section.

    The hallway section could have the Battlefield layout. The platforms are connected to each other by stairs. Fighters can walk on these stairs too.

    The stairs are connected to the main platform. There is a gap in the middle of the main platform. This gap leads to the moat section.

    The moat section could have the Jungle Japes layout. Fighters can swim in the water. The platforms are supported by the submerged columns.

    Oh, and all of the platforms in this stage are solid but the stairs are not solid.

    I guess it could be a big stage like Hyrule Temple... but not too big like The Great Cave Offensive or Palutena's Temple. I think I will keep the stage name simple... "Castlevania".
     
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  27. Xeno VII

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    New update posted. Today is Wicked Wednesday, where I describe enemies that Simon and other Castlevania protagonists have faced throughout the series.
     
  28. SvartWolf

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    snake, bomberman and simon belmont would eb a dream come true.

    evn if I think that bomberman and snake would make more sense, my hearth still follows simon the most, so throw me in the support list.
     
  29. Blue_Sword_Edge

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    I would like to know, what appearances would you guys prefer Simon to appear like?

    I would favor Ayami Kojima's designs and original designs more than Castlevania LoS timeline or Judgement's design.
     
    #29 Blue_Sword_Edge, Mar 31, 2017
    Last edited: Mar 31, 2017
  30. N3ON

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    This is bar none, my favourite rendition of Bloody Tears, itself my favourite tune from Castlevania. Listening to it usually makes me think how amazing Castlevania music would be in Smash, all remixed and professional.



    There is no time whatsoever for Judgment's design (I'm also not fond of the LoS one), but I'd go with Kojima's interpretation, it's by far my favourite. I hope Sakurai in his good taste would pick that one too, like when he gave current (bad) Pac-Man's design the hard no, but I guess Classic would be fine. He made Mega Man about as classic as one could get without going 8-bit. And I guess that'd be better than the other two, but I'm hoping for the Kojima one with either a classic alt, or at least palette swap.
     
  31. Guybrush20X6

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    All the level 1 musics of Castlevania rock



     
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  32. SvartWolf

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    implying other CV and CV III tunes don't ?





    ALL tunes of castlevania rock :3
     
    #32 SvartWolf, Mar 31, 2017
    Last edited: Mar 31, 2017
  33. Xeno VII

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    I'm all for the classic design being used (with maybe the Simon's Quest and/or Ayami Kojima designs as alts), but the only design I'd be not so tolerant towards is the Judgment design (his recent Lords of Shadow universe design was okay).

    On the topic of music, Simon's Quest's soundtrack is solid as well, even though I'm sure at least most of us who have played it can agree that the game itself is the weakest of the NES trilogy.

     
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  34. SvartWolf

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    I agree with this, but my guess is that he would have a classic inspired full redesign with probably kojima oriented pallete as the main and amiibo designs.

    obviously recolors will be plenty considering how inconsistent simon belmont color pallete have been, they have plenty to reference.

    I do hope for at least 2 fully fledged costumes though... (heh, talking like if simon was a shoe in XD)
     
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  35. Arcadenik

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    I agree completely. I think it would be wise to go in the Bayonetta direction and have two designs for Simon Belmont in Smash: NES design and Chronicles design.

    I also think it would be nice to have at least one costume based on Simon's Quest and and one costume based on Super Castlevania IV... nah, I'm greedy. Gimme 4 costumes of each. 16 palette swaps for Simon Belmont.
     
    #35 Arcadenik, Apr 1, 2017
    Last edited: Apr 1, 2017
  36. Cool Trainer Ace

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    With the introduction of Bloodstained onto the Switch in 2018, I think a representative from Castlevania would be cool. Count me in!
     
  37. Xeno VII

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    I went and dug up that old moveset I made for Simon back in the previous support thread by @Tord the Red Leader. I still think it's a good moveset. If I had to change anything, it's that I'd have the Richter-inspired running animation slowed down like in Harmony of Despair. I imagine Simon as being slow and heavy, but strong, versatile, and having a ton of range.

    Idle Animation – Simon leaves one arm out whilst standing still like he does in Castlevania.
    [​IMG]
    Crouching Animation - It's similar to his idle animation, the only differences being that Simon is crouching (obviously) and he can slowly move if the player presses :GCDL: or :GCDR: like he does in Super Castlevania IV.
    Walking Animation – Simon struts like he does in Castlevania.
    [​IMG]
    Running Animation – Simon’s running animation resembles that of his descendant Richter’s from Castlevania: Symphony of the Night and his subsequent appearances.
    [​IMG]

    :GCA: (Ground) – Simon swings his whip forward whilst standing.
    [​IMG]
    :GCL:/:GCR: + :GCA: (Walking/Running) – Simon swings his whip as if the player were using the :GCA: command. In Castlevania, whenever the player pressed the attack button whist holding left or right on the D-pad, Simon would swing his whip as if he were standing rather than walking.
    :GCD: + :GCA: (Ground) – Simon swings his whip whist crouching.
    :GCU: + :GCA: (Ground) – Simon swings his whip upward like he does in Super Castlevania IV.
    :GCUL:/:GCUR: + :GCA: (Ground) – Simon swings his whip diagonally upward like he does in Super Castlevania IV.
    Any or No Input on Control Stick + :GCA: (Air) – Simon can swing his whip in one of eight different directions in the air like he does in Super Castlevania IV.
    Hold :GCA: + Any or No Input on Control Stick (Ground/Air) – Simon dangles his whip like he does in Super Castlevania IV.
    Smash Attacks – Similar to Simon’s standard whip swings, the difference being that his leather whip becomes a chain whip, which deals more damage. When fully charged, the chain whip lengthens. This is a reference to the whip upgrades from earlier Castlevania games.
    [​IMG]

    :GCZ: – Simon grabs an opponent with his whip, similar to Link’s Hookshot. He can also use it to latch onto ledges, which not only also functions like Link’s Hookshot, but it’s pretty much the only reference to the Castlevania: Lords of Shadow continuity in this moveset.

    :GCB: – Simon throws his Axe sub-weapon in an upward arc.
    :GCL:/:GCR: + :GCB: – Simon throws his Dagger sub-weapon forward.
    :GCL:/:GCR: + Hold :GCB: – Simon throws his Cross Boomerang sub-weapon forward. Unlike Link’s boomerang, it cannot be thrown diagonally.
    :GCD: + :GCB: – Simon throws his Holy Water Flask sub-weapon downward. Once the flask lands on the ground and breaks, the water creates a fire that stuns and damages opponents.
    :GCU: + :GCB: (Recovery) – Simon uses his whip to latch onto a floating ring that materializes out of thin air. Simon can then swing and let go of the floating ring. The player has full control of Simon’s swings. This is a reference to Super Castlevania IV, the only differences being that the rings are pre-existing and swinging on them doesn’t function as an attack in that game.

    Final Smash – Simon activates his Stopwatch sub-weapon to temporarily freeze his opponents. In Castlevania, the Stopwatch costs five hearts (ammo) unlike every other sub-weapon, which only costs one heart, hence why this is his Final Smash rather than a standard :GCB: move.
     
    #37 Xeno VII, Apr 8, 2017
    Last edited: Apr 8, 2017
  38. Arcadenik

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    I like that moveset. It's similar to how Simon Belmont dances in my mind. This is how I imagine Simon to be like in Smash.
     
  39. Xeno VII

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    We were discussing alts earlier, and now that Advent Children Cloud, Female Corrin, and Bayo 1 Bayonetta are getting their own amiibo, it's good to know that Simon having amiibo based on, for example, both his original and Ayami Kojima designs would be a possibility if he were to join Smash.
     
    #39 Xeno VII, Apr 12, 2017
    Last edited: Apr 12, 2017
  40. Yomi's Biggest Fan

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    See You Next Year, Baby

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    Everyone's wallets would die harder than Dracula if that happened.

    I like it.
     
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