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Simon Belmont CONFIRMED PLAYABLE for Super Smash Bros Ultimate! Simon Belmont-exclusive Social Thread!

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WELCOME! This is the Simon Belmont-exclusive social Thread! Feel free to talk about Anything related to Simon can be talked here!

If you want to talk about Richter or both of them, click the bolded links for the
Richter social and Belmonts social!


Welcome, ladies and gentlemen, to the thread of the OG hero of Castlevania, Simon Belmont!

"Who is Simon Belmont?"
Well im glad you ask. Simon Belmont is the protagonist of the game Castlevania, released in September 26, 1986 for the Famicom Disk System, and later released on 1987 for the NES.

It's the year 1691. Simon Belmont, descendant of Christopher Belmont, is tasked to get rid of the destruction that is rampant through Transylvania, and in order to do so he must kill Dracula by infiltrating into his castle and defeating every single one of his minions, including iconic monsters and mythological beigns like Medusa Heads, Skeletons, Zombies, Bats, the Mummy, Frankestein's Monster and the Grim Reaper. All while using the Belmont's family signature weapon, the Vampire Killer.

Needless to say, Simon prevailed in ridding the world of of Dracula, but he was terribly wounded by Count Dracula in the process.


-Gif of Castlevania 1 gameplay (click here to see more gameplay)-

The game went up to get multiple re-releases of different consoles such as the Amiga, DOS, Windows, Game Boy Advance and it even got 2 remakes of sorts.

The first one was Super Castlevania 4 (called that way as Konami of America marketed it as a sequel to Castlevania 1 and 2) released for the Super Nintendo in 1991 and it's considered by many as the definitve version of the classic tale of Simon Belmont vs Dracula and one of the best games in the series, thanks to the superb atmosphere due to the usage of ominous music and and improvements to the gameplay and level design.


-Screenshot of Super Castlevania 4 (click the here to see a gamplay video of the beggining of the game)-



The second was Castlevania Chronicles for the Sharp X68000 in 1993 and later the Playstation in 2001. While it is a solid game on its own right, it does not have any particulary interesing concept for the series and does not introduce any new gameplay features or improvements, with the only noteworthy thing beign Simon's redesign for the Playstation version of Chronicles (designed by Ayami Kojima, who also made the designs for Symphony of the Night) which would become Simon's de-facto design for most of the 2000's.


-Screenshot of Castlevania Chronicles (Sharp X68000 version, click here to see gameplay of it)-


Anyhow let's rewind to clock back to the 80's, where Simon Returned for the sequel of the original NES game, Castelvania 2: Simon's Quest released in 1987 in Japan and released a year later elsewhere. 1698, seven years after Dracula's defeat, Simon discovers that he has been cursed and that Transylvania is beign attacked by the count's minions. The only cure for this chaos is to search for Dracula's parts all throughout Transylvania, revive him and kill once again to lift the curse. Just another day for the Belmonts it would seem!

As opposed to the first game which it was a linear scrolling platformer, Castlevania 2 is more of non-linear adventure game, similar to the likes of Metroid, where you started relatively weak and built up strenght and weapons as you progressed and explored, and it even included interesing concepts such as a day and night progression system.

Quite frankly the game was ahead of its time, too ahead, up to the point that when it is compared to more modern takes on this gameplay style, it's clear that Castlevania 2 has aged badly. However, the game has a place in the history of the franchise and the NES, and it introuced ideas that would become recurring in the series (such the fire whip and the famous song Bloody Tears) and it will always be remembered for that.


-Screenshot of Castlevania 2: Simon's Quest (click here to see a gameplay video)-

This was just the beggining of the Castlevania series, and Simon's games paved the way for many concepts and mechanics that the series would later use.


"Castlevania? Why is Castlevania so important anyways?"

Castlevania is a gothic and horror monster-themed action game series (going from point a-to-b platformers to metroidvania RPG games as time went on) which is mainly starred by the Belmont clan, a long line of Family descendants across different generations whose mission is to defeat the evil Count Dracula and his forces of darkness. The canon Belmont family consits of Leon, Trevor, Christopher, Soleiyu, Simon, Juste, Richter and Julius Belmont. Although there have been ocassions in which a non-Belmont has taken the center stage, such as Alucard, Shanoa and Soma.


-Picture of many characters from the Castlevania series, inlcuding Simon Belmont on the middle right-

The franchise is Konami's 4th most successful gaming franchise (behind PES, Metal Gear and Jikkyo Powerful Pro Yakyu) selling 20 million copies across the series. The franchise has also been prominent in many Konami Crossovers and is fondly remembered by many gamers of the 80's and 90's. It was listed as the 4th best game franchise by IGN only behind Final Fantasy, Legend of Zelda and Mario. It has been the inspiration for many game series like Shovel Knight and Bloodstained and it recently got an animated series on Netflix with postive reviews coming from both the gaming and animation fans alike. Not to mention it has a huge presence in Nintendo systems, with the only consoles not getting a Castlevania game beign the Virtual Boy, the Gamecube and the Wii U.​


Here's the full list of Castlevania games:
Castlevania (1986, NES)
Vampire Killer (1986, MSX)
Castlevania II: Simon's Quest (1987, NES)
Haunted Castle (1988, Arcade)

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

Super Castlevania IV (1991, SNES)
Castlevania Chronicles (1993, Sharp X68000 and 2001, PS1)
Castlevania: Rondo of Blood (1993, PC Engine CD ROM)

Castlevania Bloodlines (1994, Sega Genesis)
Castlevania: Dracula X (1995, SNES)
Castlevania: Symphony of the Night (1997, PS1 and Sega Saturn)
Castlevania Legends (1997, Game Boy)

Castlevania 64 (1999, Nintendo 64)
Castlevania: Legacy of Darkness (1999, Nintendo 64)
Castlevania: Circle of the Moon (2001, GBA)

Castlevania: Harmony of Dissonance (2002, GBA)
Castlevania: Aria of Sorrow (2003, GBA)
Castlevania: Lament of Innocence (2003, PS2)

Castlevania: Dawn of Sorrow (2005, Nintendo DS)
Castlevania: Curse of Darkess (2005, PS2)
Castlevania: Portrait of Ruin (2006, Nintendo DS)
Castlevania: Order of Shadows (2007, Mobile)
Castlevania: Dracula X Chronicles (2007, PSP)

Castlevania: Order of Ecclesia (2008, Nintendo DS)
Castlevania: Judgment (2008, Wii)
Castlevania: The Arcade (2009, Arcade)
Castlevania: The Adventure ReBirth (2009, WiiWare)
Castlevania Puzzle: Encore of the Night (2010, Mobile)

Castlevania: Harmony of Despair (2010, Xbox Live Arcade and PSN)
Castlevania: Lords of Shadow (2010, Xbox 360 and PS3)
Castlevania: Lords of Shadow - Mirror of Fate (2013, 3DS, Xbox 360 and PS3)
Castlevania: Lords of Shadow 2 (2014, PS3, Xbox 360 and Windows)

Castlevania: Grimoire of Souls (TBA, Mobile)

Italics=games released on Nintendo systems.
Bold=games starring or feature a member of the Belmont Clan.
Colored= Games starred by or featuring (wheter be secondary role or cameo) Simon Belmont.

Castelvania-related Video games (cameos, crossovers and other stuff):
Konami Wai Wai World (1998)
Hai no Majutsushi (1989)

Akumajo Special: Boku Dracula-kun (1990)
Wai Wai World 2: SOS!! Parsley Jo (1991)
Kid Dracula (1993)
Ganbare Goemon 2: Kiteretsu Shougun Magginesu (1993)
Jikkyo Power Pro Wrestling '96: Max Voltage (1996)
Konami Krazy Racers (2001)
Evolution Skateboarding (2002)
DreamMix TV World Fighters (2003)

The Sword of Etheria (2005)
Konami Wai Wai Sokoban (2006)
New International Track and Field (2008)

Krazy Kart Racing (2009)
Scribblenauts (2009)*
Super Scribblenauts (2010)*
Otomedius Excellent (2011)
Monster Retsuden ORECA BATTLE (2012)
Super Bomberman R (2017)


Colored=Features Simon Belmont.
*Japanese version only.


Also, Sakurai has stated that Castlevania had a "big impact" on him, taken from an interview between Tetsuya Nomura (creator of Cloud Strife) and him.

There's also the fact that the series is not a stranger to getting re-releases multiple times, such as the Virtual Console, and Castlevania 1 and 2 (International only) were inlcuded on the NES Classic while Super Castelvania 4 was included in the international versions of the SNES Classic, and multiple games have been released on different digital services, such as Super Castlevania 4 on the Wii U and 3DS VC, Symphony of the Night on the Playstation Network and so on and so forth, so if you haven't tried a Castlevania game, it will be easy to get one of these games, just don't expect an easy-going game, because the series is famous for its difficulty too.


"Why him, out of all the other Belmonts?"

Simply put, Simon is the most recurring and most iconic character of Castlevania as a whole, with only a few coming even close to him. He's the first Belmont to ever be playable (not the first one chronologically though, that goes to Leon Belmont) and every playable Belmont afterwards no matter the timeline placement, has a gameplay style that is based on Simon's (whip as the main weapon and use of secondary weapons like Cross Boomerangs, Holy Water and Daggers) even some characters that are not part of the Belmont clan have this playstyle, those beign the Morris Clan and Nathan Graves. Therefore if you have played a Castlevania game that features Trevor, Richter or Julius Belmont, you can already give you an idea of how Simon Belmont controls and plays as.

Since the Belmonts are an integral part of the series and are most of the time the main protagonists, it only makes sense for the series to be represented by the original, most recurring and most iconic member of the family.

Evidence of Simon beign a Konami Mascot is in the Konami Crossovers i mentioned beforehand, where he appears in 9 of them as the main (and sometimes even as the sole) representative of the Castlevania series. He is not as inconic as Cloud Strife but he is to Castlevania what Cloud is to Final Fantasy. the most prominent protagonist of the franchise and is seen as its respective mascot.​


-Screenshot of Simon Belmont in Dream Mix TV World Fighters-

Not only that, but he also appeared on non-video game media. He appeared in the animated series Captain N as one of the main characters alongside Pit and Mega Man even though he's owned by Konami, which made the Castlevania series be associated with Nintendo. It's noteworthy because this show was produced with the help of Nintendo of America.



-Captain N artwork featuring Simon Belmont (the Blonde guy with the Pilot-like outfit)

Castlevania and Simon Belmont were also promintently featured in Nintendo of America's offical Magazine: Nintendo Power, with many sections of the magazine beign dedicated to Castlevania and it was even featured on the cover art in some issues.


-Nintendo Power issue featuring Simon Belmont on the cover-​



"What would he bring to Smash moveset wise?"


-Simon Belmont and his Cross Sub-Weapon (ignore the sword, he barely even uses it)-

Simon Belmont could take heavy inspiration from the gameplay of the series. In his games, he is slow moving and has long ranged attacks that pack quite a punch but one hit will cause him to get flying backwards (this was a common thing in early action platformer games) and if you weren't careful you could die by knockback. If we translated this into Smash, Simon could be a middle-to-borderline-lightweight, slow moving and low jumping character, but with a powerful set of tools that have amazing reach, better than almost the rest of the cast of Smash. This would make him interesing fighter because he would not fall into the typical archetypes of the glass cannon (since he is not particulary fast as most glass cannons tend to be fragile speedsters as well) or mighty glacier (since he would not be exactly super durable).

Since Simon Belmont has long ranged projectiles, this means he could use them for zoning, but thanks to the Vampire Killer, he also could be zoner that uses a long ranged melee weapon rather than just projectiles.

There's also the fact that in Super Castlevania 4, Simon Belmont had the ability to whip in 8 directions. That could be translated into Smash by giving him what would be essentially diagonal Smash attacks and aerials, which is something almost no other character has (oh and he could also flail his whip like Shiek's chain in Melee and Brawl)

It should aslo be noted that we don't have a lot of whip users in Smash. That doesn't mean we need one, but it means that Simon's weapon of choice could be an appealing concept that has novelty, especially after so many characters that use fistcuffs and kicking, or characters that use a sword as their primary form of combat.

There's also the plethora of sub-weapons Simon Belmont has, which inlcude:
-Daggers and Gold daggers: Fast travelling projectiles that deal low damage.
-Cross Boomerang: Self explanatory, a boomerang shaped like a cross.
-Axe: A throwing axe that is swung in an arc similar to Yoshi's Egg Toss.
-Holy Water: A bottle of blue water that when thrown into the ground it engulfs in flames, and can be used to stunned thanks to its multiple hit properties, similar to Ness's PK Fire. Similar sub-weapons that Simon can use are the Sacred Flame and the Torch.
-Herb: A plant that has healing capabilities.
-Dynamite: Self explanatory.
-Stopwatch: Allows Simon to stop or slow down time.
-Ricochet Rock (A.K.A Diamond): A small object that when thrown, it starts bouncing all across the screen.
-Rosary: Destroys every enemy on-screen.


-An example of Simon using Sub-Weapons as Specials-

With everything shown here, it's pretty clear Simon has what it takes to be an unique fighter that brings something new to the roster.​

-Arguments and counter arguments-

"Castlevania is not relevant anymore in this era"

Counter Arugment:
While it's true that Castlevania has not had the same impact as it did in the late 20th century, it's not "dead" as people would like you to believe. The last Castlevania game released was Lords of Shadow 2 on 2014 and the latest Castlevania game featuring Simon Belmont was Mirror of Fate on 2013, and Smash Ultimate's first Project Proposal was finished in 2015. Compare this to Mega Man, who's latest appereance before Smash 4 was in Mega Man 10 in 2010. Castlevania wasn't in hiatus until 2015, and it's only been 3 years without a Castlevania game beign announced, Pachinko Machines aside. Not to mention the recent Netflix show that bought a new audience (and it's only a matter of time for Simon and the rest of the Belmont clan to appear on the show) and has kept the franchis relevant after 2 dry years of nothing.

"But Tord, Lords of Shadow takes place in a different contuity from the mainline series!" you may say. It may be part of a different countinuity, but it's still a Castlevania game, and Mirror of Fate was the most recent appereance of Simon Belmont in a Castlevania game, regardless of the incarnation where are talking about. If you say what was the latest movie Batman in gerenal has appeared in, you would say Justice League 2017, regardless if it's in the same contiunity as the previous films he appreaed in.

Furthermore, while most third parties tend to at the very least have recent appereances for at the very least, they are included not because of what they are doing now, but rather because of what they did back in the day.

Mega Man is clearly based on his 8-bit glory days, Cloud was choosen because he is the most beloved hero of Final Fantasy even in modern times where Square tried to push the likes of Lighting or Noctis as the new faces of the franchise, Ryu outright uses old school Street Fighter 2 sound effects when he attacks and Sakurai outright refused to add Pac-Man's Ghostly Adventures incarnation, opting for the Classic Design instead, and the only modern thing about Sonic in Smash is his design with everything else beign inspired by his old-school genesis adventures

The only character that is not based on old school appeal is Bayonetta (who did not existed way after the glory days of all of the guests i mentioned) .​

"Why Not Alucard instead? He is one of the most if not the most popular Castlevania character!"



For those unaware, Adrian Farenheights Tepes A.K.A Alucard is the Dhampir (half human, half vampire) son of Count Dracula that turned against him in the name of his mother. He first appeared in Castlevania 3 as one of the 3 optional playable character that could help Trevor Belmont (the other 2 beign Sypha Belnades and Grant Danasty) but truly gained a fanbase in Symphony of the Night where he was the main protagonist.

Counter Argument:
While he is undeniably a fan-favorite, Alucard, outside of his appereance in SotN, is a secondary character that relies more on helping instead of doing the job by himself (the whole reason as to why he was the protagonist in SotN story-wise was because Ricther Belmont went missing after he defeated Dracula) and as such it isn't that good of an idea to put a character that is not as prominent or important as Simon, who has appeared in 22 Konami games compared to Alucard's 13, he was the main hero of 6 Castlevania games those beign Castlevania, Simon's Quest, Vampire Killer, Super Castlevania 4, Haunted Castle and Chronicles. (granted, 4 of them were remakes of Castlevania 1 story-wise, but from a gameplay and design standpoint they all were completely different with their own stages, music and mechanics) as opposed to Alucard's main roles in SotN and Puzzle Encore of the Night, and Simon has been the main representative of Castlevania in 9 games (such as Dream Mix TV World Fighters and New International Track and Field) while Alucard was only been in 3, those beign the Japanese versions of Scribblenauts and Super Scribblenauts (which are the only games in which Alucard appears while a Belmont doesn't) and Oreca Battle (and in that last game Simon appeared too, which makes it 10 Konami Crossover games in which he appears in regardless if he is the main focus or not)

Alcuard is simply not prominent or recurring enough of a character to represent the Castlevania series as opposed to Simon who is also a member of the Belmon Clan, an extremely integral part of the franchise. He is to Castlevania what Zero is to Mega Man, a popular character of the franchise that at the end of the day is mostly a secondary character and is rarely the main focus.

I know what you will say: "but SotN is an extremely popular game! It was the first game to set the Metroidvania standard to the franchise and Alucard starred in that game! that should count right?"

Well.......actually no. The first Castlevania game to use a non-linear gameplay style was Vampire Killer for the MSX in which the main hero was Simon Belmont. You had to go around the caslte and find "skeleton keys" to access new rooms. This was the first time Castlevania experimented with something like this, and while it wasn't exactly "Metroidvania", it was a first step into what the franchise would become.


-Screenshot of Vampire Killer for the MSX-

Then in 1987m Castlevania 2: Simon's Quest further toyed with the idea of an open-ended Castlevania game and it was starred by, surprise surprise, Simon Belmont. Symphony of the Night merely returned to the non-linear gameplay that these 2 started (in the same way Legend of Zelda: Breath of the Wild returned to the open-ended gameplay of Legend of Zelda for the NES) but it dind't started it, it only merely improved on them. This is further examplified as SotN includes Dracula's Relics as Key items, which is a nod to Simon's Quest in which those items were necessary for the game's progression.

Also, while SotN is an extremely beloved game (to the point that is considered one of the best games of all time) there's another game in the series that has also managed to claim that level of praise, that one beign Super Castlevania 4 (i guess you know who's the main protagonist in this game).​


"If not Alucard, then why not Dracula? He's a pop culture icon!"

Counter Argument:
While it's true that Dracula is one of the if not THE most recurring character in the Castlevania series, he has only represented the franchise twice in a crossover, those beign Konami Crazy Racers and Krazy Kart Racing. Every other time except for Oreca, Simon is the main and sole ambassador of the franchise.

Not only that, but every single time a series (First or Third Party) with multiple protagonists across the board is inlcuded in Smash, the most important and prominent PROTAGONIST of said IP is the first one that gets included. It happened with Fire Emblem (Marth) Final Fantasy (Cloud) and Mega Man (Classic Mega Man). Dracula, as important and prominent as he is, is NOT a protagonist of the franchise, and why would he be included over the character that almost always takes the spot of the franchise's mascot as i demonstrated in the Konami Crossover games section?

Also, it really isn't fair to include other Dracula incarnations that are COMPLETELY unrelated to Castlevania. We should judge Dracula's merits based on the Castlevania series only, and everything else (the Bela Lugosi and Christopher Lee films, the Bram Stoker novel, Billy and Mandy, etc) should not be used as reasoning for his inlcusion. Nintendo could literally do their own version of Dracula if they wanted to since he is Public Domain.​


-This isn't the Dracula that we are talking about when it comes to potential Smash newcomers-​


"Castlevania is innapropiate for a kid-friendly series like Smash!"

Counter Argument:
With the inclusion of characters from series like Metal Gear (which includes themes like Child Soldiers, Terrorism, Goverment Conspiracies and sadistic torture methods) and Bayonetta (which has a lot of innuendo that is barely any subtle) this argument does not hold any water. How is Simon more innapropiate than Bayo?

Not to mention that most Konami Crossovers tend to be super wacky and silly to childish levels, and Simon is STILL included in those games.​


-"OW THE EDGE" (artwork from New International Track and Field)-​

Simon's more realistic appereance and aesthetic is not so different from series that feature more anatomically accuarate characters like Fire Emblem or Legend of Zelda, only that instead of beign a pretty boy with a sword, he is a barbaric man with a whip.​


"We already have a whip user, and that is Zero Suit Samus"

Counter Argument:
Simon and ZSS are so far apart and the Whip is literally the only thing they have in common (and ZSS doesn't use the whip to the same extent as Simon does in his games) Simon is slow and powerful, as opposed to ZSS who is agile and acrobatic, not to mention that Simon has a lot of Sub-Weapons that make him distinct from ZSS. It's like saying Link and Marth are the same because both of them wield a sword.


"We already have Snake, we don't need someone else"

Counter Argument:
Seeing how Ryu and Bayonetta (owned by Capcom and Sega respectively) are in the game, it's fair to say that this is a non-issue. In fact, this makes it easier for Sakurai to negotiate for another guest character, since Konami (obviously) owns both Castlevania and Metal Gear, and since Castlevania is one of their most successful and beloved IPs with a protagonist that has the starpower, moveset potential and popularity, it's fair to say this helps Simon in the longrun.

-Moveset Sumbissions-

Idle Animation – Simon leaves one arm out whilst standing still like he does in Castlevania.

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.

Running Animation – Simon’s running animation resembles that of his descendant Richter’s from Castlevania: Symphony of the Night and his subsequent appearances.


:GCA:(Ground) – Simon swings his whip forward whilst standing.

: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.


: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%.
  • 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.
~•~ Simon Belmont Special Moveset and Mechanic ~•~

Mechanic: Hearts

Belmont gains Hearts by connecting with the tip of his whip. He can have five.

When inputting his Side B (weapon throw), he can regular input, medium input or Smash input (like Ryu's tilts). Regular input uses no hearts and throws one weapon. Medium uses two hearts and throws two weapons. Smash uses three hearts and throws three weapons.

B Whip: Holding B unfurls Simon's whip. He can then whip in 8 directions. Only really effective at the tip.

Down B Item Swap: Cycles through Boomerang Cross, Holy Water and Axe

Side B Item Toss: Throws out either Boomerang Cross (goes straight a distance before returning on the same trajectory), Holy Water (arcs slightly before plummeting to the ground and releasing a short wave of fire that hugs the ground) and Axe (high arc that can take out aerial foes)

Up B Doorknocker Swing: A doorknocker appears and Simon latches onto it with his whip. He can maneuver up and down or swing back and forth and leap off. He can attack afterwards, but not use his Up B again until hit.
Feel free to sumbit your own moveset ideas!.​



-The Belmont supporter clan (supporter list)-

Thread Owner: Tord the Red Leader.

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IF YOU WANT TO BE ADDED, TAG ME.

-Music-

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

-Signature Icons-


(Classic design) (Chronicles design)
-By Golden Icarus.


-By MoonlitIllusion.


-Newcomer Stock Icons-


-By splat splat



-By KMDP KMDP
 
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AwesomeAussie27

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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 Arcadenik here too. :)
 

Cyn

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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.
 

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.
 

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

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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.
 

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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.
 

Arcadenik

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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.
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.
 

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.
 

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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.
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.
 
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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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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).
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.
 

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.
 
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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.
 

Arcadenik

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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.
 
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Cutie Gwen

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

Arcadenik

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Garlic? You mean the Holy Water/ Fire Bomb? When was it garlic?
When it was Castlevania II: Simon's Quest.

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

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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...
 
D

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Taking inspiration from my pal NonSpecificGuy 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)


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.


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.
 
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NonSpecificGuy

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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:
 

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



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

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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.
 

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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.
 
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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.


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.
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.
 

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All the level 1 musics of Castlevania rock


 
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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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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).
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)
 

Arcadenik

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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.
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.
 
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D

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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.

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.

Running Animation – Simon’s running animation resembles that of his descendant Richter’s from Castlevania: Symphony of the Night and his subsequent appearances.


:GCA: (Ground) – Simon swings his whip forward whilst standing.

: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.


: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.
 
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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.
 
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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.
 
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Yomi's Biggest Fan

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

I like it.
 
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