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Simon & Richter's moveset.

Khao

Smash Lord
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Mar 7, 2014
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Lying about my country.
Don't know if someone else made something similar, but I made a bit of a compilation of images out of the direct to try and figure out Simon/Richter's full moveset.

Here's where I think all his moves fit into. Split most images into parts to get a better feel on how they're actually animated.

View attachment 156713

This would be thing that lets you control the whip freely. I'm not completely convinced that this IS indeed Simon's jab, but the reason I think that is the case is because 1: There's literally nothing else that would fit a jab in the rest of his moveset that doesn't fit something else better and 2: we never actually see this thing's activation, only when it's already in use, which may or may not mean that it's activated pretty quickly. I'd obviously expect it to work by just holding A while standing still.
View attachment 156715
Seems pretty straightforward. Tons of range, but pretty laggy.
View attachment 156719
He spins the whip for a few moments while its in the air. Has a lot less range than most of his attacks, but it seems to extend further to the sides. Still a massive disjoint.
dtilt.png


Again, the way this works is debatable, but I'm mostly convinced that it's a two-stage move. Do a regular down tilt, and Simon will slide through the ground. If at any point of the animation you press A again, he'll interrupt the slide to do that jumping kick. This likely works this way, because the distance covered by the slide varies just about every single time this move was shown in the direct, once even leading into the jumping kick almost immediately after the slide starts. Also because this is how it works in Castlevania and ever since Sm4sh, Sakurai just loves giving newcomers moves that work exactly like they do in their own game.
fsmash.png

Similar to the ftilt, but the animation is a lot more exaggerated. Simon leans forward a lot more too, so it probably has a bit more range than ftilt too.
usmash.png

This seems kind of ridiculous.
Doooooooon't really have anything. However, there's something in Simon's page that may or may not be a part of his down Smash (probably not tbh but still worth showing)
dsmash.jpg


This looks like a pose he'd be in just after spinning the whip around his body. I can't think of anything else that'll put him in this pose unless it's part of some landing lag animation. Still, even if this IS his down smash, that's not very helpful.
nair.png

Spins the whip pretty quickly. Probably a multi-hit move? hard to say.
Now this one is pretty interesting.
fair.png

fair2.png

fair3.png

That's right. Looks like it can actually be angled. Considering the huge range it already has, this is probably gonna be one of Simon's best moves.
uair.png

Coupled with forward air, Simon will pretty much never have trouble hitting anything even remotely close to him when he's in the air. He can basically hit anything that's 463 meters away from him no matter it's position.
dair.png

This move's also interesting in that Simon actually bounces off characters when the move connects, leaving him in the perfect position to follow up with a Fair. It seems to activate really slowly though. Like, you might even be able to react to it on sight.
bair.png

Basically the same **** as fair, except to the other side. Worth to mention though, is that Simon is actually seen using this move as a theter recovery. I originally thought it was a Zair, but the animation was identical, and of course, it was done backwards. Plus, Simon doesn't actually have a long-range grab. He actually uses his bare hands. The question is, will this work with Simon's Fair and Uair too?
dash.png

Hits multiple times. Kinda reminds me of Pit's old side B from Brawl in a way.
b.png


There's not a lot to say about the specials that wasn't already said in the direct, really.
fb.png
db.png

I noticed that the bottle of Holy Water will only explode when crashing into the floor. If it hits a character, it'll actually bounce, and fall to the ground a bit further away than it would've originally. And of course, if that happens to a grounded opponent the hit from the bottle combos into the explosion.
upb.png
dthrow.png
uthrow.png

For a moment I thought that the whip attack after the throw was his up tilt. But the animation follows the movement in a single fluid motion, so it's all actually part of the same throw.
pummel.jpg

Aaaaaaaaaaaand that's it. At least all I could find. There's not a lot that's actually missing. We have yet to actually see how the jab actually works and if it really is the free-moving twirly thingy. Down Smash is also nowhere to be seen, and neither are the forward and back throws. Still, almost the entire moveset was actually visible from the trailers which is more that can be said for a lot of other characters.
 

Attachments

ToxoT

Smash Apprentice
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Oct 10, 2014
Messages
108
im thinking that his jab and ftilt are combined moves much like megaman's, and that you'll be able to do the whip flinging motion just by holding the attack button down.
 

Uffe

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Most of his attacks seem pretty straight forward. I was able to name each one shown in the video. Though he has a tether, I am curious if he has a zair. His tether could simply work like Zamus' side B where it tethers when around a ledge. You're probably correct about his d-tilt being a two part attack. That's how I assumed it worked. I wonder if shield instantly stops the momentum, though, like how they did to Fox's side B.
 

Jaycorner

Smash Rookie
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Aug 1, 2018
Messages
2
His moveset looks pretty rad tbh I never really played castlevania but I'm definitely going to try both the Belmont boys.

I noticed that although dair is very slow, you can combo into it from Holy Water, likely into any other aerial after the dair like op suggested. (This is shown in the character trailer)

Probably going to be a very common combo for the Belmonts
 

JosePollo

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Apr 21, 2015
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Got some analysis for y'all, if you wanna include it in the OP.

https://gfycat.com/DaringSatisfiedChinesecrocodilelizard
Screenshot from a Nintendo upload vs. a still from a clip of a scene in the Direct:
1534126179645.png
image 8 12.png
https://gfycat.com/FakeJauntyFanworms
  • No hitlag visible
  • Cannot rebound
https://gfycat.com/LivelyUnluckyAmericankestrel
  • Duration: 50 frames?
  • Initial hit on frame 10
  • Final hit on frame 26
    • Angle: 55°
https://gfycat.com/MiserablePessimisticDutchshepherddog
  • Duration: 40 frames
  • Hits on frame 12
  • Model swap on frame 28
  • FAF 32
https://gfycat.com/SpitefulFlawlessAlligatorgar
  • Duration: 60 frames
  • Action trail visible as early as frame 9
  • Seems to not hit until frame 10
    • Angle: 80°
  • Model swap on frame 51
https://gfycat.com/ImmediateOffbeatArkshell

Down tilt 1:
  • Duration: 26 frames?
  • Hits on frame 7
  • Can ledge cancel into down tilt 2 as soon as frame 8?

Down tilt 2:
  • Duration: 32 frames on the ground
  • Action trail visible on frame 6
  • Active 8-20/21?
  • FAF 43 in the air?
Down tilt landing:
  • Duration: 35 frames
  • FAF ???
https://gfycat.com/ClearcutOccasionalGoldfinch
  • Charge on frame 6
  • Hits on frame 25
  • FAF ??? (earliest I've seen on a clip that doesn't cut off is 96)
https://gfycat.com/UntimelyFlippantHorseshoecrab
  • Duration: 85 frames
  • Charge on frame 5
  • Hits on frame 21
  • Model swap on frame 71
  • FAF ???
https://gfycat.com/DenseIgnorantCoelacanth
  • Active: 8-27/28
  • Landing lag: 16 frames
  • Duration: 50 frames
  • Hits on frame 12
    • Angle: 45° (361°?)
  • Model swap on frame 40
  • FAF 38
  • Landing lag: 17 frames?
https://gfycat.com/ThornyOptimisticBee
  • Hits on frame 14
  • Tethers as soon as frame 13?
https://gfycat.com/FrailBruisedAmericanriverotter
  • Hits on frame 14
    • Angle: 90°
  • Landing lag: 11 frames?
https://gfycat.com/EqualRemarkableAxisdeer
  • Active: 16-17, 18>
    • 16-17 angle: spike (280°?)
    • Frame 18> angle: 70°
  • Bounce duration: 60 frames
  • Bounce FAF: 25
https://gfycat.com/RashShallowHare
  • Duration: 80 frames
  • Article generated on frame 1
  • Article thrown on frame 30
  • FAF ???
I haven't seen a clip where it looks like the animation looks like it's interrupted. If the move doesn't have any interruptible frames (fairly common for specials), then the FAF would be 81, or upon completion of the animation.
https://gfycat.com/ImpassionedNiceAnole

Throw
  • Duration: 62 frames
  • Article generated on frame 1
  • Article thrown on frame 19
  • FAF: ??? (same deal as with Axe)
Catch
  • Duration: 40 frames
  • Article removed on frame 20
  • FAF: 10? (Link's boomerang catch is FAF 10)

Cross (article)
  • Rotates counterclockwise 1-46 (as it moves away from Belmont)
    • Active 19-65 from initial input
  • Rotates clockwise 47> (Belmont catches it on frame 95 in the clip)
    • Active 66> from initial input (caught on frame 114)
      • Angle: 70°
https://gfycat.com/PitifulBlandAldabratortoise
  • Possible start-up intangibility
  • Hit 1 happens on frame 6
  • Hits 9, 12, 15, 18 (re-hit rate: 3?)
  • Final hit on frame 21
    • Angle: 65°
  • Special fall begins on frame 41
https://gfycat.com/WhirlwindSoreDoctorfish
  • Duration: 70 frames
  • Article generated on frame 2
  • Article thrown on frame 18
  • FAF: 50
The article seems to have variable frame data depending on situations, but it seems to work like so:
  • If it hits the ground, it goes off
  • If it hits a fighter, it will bounce (seemingly with the same trajectory as when Belmont throws it)
    • Angle on the bottle seems to try to push fighters out into the general area of where it's going to explode once it hits the ground
    • Is it only capable of bouncing once? Or does it bounce every time it comes in contact with a fighter? Probably the former.
  • Flame pillar: active 1-49, 50 (not entirely sure what the re-hit rate is on it, since there's many graphic effects happening all at once

EDIT: We might have found what seems to be the jab, possibly.
 
Last edited:

grizby2

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while watching the direct again, I noticed that when he uses his down tilt on wario (the "second" part where he leaps), it propels him OFF the platform.
this could have some cool applications :D

also, no tether grab. though I think its safe to say that if he did have one, his recovery would have been INSANE. lol
 

meleebrawler

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while watching the direct again, I noticed that when he uses his down tilt on wario (the "second" part where he leaps), it propels him OFF the platform.
this could have some cool applications :D

also, no tether grab. though I think its safe to say that if he did have one, his recovery would have been INSANE. lol
He can already tether with his fair and bair which do basically the same things a zair normally would?
 

AGreatProcrastinator

Smash Apprentice
Joined
Apr 25, 2013
Messages
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Anxious to lab with cross. In their home series, if you threw it but didn't catch it as it returned, it would continue flying until it left the screen. If it still does that i can see it being a neat trap/option covering tool when thrown away from an opponent, like a weaker version of zelda's new phantom slash.
 

RonNewcomb

Smash Journeyman
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Nov 29, 2014
Messages
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Links boomerangs already do this. Mostly useful as combobreakers when useful at all.
 

AGreatProcrastinator

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Apr 25, 2013
Messages
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Links boomerangs already do this. Mostly useful as combobreakers when useful at all.
The possible difference being that the cross won't follow the Belmonts upon returning if they jump or fall off stage, at least if it acts like it does in the Castlevania games I've played.
 

yogsmash

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Oct 13, 2018
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Links boomerangs already do this. Mostly useful as combobreakers when useful at all.
Similar, but different actually. Links one follows him back which makes it inconsistent for combos . But the Belmont's ones should travel in a straight line like in the games if it misses the thrower , setting up for some confirms that we saw in the direct and the character showcases.
 

Tri Knight

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Similar, but different actually. Links one follows him back which makes it inconsistent for combos . But the Belmont's ones should travel in a straight line like in the games if it misses the thrower , setting up for some confirms that we saw in the direct and the character showcases.
I feel like he's gonna be real scary vs recoveries.
 

Nothgard

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Jun 24, 2018
Messages
58
Dude, i'm a fool, i forgot this thread
here some information than i collected.


Maybe someone can make this a pin(?) thread.

the whip had good distance!
Whip.png



Also, the up tilt had different combo's

More damage up tilt + up air



Less damage uptil + neutral air



the same jab's


ezgif-1-9281030aa19a.gif
ezgif-1-19eabaafe01f.gif



forward air + forward air directional

ezgif-2-1272578c12d2.gif
 
Last edited:

ToxoT

Smash Apprentice
Joined
Oct 10, 2014
Messages
108
hmm, not to discredit the creator of that image, but there is some data there that doesn't align with what i've gathered. most of it does, but dsmash is definitely not active frame 13. here's what i've been putting together since the direct in august.

jab - f5

ftilt - f12

utilt - f9

dtilt - f7

dtilt2 - f6

fsmash - f24

usmash - f21

dsmash - f18

dash attack - f10

grab - f10

dashgrab - f13



jumpsquat - f4

nair - f8 - f14 landing lag?

fair - f14 - f8 landing lag

bair - f14 - f9 landing lag

dair - f16

uair - f14

tether - f13



axe - f30

holy water - f16

cross - f19

uppercut - f6
 
Last edited:

kro_

Smash Apprentice
Joined
Aug 23, 2014
Messages
128
Important question: Can Simon hold A after using e.g. his f-air to control his whip freely, like in Super Castlevania 4?
 
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