Matchup Summary (Win Condition and Game Plan)
This matchup gets worse for Kazuya the longer Simon is allowed to lock midrange with Cross, Holy Water, Axe, and whip spacing. Kazuya can absolutely flip the game off one clean close-range hit, but if he waits too passively at range he eventually has to deal with Simon’s ledge pressure while also exposing his own weak landing and recovery. The core task is forcing at least one real close-range interaction.
Kazuya should usually enter through crouch dash, shield, and small forward steps rather than trying to leap over the entire wall at once. Once Simon uses forward tilt or an aerial to deny that close range, Kazuya can often stabilize the situation by blocking first and punishing with Up B (5f) or Grab (10f). Simon’s close-range defense and landing are much shakier than his zoning, so after the first touch, keeping advantage going matters more than resetting for another neutral gamble.
The frame table shows Jab 1-2, Rapid Jab Finisher, Up Tilt, both hits of Down Tilt, Dash Attack, every smash attack, Neutral Air, Down Air, and Side B all give Kazuya strong punish windows, mainly through Up B (5f). By contrast, Forward Tilt, Forward Air, Back Air, Up Air, and Neutral B are much tighter, so trying to force a huge punish every time often hands Simon the spacing reset he wants.
Kills are more repeatable when Kazuya converts one opening into ledge carry, then waits for Simon’s heavy landing or ledge panic rather than overextending offstage. Chasing too far from the stage just exposes Kazuya’s own recovery weakness and throws away the advantage he worked to earn.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Kazuya OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -21 |
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| Jab 2 | 3 | -23 |
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| Rapid Jab | 9/12/15… | — | ||
| Rapid Jab Finisher | 3 | -37 |
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| Forward Tilt | 12 | -8/-7 |
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| Up Tilt | 10 | -17 |
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| Down Tilt (1) | 7 | -31 |
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| Down Tilt (2) | 8 | -42/-28 |
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| Dash Attack | 10/13/16/19/22/24 | -26 |
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| Forward Smash | 24 | -28/-26 |
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| Up Smash | 16 | -27/-26 |
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| Down Smash | 14/20 | -33/-30/-27/-24 |
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| Neutral Air | 8… | -12/-11 |
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| Forward Air | 14 | -6/-5/-8 |
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| Back Air | 14 | -6/-5/-8 |
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| Up Air | 14 | -6/-5/-8 |
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| Down Air | 13 | -21/-23 |
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| Neutral B | 30 | -6 |
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| Side B | 19 | -15 |
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| Up B | 6/9/… | ** | ||
| Down B | 18 | ** | ||
| Grab | 10 | — | ||
| Dash Grab | 13 | — | ||
| Pivot Grab | 14 | — |
Win Condition Checklist
- Use crouch dash, shield, and measured forward movement to break through Simon’s projectile wall instead of trying to clear everything with one big jump.
- After blocking Jab 1-2, Rapid Jab Finisher, Up Tilt, either Down Tilt hit, Dash Attack, any smash attack, Neutral Air, Down Air, or Side B, take the listed punish with Up B (5f), Grab (10f), or Up Smash (12f) when it fits.
- After blocking Forward Tilt, Forward Air, Back Air, Up Air, or Neutral B, do not overforce the punish. Keep advancing and cover the next jump or retreat instead.
- Once you get in, convert the first touch into continued juggle and ledge pressure instead of resetting back to Simon’s preferred midrange.
- Finish stocks by holding ledge advantage and punishing panic getup choices, not by chasing deep offstage.
Actions to Avoid
- Trying to bypass the entire zoning layer with repeated full hops and getting swatted by fair, bair, or axe before you ever reach close range.
- Swinging for oversized punishes after every blocked whip or aerial and giving Simon the exact spacing reset he wants when the punish was never guaranteed.
- Letting a successful entry end too early and sending the game back to midrange before Simon’s weak landing or ledge has been tested.
- Overchasing offstage and exposing Kazuya’s own weak recovery instead of cashing out from the ledge trap.