Simon vs Mega Man

Mega Man Matchup (Simon)

Simon vs Mega Man

Simon vs Mega Man is about refusing a pure projectile duel, using whip tipper plus Holy Water to narrow movement, and finishing stocks from ledge control instead of overchasing.

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Matchup Summary (Win Condition and Game Plan)

Mega Man can make a long-range exchange feel bad for Simon because pellets, Metal Blade, and fast anti-airs let him contest both the ground lane and the jump-over at once. If Simon keeps trying to win the matchup only by throwing Cross and Axe from far away, Mega Man gets too many clean chances to reset the wall and punish the obvious air route.
Simon does better by treating the projectiles as movement constraints rather than the full answer, then stepping in far enough that whip tipper, Holy Water, and Up B can matter once Mega Man is forced to stop or jump. The matchup improves as soon as Simon starts pushing the exchange toward ledge instead of trying to settle it in the center from maximum range.
The table shows Jab, every tilt, Neutral Air, Back Air, Neutral B, and every smash attack are all punishable on shield by Up B, Grab, OOS Nair, OOS Dair, or Up Smash, so Mega Man should not be allowed to recycle close-range pressure without risk. By contrast, fair mainly gives Simon Up B and dair is still advantageous, so immediate retaliation is not always the correct answer after every block.
Kills come most reliably when Simon keeps the ledge structure intact, covers jump with fair or bair, and uses grab or up smash to punish the grounded panic options. Chasing too far offstage usually throws away the strongest part of Simon’s advantage in this matchup.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSimon OOS Candidate MovesBarely Missed Moves
Jab7/19/31-25/-23/-20
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Forward Tilt7/19/31-25/-23/-20
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Up Tilt6-49/-31/-33
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Down Tilt5-33
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Dash Attack7/10/13/16/19/22/25/35-16
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • OOS Uair (+1)
Forward Smash19-18
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Up Smash8/11/15/19/23/27/31-32
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Down Smash17-50
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Neutral Air7/19/31-25/-23/-20
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Forward Air9-7/-7/-8
  • Up B (6f)
  • Grab (+3)
Back Air4/7/10-18/-17/-17
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Up Air11…
Down Air23+1/+0
  • None
Neutral B16-17
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Side B19**
Up B
Down B9—****
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not treat this as a pure projectile duel. Use Cross and Axe to shape Mega Man’s path, then move in far enough that whip tipper, Holy Water, and Up B can threaten the next choice.
  • Push every clean touch toward ledge so Simon can play from movement restriction instead of from full-screen guessing.
  • After blocking Jab, any tilt, Neutral Air, Back Air, Neutral B, or any smash attack, take the listed punish with Up B, Grab, OOS Nair, OOS Dair, or Up Smash.
  • After blocking fair or dair, do not force the fake answer. Track the landing or drift-out and keep the next ledge push ready instead.
  • Build kills around ledge jump, roll, and normal getup coverage, not around center-stage overextensions.

Actions to Avoid

  • Sitting at long range forever and letting pellets plus anti-airs dictate the whole flow.
  • Jumping too high over the projectile wall and feeding Mega Man the exact bair or up smash anti-air he wants.
  • Swinging after blocked fair or dair when the frame data does not actually give Simon a stable punish.
  • Overchasing offstage and giving up the ledge situation that Simon worked to create.

Reference Links

Related Pages