Simon vs Mewtwo

Mewtwo Matchup (Simon)

Simon vs Mewtwo

Simon wants to pin down Mewtwo's lateral movement with Cross and fair, then cash in on Mewtwo's light weight and large hurtbox at the ledge.

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Matchup Summary (Win Condition and Game Plan)

Mewtwo can disrupt spacing with mobility and Shadow Ball, but the matchup still pays well for Simon because Mewtwo is light, tall, and vulnerable across the tail, so Simon’s long normals and projectiles convert cleanly when they connect. The game plan is to slow Mewtwo’s sideways drift with Cross, keep fair and bair at tipper range, and cover jump-outs with Axe or uptilt until the interaction is pushed to the ledge. Mewtwo’s fair and dtilt are not always easy to punish on shield, but forward tilt, up tilt, dash attack, and Disable all leave real shield-punish windows for Up B or grab, so Simon can break close-range pressure if he stays disciplined. Do not overchase offstage just because Mewtwo is light. Teleport and aerial drift can slip past deep edgeguards, while Simon’s ledgetraps with Holy Water, fair, and anti-air Up B are the more reliable way to finish stocks.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldSimon OOS Candidate MovesBarely Missed Moves
Rapid Jab5/8/11…
Rapid Jab Finisher6-30
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Jab5-12
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
Forward Tilt10-15/-15/-16
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (+1)
  • Up Smash (+1)
  • OOS Bair (+2)
  • OOS Fair (+2)
  • OOS Uair (+2)
Up Tilt8-14/-15/-15
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (+2)
  • Up Smash (+2)
  • OOS Bair (+3)
  • OOS Fair (+3)
  • OOS Uair (+3)
Down Tilt6-11/-12/-12
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
Dash Attack10-14
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (+2)
  • Up Smash (+2)
  • OOS Bair (+3)
  • OOS Fair (+3)
  • OOS Uair (+3)
Forward Smash19-20/-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 Smash9/14/18/22-39
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Down Smash21-8
  • Up B (6f)
  • Grab (+2)
  • OOS Nair (+3)
Neutral Air7/11/15/19/23/27-8/-7
  • Up B (6f)
  • Grab (+3)
Forward Air7-3
  • None
  • Up B (+3)
Back Air13-5/-6/-6
  • None
  • Up B (+1)
Up Air10-3/-4/-4
  • None
  • Up B (+3)
Down Air15-6
  • Up B (6f)
Neutral B9(+12)-16 to -2
  • None
Side B10 (21/23/25/27/29/31/33/39)
Up B**
Down B16-30
  • Up B (6f)
  • Grab (10f)
  • OOS Nair (11f)
  • OOS Dair (16f)
  • Up Smash (16f)
  • OOS Bair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
Grab7
Dash Grab10
Pivot Grab11

Win Condition Checklist

  • Show Cross often enough to interrupt lateral drift and deny free Shadow Ball charge while holding fair tipper range
  • Cover high jumps and fade-backs with Axe and uptilt so Mewtwo gets forced toward the ledge instead of resetting center
  • Punish forward tilt, up tilt, dash attack, and Down B on shield with Up B or grab instead of scrambling after blocked fair pressure
  • Finish stocks through ledgetraps with Holy Water, fair, bair, and anti-air Up B rather than betting on a single center-stage read

Actions to Avoid

  • Giving up stage too early out of fear of Shadow Ball and letting Mewtwo retake the pace for free
  • Chasing too far offstage and giving Mewtwo room to bypass you with Teleport or swing back with aerials
  • Swinging raw forward smash or Axe at close range and feeding Mewtwo easy whiff punishes from dtilt or fair

Reference Links

Related Pages