66/66ᵋ-
Simon
& Richter
Last Updated:
March 21st, 2022
Notes on the Young Link vs Simon/Richter MU
Attributes
Air Acceleration: 0.03 (#88)
Air Speed: 0.94 (#70)
Fall Speed: 1.85/2.96 (#9)
Dash Speed: 1.73 (#78)
Run Speed: 1.52 (#73)
Walk Speed: 0.76 (#83)
Weight: 107 (#14)
Wall Jump: No
Wall Cling: No
Crawl: Yes
Jumps: 2
Win Conditions
Simon/Richter's Win Conditions:
Stuff Young Link’s approaches out at midrange with BAir/FTilt/FAir, and punish Young Link for pulling projectiles at the whip’s range unsafely. Punish Young Link’s panic jumps/projectiles out of the corner, and intercept Young Link getting into close range. Capitalize on edgeguards and ledgetraps.
Young Link’s Win Conditions:
Opt for keeping Simon/Richter in disadvantage for as long as possible, as opposed to giving them access to whip, which can punish Young Link for projectile usage at mid-long range. Separate the projectile game from the approach game against them, and stuff Simon/Richter out at the mid-close range within his whip range with superior frame data. Limit their range of recovery offstage, and gimp with BAir/NAir.
Out of Shield
Jab1 (-21) & Jab2 (-23):
GSA (Frame 9)
Grab (Frame 16)
Rapid Jab Finisher (-37):
GSA (Frame 9)
Grab (Frame 16)
FSmash (Frame 26)
FTilt (-7):
NAir (Frame 7)
(This move can, and probably will, be spaced out)
UTilt (-17):
GSA (Frame 9)
USmash (Frame 10)
(This move has difficulty hitting shield from ground level)
DTilt (-31/-28):
Dash Attack (Frame 20)
FSmash (Frame 26)
(This move can cross up)
Dash Attack (-26):
GSA (Frame 9)
USmash (Frame 10)
Dash Attack (Frame 20)
(This move can cross up)
FSmash (-26):
Grab (Frame 16)
(This move can be spaced out)
USmash (-26):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)
(This move cannot hit grounded opponents, though it's unpunishable from some platforms)
DSmash (-24):
GSA (Frame 9)
USmash (Frame 10)
Grab (Frame 16)
DSmash (Frame 20)
NAir (-11):
NAir (Frame 7)
GSA (Frame 9)
FAir (-6):
Unpunishable
(Safe on shield, can be spaced)
BAir (-6):
Unpunishable
(Safe on shield, can be spaced)
UAir (-6):
Unpunishable
(Safe on shield, can be spaced)
DAir (-21):
UAir (Frame 8)
GSA (Frame 9)
USmash (Frame 10)
(UAir for a bounce, GSA and USmash for a non-bounce)
Axe (-6):
Unpunishable
(Safe on shield, projectile usage, does heavy shield damage)
Cross (-15):
Unpunishable
(Projectile usage)
Uppercut (--):
--
Holy Water (--):
--
Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.
Neutral Moves: NAir, FAir, BAir, Cross, DTilt, FTilt, Grab.
Kill Moves: BAir, UAir, FAir, Smash Attacks, Axe, FTilt.
Kill Confirms: Holy Water > Smash Attack, returning Cross > DAir > Uppercut, sour (body hit) UAir > USmash.
Simon and Richter have a wide array of a toolkit. They have up-close options to hit opponents too close to them (NAir, Dash Attack, DTilt, Jab, Uppercut), projectiles to cover space at long-range (Holy Water, Cross, Axe), and their ranged whip attacks (FAir, UAir, BAir, FTilt) that can attack opponents from a safe distance, and intercept approaches.
Simon and Richter excel at the mid-long range, where their whip attacks can hit opponents from outside of their burst range.
With how Simon and Richter can punish Young Link for using projectiles safely from mid-long range, this can interfere with your autopilot a lot of the time, as usual coverage won’t work against them. Prioritize simple conversions that put them in disadvantage, as it’ll minimize situations where autopilot can be erroneous.
Long range is favorable for Young Link if the Simon/Richter commits to projectiles rather than stage presence and whip aerials. Young Link’s Fire Arrows can outpace Cross, as hitting Cross with a Fire Arrow will deflect it. Most Simon/Richter players will take stage presence and set up their spaced whip aerials, though. This is unfavorable for Young Link, since they gain initiative alongside setting up their spacing.
Usually, Young Link is the one keeping the opponent out and intercepting their committal movement/buffered options. This is the opposite against Simon and Richter, because at long-range they can establish safe whip pressure. It’s on Young Link to close the distance and knock Simon/Richter away. In disadvantage, they can’t set up the ideal spacing for whip pressure.
How can Simon and Richter Intercept, & How do I get in?:
Simon and Richter can intercept dashes with Dash Attack and FTilt from mid-long range while grounded, and short hop FAir/BAir angled down to punish projectile usage and potentially kill. The added component of air drift also makes the timing of these aerials more ambiguous.
Simon and Richter can intercept short hops/full hops with NAir. This covers the space right around them, meaning that they can meet you in the air with NAir as opposed to giving up space using a spaced whip attack.
Simon and Richter can hit opponents on the ground near him with DTilt. Since DTilt2 launches them past shields, they can use it to escape to the other side of the stage.
The time and space at which Simon and Richter will intercept you will vary as you change how you get in.
Shielding to close the distance is strong, as it can force them to read what you’ll do.
Either approach on the ground (dash/run/walk in and attack, Grab, shield), at short hop height (NAir/BAir/ZAir/empty landing/empty land shield/etc.), or full hop/double jump (landing NAir, landing shield, landing FAir) mix-up height.
Separate the Simon/Richter’s whip game from the approach game. Trying to get around both will only play to what they want. First, get in close range, then consider how to approach.
Moveset in Neutral Overview:
Simon and Richter can angle their FAir and BAir up or down. Angled up is used to catch jumps, and angled down can catch projectiles on startup from a whole initial dash away. Their FAir/BAir have high killpower when spaced, but low killpower otherwise.
Simon and Richter’s FTilt is a quick and long-ranged whip attack that covers ground space. It can catch dash-ins (anti-burst option like Fire Arrow) and dashbacks. It’s safe on shield when spaced. Make sure to either crouch after a dash/run out of a dash, or walk to have instant access to shield.
Simon and Richter’s NAir is a lingering aerial that covers space near and around them. It’s their “get off me” aerial. It’s unsafe on block though, even when landing.
Simon and Richter can use their Dash Attack/DTilt to catch dashbacks and hit opponents too close to them. These attacks can cross up on shield, making them awkward to punish. DTilt has two hits, which can cover half of the stage in total.
Cross is Simon and Richter’s Side Special. Out of the 3 projectiles, this has the most use directly in neutral. Cross can be used with either a tilt input or smash input, which changes the distance the Cross travels. Cross travels in a straight line and returns in a straight line at the altitude fired. It doesn’t curve back to them.
Cross has a hitbox traveling outwards and when returning. The returning hit can set up for combos and kill confirms.
Simon and Richter can get away with living for a long time against Young Link by just shielding. Since they have so much range, projectiles that Young Link will usually hit give little potential for reads, and he can only take lower-reward followups. Take these followups simply to put them in disadvantage.
Likewise, when you Grab, use FThrow if it means putting them offstage.
Fire Arrow can call Simon and Richter out during startup on whip attacks, or closing the distance on the ground. With how they can punish Young Link for using Fire Arrow from midrange with short hop FAir/BAir, there’s more inherent risk to using it. If a Fire Arrow connects, take the simple conversion to put them in disadvantage.
Boomerang isn’t a neutral tool in this matchup. Simon and Richter have comparable range at twice the speed. It clanks with virtually everything. Pull a Bomb instead if possible, which actively helps with approaching. Boomerang is still decent at covering full hops.
Disadvantage
Above Stage, Ledgetrapping, Edgeguarding
Boxing
(How do I escape this situation?):
Fire Arrow/Boomerang out of the corner aren’t real options, considering how Simon and Richter can punish them safely and out of their unreactable range.
Simon/Richter’s FAir/BAir/FTilt can all catch Young Link in the corner jumping or staying there safely and reliably. Young Link can’t punish them directly for these options.
Dashing/running from the corner is very risky, since Young Link won’t have instant access to shield. Walking is safer since Young Link has quicker access to shield. Spotdodging can dodge a whip attack and also punish the hard commitment of Grab.
Simon and Richter can use NAir/Dash Attack/DTilt to hit Young Link close to them. Since Young Link can pressure them up close, they can pre-emptively cover the close space.
Mix up between fighting Simon and Richter up close in the corner, and moving past them to get back to neutral.
Simon and Richter can use DTilt1 to force tech chases for stocks. This is especially tricky considering most opponents will already be thinking about what to do after getting hit by DTilt2.
Platform Pressure
(What tools do they have? How can we escape this pressure?):
Simon and Richter can platform pressure from a safe distance, thanks to FAir/BAir.
The range on FAir/BAir allow them to cover all options at once, but not necessarily different timings.
Simon and Richter will shark for jumps with FAir/BAir off of the platform.
Mix up between platform jumps and platform drops and timings.
Landing
(How do they cover it? What are my best options?):
Simon and Richter can use FSmash when juggling to hard punish airdodge landings. It’s lenient due to it's range and high-startup, making it usable as a sort of soft read.
Simon and Richter can throw Axe to anti-air opponents above him. It has high killpower, and while it can be challenged, it’s risky to challenge it when Young Link is at high %s. NAir can clank with Axe.
Cross can be thrown at full hop height to cover airspace/force Young Link to move around it. Young Link can clank it with NAir reliably.
Simon/Richter’s UAir is a long-ranged vertical disjoint that goes straight above them. It completely shuts down DAir as a landing option.
Simon/Richter’s FAir/BAir angled up are their main tools for anti-airing from a safe distance. Young Link has no way to punish them for using these aerials. Focus on dodging the hit and mixing up options and timings.
With Simon and Richter, Young Link can land away from them, but that also sets up for their whip pressure. Young Link can land near Simon and Richter, or away from them, each option is viable. Being closer to them has better risk-reward once Young Link is out of disadvantage.
Offstage
(How Do I Escape This Position And What Do I Look Out For?):
DI Axe down and away to inhibit Simon and Richter from follow ups. If Axe hits Young Link low offstage, they can follow up with a FAir/BAir/FSmash to kill confirm.
Simon and Richter can throw Holy Water at a low angle offstage. While it won’t explode, it can gimp opponents because it can reset their airspeed. While Young Link can still make it back, he’ll take more time to get back to the ledge, which gives them enough time to edgeguard with a FAir or NAir.
Cross forward can take stocks by hitting people in the blast zone. By that point, however, Cross is reactable.
Simon and Richter can use NAir to intercept Young Link’s tether recovery/ASA from below. While their NAir doesn’t have a high amount of range or killpower, it has a lingering hitbox, making it a lenient edgeguard tool.
Simon and Richter can use FAir to intercept recovery from a range. It’s more of a hard callout, particularly on high recoveries and double jump callouts.
Drift around Axe/Holy Water offstage, and dodge Simon/Richter intercepting Young Link offstage after getting around the projectiles.
Ledge:
Holy Water is Simon and Richter’s primary ledge trapping tools. It hits the ledge and allows for kill confirms into BAir, FTilt, and FSmash. It also hits the ledge, and covers neutral getup for a lengthy time.
Because Simon and Richter can space their whip in ledgetrapping, they can stand at roll distance to ledgetrap entirely. They can cover ledge roll and ledge jump in on REACTION when anticipated. BAir/FAir cover can hit ledge hang/cover jump. It is, on-paper, an extremely strong ledgetrap.
Ledge roll can still work, if the Simon/Richter isn’t anticipating to cover ledge roll at that moment. It puts you close to them, and you can play close range with them.
SDI Holy Water up to minimize the followup potential off of Holy Water. Holy Water can eat double jumps, and getting sent offstage without double jump. This works because the hitbox of Holy Water shrinks over time during its active frames.
The main way to get off of the ledge against Simon and Richter is mixing up the timing of your jumps, rolls, and neutral getup (when they aren’t using Holy Water).
Simon and Richter’s DSmash can hit EVERY ledge option. It can hit ledge jump, ledge getup, ledge attack, ledge roll, and ledge hang. Only a timing mix-up gets around it. Shielding it also allows for a punish.
Advantage
What are my best options? What does advantage look like? What mix-ups are available?
Juggling/Boxing:
Simon and Richter’s Uppercut is Frame 6 out of shield. It has intangibility on Frames 5 and 6. Uppercut can kill at late %s. They do not have any faster out of shield option, their next fastest being NAir at Frame 11, and Grab at Frame 14. Spotdodge can cover both Grab and Uppercut, but it will lose to NAir. Spaced FAir on shield can beat out all out of shield options.
Simon and Richter can Grab as an out of shield option, but it’s generally a hard read, since it’s limited by the Grab being Frame 10 and short-ranged.
Simon and Richter can use Dash Attack/DTilt to cross up shields out of the corner and return to neutral. These attacks can clank/low-profile projectiles, so they’ll have to be met with an attack or punished out of shield.
Simon and Richter can land with DAir quickly, as it’s a divekick. On hit, it bounces them up with the opponent, allowing for a direct combo/kill confirm into Uppercut.
Simon and Richter don’t have any whip attacks that cover the space directly below them. Young Link can take this initiative to close the distance against Simon and Richter, and actively pressure their landings. If the juggling attempt fails, Young Link can at least punish that. Using FAir/BAir, Simon and Richter can punish Young Link for using projectiles to catch landings. As a result, projectiles are rather inconsistent in corner pressure.
The highest reward that Young Link can get from corner pressure against Simon and Richter, other than taking the stock, is forcing them offstage. Take easy conversions/simple punishes if it means pushing them offstage.
Offstage:
If Simon/Richter predict that Young Link will intercept tether recovery with NAir, they can go extremely low to then recover with Uppercut.
Throw Boomerang high to encourage them to recover at a lower angle, where they have to face a potential edgeguard.
Simon and Richter’s tether can snap to the ledge at an angle from above the ledge and below the ledge. The tether range depends on the angle of BAir/FAir (this is what enables them to snap ledge with tether from both below and above the ledge at a higher degree than Young Link's).
Simon/Richter’s Uppercut moves at a mostly vertical angle. They usually can’t use both tether and Uppercut in the same instance. They might also fastfall early to go low, and recover along the stage with Uppercut.
NAir will consistently gimp Simon and Richter grabbing the ledge with tether, but doesn’t win against Uppercut consistently. At lower %s, soft NAir won’t gimp them, since they can still recover with a double jump. At these lower %s, BAir will gimp more reliably.
Simon and Richter can use double jump FAir to hit Young Link for using projectiles at the ledge to ledgetrap.
Ledgetrapping Simon and Richter is more about positioning and covering them, rather than conditioning with projectiles at roll distance. Using projectiles that far away will give them space to throw whip safely and punish Young Link. Standing close to the ledge and in-between the ledge a roll distance is strong against Simon/Richter when punishing them directly with normals.
Ledge Info:
XLR8’s Spreadsheet Young Link Ledge Info:
DTilt: Hits, very specific
DSmash: Hits
FTilt: Hits
Most Reliable Move: FTilt
Animation Info: N/A
Note: Normal Difficulty, avoid using DTilt.
Miscellaneous
Other Tips/General Notes, Move Kill Percents
FD DTilt > ASA %s @ Ledge: (Simon and Richter can DI down and inconsistently escape) 115, 105
FD FThrow @ Ledge %s: 185, 161
Milkshake %s: (Simon/Richter are launched in front of Young Link with no DI) 112-163, 100-138
Simon/Richter Kill Throws: FThrow, BThrow
Richter Differences:
Simon and Richter are almost the exact same character, with no distinct differences in any of their moves, save for one: Holy Water. Simon's Holy Water is a fire effect, while Richter's is an aura effect. All that this means for Young Link is that Simon's Holy Water will instantly cause his Bomb to explode upon contact, while Richter's has to go through the Bomb's threshold of 6% before blowing it up. The frame difference between Simon's instant explosion and Richter's threshold breach is often too small to even notice.
Stages
Battlefield:
Good. Young Link has the platforms to maneuver getting off of the ledge and landing around Simon/Richter’s whip. Push them to the sides of this stage.
Small Battlefield:
Indifferent. Similar to BF, but the lack of a top platform gives Young Link less options in disadvantage. Simon/Richter holding center stage here is more difficult to address.
Final Destination:
Bad. This stage doesn’t have any platforms for Young Link to land on, nor does it have much space. If Young Link can get in advantage state, it is somewhat favorable for him, as he can cut off Simon and Richter's movement, but neutral and disadvantage are more volatile.
Smashville:
Terrible. Simon and Richter practically control the entire stage on here, there isn’t much of an in-between. Very little room to work with.
Town & City:
Indifferent. With the platforms around, Young Link has space to work with and platforms to get off of the ledge with. Without them, though, the stage is volatile like FD, and Young Link is more susceptible to edgeguards.
Lylat Cruise:
Good. This stage’s slants can make it more difficult for Simon and Richter to hit angled-down whip aerials and Holy Water at the ledge. This, combined with the dense platforms, give Young Link good routes to approach with.
Pokémon Stadium 2:
Great. This stage’s platforms and space give Young Link more ways to get off of the ledge and approach Simon and Richter, since Young Link can now mix his jump usage using the platforms.
Kalos Pokémon League:
Terrible. The platforms on the side don’t help with getting off of the ledge much, since Simon and Richter can cover them safely with FAir/BAir. They will also live much longer on this stage without an edgeguard.
Yoshi’s Story:
Good. Same reasoning as BF.
Sets & Resources
Young Link vs Simon and Richter Matchup Compendium Playlist: YL vs Belmonts
Reference Images