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Simon and Richter Belmont are long-range space controllers. Keep opponents near the spiked tip of the Vampire Killer, then use Cross, Axe and Holy Water to make approaches, jumps and ledge options predictable. Convert the openings into forward aerial, neutral aerial, Uppercut or up smash rather than brawling at point-blank range.
Who are the Belmont characters?
Simon Belmont and Richter Belmont share the same fundamental game plan in Super Smash Bros. Ultimate. Simon is the original Castlevania protagonist, while Richter is his Echo Fighter. Their basic attacks are the same with subtle variations, so the same spacing habits, projectile patterns and combo practice apply to both.
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The most visible difference is Holy Water. Simon’s flask creates a flame-colored effect, while Richter’s produces a blue, aura-like effect. The visual presentation changes, but the move’s role remains the same: place a lingering field that restricts where an opponent can stand or recover, then punish the resulting hit.
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Both Belmonts have poor mobility and can become vulnerable when an opponent gets inside the whip’s effective range. Their strongest games preserve stage position, force an approach through projectiles and whip hitboxes, and turn defensive reactions into repeatable traps.
The Belmont win condition
Your objective is not to hit the opponent with every projectile. It is to make each available approach unattractive. A Cross can occupy a horizontal lane, Holy Water can block a landing or ledge option, and Axe can cover a jump or a high recovery. Once the opponent chooses a direction to escape, the whip or a finisher covers that response.
Control the tip of the whip
The outer, spiked tip of the Vampire Killer generally gives you the reach and reward you want. Forward tilt, forward aerial and back aerial are especially useful for maintaining that distance. Stand far enough away that a missed swing does not leave you directly beside the opponent, but close enough that the tip reaches when they advance.
Preserve stage position
Because Belmonts do not move quickly, giving up the center of the stage can be difficult to undo. Avoid retreating automatically after every projectile. Instead, throw a Cross or Holy Water while holding a position from which you can still cover a jump, shield or roll. A blocked projectile is useful when it forces the opponent to remain stationary long enough for your next spacing decision.
Force predictable movement
Repeatedly using the same projectile timing allows an opponent to pre-empt you. Vary the delay between Cross and whip attacks, throw Axe only when a jump or platform route is plausible, and place Holy Water where the opponent must land rather than where they are standing now. The goal is to make movement predictable, not to create a fixed sequence.
Essential moves and what each one does
| Move | Primary job | Important follow-up or caution |
|---|---|---|
| Forward tilt | Long-range grounded poke with the whip tip | Use from maximum practical distance; avoid swinging repeatedly when the opponent is already inside. |
| Forward aerial | Reliable horizontal walling tool | Space the whip tip and use it to challenge approaches or finish a projectile hit. |
| Back aerial | Retreating or cross-up spacing | Useful when backing away from pressure without surrendering all control. |
| Cross (side special) | Occupies a lane and can hit again on its return | Respect the return path; it can create aerial, Uppercut or up-smash conversions. |
| Axe (neutral special) | Arcing anti-air and recovery coverage | Slow startup means it is strongest against predictable jumps, platforms and low recoveries. |
| Holy Water (down special) | Creates a lingering field for traps | Place it at a landing or ledge choice, then use a whip finisher or Uppercut. |
| Uppercut (up special) | Fast out-of-shield option, conversion tool and recovery move | Spending it early offstage can leave you without a safe recovery. |
| Up smash | Vertical punish and projectile conversion | Use after a returning Cross or a trapped opponent when the percent and spacing fit. |
Cross: your safest way to start pressure
Cross travels forward and can strike again as it returns. The first hit asks whether the opponent will shield, jump or move away; the returning hit punishes players who remain in its path or react late. SmashWiki describes the returning hit as having low vertical knockback, which makes aerials, Axe and up smash practical follow-ups when the launch angle and percent line up.
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How to throw Cross
- Stand far enough away that the Cross reaches the opponent without putting you beside them.
- Watch the first hit rather than immediately buffering an attack. Confirm whether the opponent is grounded, airborne or shielding.
- Track the return path. If the opponent remains near it, prepare forward aerial, neutral aerial, Uppercut or up smash; if they jump, use the whip or Axe instead.
- After the Cross has done its job, reposition. Do not chase a blocked throw into point-blank range.
A grounded Cross can lead into forward aerial or neutral aerial when the opponent is launched into a reachable angle. The returning hit can also set up Uppercut or up smash. These are confirms, not automatic strings: distance, damage, drift, character weight and directional influence change the timing.
Axe: cover jumps, platforms and recoveries
Axe follows an arcing trajectory and is slower than Cross, but it is powerful and difficult to avoid when an opponent is committed to a jump. It can pass through solid terrain, allowing it to threaten opponents above or below platforms and to cover recovery routes that a straight projectile would miss.
Anti-air use
Throw Axe when the opponent has shown a preference for short hops, platform landings or high jumps. If the Axe connects, forward aerial is a common route when the launch angle keeps the opponent in front of you. At higher percentages, Uppercut may be available instead. Do not throw it simply because the move is ready; a grounded opponent can often run underneath or punish the long commitment.
Edgeguard use
From the stage, aim Axe at a recovery path that passes below or behind you. The arc can cover positions that are awkward for the whip, especially when the opponent must rise through a predictable point. Keep enough stage space to return safely if the Axe misses.
Holy Water: turn a location into a trap
Holy Water is most effective when the opponent has limited choices. Place the flask where they must land, at the edge before a likely get-up, or in a corridor created by a platform and the stage boundary. The resulting pillar or field holds the opponent long enough for a decisive hit.
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Grounded conversions
When Holy Water catches a grounded opponent, choose the finisher based on your distance and their damage. Forward smash gives a powerful horizontal punish when you have time and space. Forward tilt is safer when you need to maintain range. Uppercut works when the opponent is close enough and the launch angle makes the rising hit connect.
Ledge trapping
Throw Holy Water before committing to a smash or tilt at the ledge. The field can cover a get-up or force the opponent to remain in place while you wait for a reaction. If Cross is already traveling through the same area, be careful: its hit can dislodge the opponent from the Holy Water trap before your finisher is ready.
Uppercut: conversion, out-of-shield option and recovery
Uppercut is the Belmonts’ up special. Onstage, it is a fast out-of-shield option and can convert after Cross or a down-air hit. Its vertical launch makes it useful when the opponent is directly above or close in front of you.
Offstage, Uppercut is also your recovery move. That dual purpose creates a resource decision: an Uppercut that wins a close-range exchange may leave you without the same option for returning to the stage. When recovering, vary your timing and drift rather than always snapping to the ledge at the earliest possible moment. Opponents can intercept a predictable tether path.
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Belmont combos are usually short conversions from a projectile or a situational hit. They are not universal, guaranteed strings at every damage level. Practice each route from both sides of the stage and test it against several character weights and directional-influence choices.
| Starter | Follow-up | When to look for it | What can change it |
|---|---|---|---|
| Returning Cross | Up air or Uppercut | When the return hit lifts the opponent close to you | Percent, drift and whether the opponent is above or beside you |
| Grounded Cross | Forward aerial or neutral aerial | When the first hit leaves the opponent in front at reachable height | Spacing and the opponent’s launch direction |
| Holy Water | Forward smash, forward tilt or Uppercut | During a grounded or ledge trap | Your distance, available time and damage percent |
| Late down air | Forward aerial or back aerial | At medium percentages when the late hit connects during a landing | Hitbox timing, character hurtbox and DI |
| Late down air | Uppercut | At higher percentages when the launch angle keeps the opponent close | Percent and whether the opponent drifts away |
| Axe | Forward aerial or Uppercut | After an anti-air or edgeguard hit | The opponent’s launch angle and your position |
Returning Cross into up air or Uppercut
Stand at a range where the Cross returns through the opponent. As the returning hit connects, buffer the upward follow-up, but confirm visually before committing. If the opponent is too far away, Uppercut can whiff; if they are already above you, up air may be the more direct choice.
Cross into an aerial
A grounded Cross hit can give you time to jump forward. Forward aerial covers the space in front, while neutral aerial is more forgiving when the opponent’s drift is uncertain. Do not autopilot the jump: a shield, late air dodge or unexpected launch direction can make the aerial unsafe.
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- New stages and fighters are joined by the combined rosters of every past Super Smash Bros. game
- Play any way you want—locally, online, in TV mode, Tabletop mode, Handheld mode, or even with GameCube Controllers
- Fight faster and smarter with new and returning techniques, like the perfect shield and directional air dodge
Holy Water into a finisher
After the field catches the opponent, select forward smash for a high-reward punish, forward tilt for a faster spacing hit, or Uppercut when the opponent is close and vertical coverage is preferable. The correct choice depends on where the trap occurred, not on a fixed combo list.
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The late hit of down air can connect into forward aerial or back aerial at medium percentages. At higher percentages, Uppercut may connect instead. This is a landing conversion for a specific hitbox and timing, not a universal answer to every down-air contact.
Neutral-game checklist
- Begin exchanges at the Vampire Killer’s tip, especially with forward tilt, forward aerial and back aerial.
- Use Cross to make shielding or jumping costly, then cover the chosen response with a whip attack or Axe.
- Reserve Axe for jumps, platforms and recoveries where its arc is difficult to avoid.
- Change projectile timing so the opponent cannot pre-empt the same rhythm.
- When the opponent gets inside, disengage with movement and a well-spaced aerial instead of repeating slow grounded swings.
- Keep enough room behind you to retreat without immediately reaching the ledge.
Ledge trapping and edgeguarding
Belmonts are strongest at the ledge when they prepare the location before attacking. Holy Water can cover a get-up option, Cross can occupy the horizontal route, and Axe can challenge a jump or recovery that rises high. The whip then punishes the response that remains.
Basic ledge sequence
- Position just outside the opponent’s immediate get-up attack range.
- Place Holy Water where a neutral get-up, roll destination or landing is likely.
- Watch for a jump, ledge drop or delayed get-up rather than swinging immediately.
- Use forward tilt or forward aerial to cover the grounded escape.
- Use Axe when the opponent commits to a high jump or recovery route.
Avoid stacking every projectile in one place. If Cross immediately strikes the opponent out of the Holy Water field, the trap may end before your finisher connects. Space each tool so one action covers the response created by the previous one.
Disadvantage and recovery
Belmont disadvantage is most dangerous when an opponent gets under the whip or intercepts the tether. Once pressured, prioritize reaching a safe stage position over forcing a reversal.
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1Scan for outdated or missing drivers - takes under a minute2Repair Windows errors before they cause bigger problems3Fix the driver behind crashes, sound loss and screen glitches- Use a well-spaced aerial to create room instead of throwing repeated slow grounded attacks.
- Vary drift and tether timing on recovery so the opponent cannot wait at one predictable point.
- Remember that Uppercut is both an onstage defensive move and your recovery. Spending it early offstage can remove your safest route back.
- Preserve your jump when possible; losing it before the tether is forced makes interception easier.
- If the opponent is above you, reposition under the platform or stage rather than challenging every landing with a risky swing.
Training Mode practice plan
Set up practice around the decisions that make Belmonts difficult, not just around memorizing button sequences.
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Drill 1: tip spacing
- Place the training opponent at midrange.
- Walk forward and backward until forward tilt, forward aerial and back aerial connect only near the whip tip.
- Repeat from both sides and from the edge of the stage.
- Record the distance at which a missed attack leaves you vulnerable to a dash-in.
Drill 2: Cross return timing
- Throw Cross from several distances.
- Watch the first hit, then track the return path without pressing an immediate follow-up.
- Practice forward aerial, neutral aerial, Uppercut and up smash separately.
- Repeat at low, medium and high damage to learn when the launch angle changes.
Drill 3: Holy Water traps
- Place Holy Water at center stage, beside a platform and near the ledge.
- Record the opponent using neutral get-up, roll, jump and delayed get-up.
- Choose a different finisher for each response: forward smash, forward tilt or Uppercut.
- Check whether a Cross through the area helps the trap or knocks the opponent out too early.
Drill 4: recovery variation
- Practice returning from below the stage with different drift timings.
- Delay the tether instead of always using it at the first possible moment.
- Have the training opponent attempt to intercept predictable routes.
- Repeat until you can vary your recovery without losing the ledge connection.
Common mistakes and corrections
Swinging at point-blank range
Long reach does not make every whip attack safe. If the opponent is already inside the tip, repeated forward tilts can be too slow. Move away, use a properly spaced aerial or create room with a projectile.
Throwing Axe on autopilot
Axe is powerful but slow. Use it against a jump, platform route or recovery that you can identify. On the ground, an opponent who stays low may punish the commitment.
Ignoring the return path of Cross
The returning hit is part of the move’s value. Throwing Cross and immediately turning away wastes the lane it creates. Stay aware of where it will travel, but do not stand so close that the opponent can attack you before it returns.
Using Holy Water without a follow-up plan
The field matters because it limits a choice. Before throwing it, decide whether you will cover the ledge, landing or grounded position and which finisher reaches that location.
Recovering predictably
Belmonts can be intercepted when the tether timing and drift never change. Mix early and delayed recoveries, vary your angle and avoid spending Uppercut unless the situation justifies the risk.
Version note: update 9.0.0
Nintendo’s version 9.0.0 fighter-adjustment notes record increased attack speed for both Simon and Richter’s up smash attacks. The change is relevant when practicing projectile conversions into up smash, but it does not establish current frame data for every move. Balance patches, game versions and online conditions can affect timing, so do not treat old frame numbers or combo charts as permanent guarantees.
Simon or Richter: which should you learn?
Learn the fundamentals with either character. Their core attacks, specials and spacing plan are shared, and the main documented visual distinction is Simon’s flame effect compared with Richter’s blue or aura-like Holy Water effect. Choose the character whose animations and effects make your confirms easiest to read, then practice the same Cross, Axe, Holy Water and whip routines.
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The important choice is not a different combo tree. It is whether you can maintain tip spacing, recognize the opponent’s approach pattern and preserve your recovery resources. A Belmont player who controls those decisions will see much more benefit than one who changes characters searching for a shortcut.
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