SSBU/Steve/Strategy

Gameplan Summary

 * Placeholder

Neutral

 * Placeholder

Disadvantage

 * Placeholder

Stages

 * Placeholder

Tips and Tricks

 * Placeholder

Preface
Now, you're probably here to find advice on how to fight Steve. If you don't know how Steve's gameplan works, you will be beaten easily, and you will still face an uphill battle when you do know the ins and outs of his moveset, thanks to it's excellent strength. However, you will at least understand why Steve players do X thing or Y thing, and be able to act in each situation accordingly. Yes, Steve will recognise this and attempt to outplay this counterplay, and you will have to adapt accordingly- but such is the beauty of fighting games.

Having matchup knowledge won't necessarily make fighting Steve more 'fun' (I also do not find fighting this character 'fun', alas life is unfair). But hopefully you can win more matches against Steve with this knowledge.

''Side note: This writeup will also not include the possible use of PMLG, WGT OWADIO. If you let yourself have the mindset that Steve will go for PMLG everytime in situations that are close to impossible to pop up in a normal match, you are losing mental space that could have been used for your mental stack when fighting him. So please, don't think about whether Steve will or will not PMLG. Unga bunga, no thoughts head empty.''

Fighting Steve
Steve's goal is to mine as many resources as he can while playing keep-away, then apply strong pressure using his resources. This gameplan puts it up to you to close in and hinder his resource collection, a hard task considering Steve's excellent close-range game and ability to set up walls through. He has 2 main resources (iron and materials) to manage in order to maintain this pressure; without either, he suffers. A lack of iron severely hinders Steve's ability to apply pressure, approach, and escape disadvantage due to and  being unavailable, leaving him with his abysmal base mobility and generally stubby range, while lacking materials makes Steve unable to repair his tools, make new ones, or use. He also can't afford to get KO'd when he has almost no resources left, as he will only get 3 units of iron on respawn. Further enhancing his disadvantage woes is his shield: Steve is very vulnerable to being shield poked due to a bugged shield.

In short, Steve's whole gameplan is very dependent on all of his resources. In order to fight Steve, you must first attack his resources. This means you have to be patient, letting Steve waste his resources by waiting him out and keeping out of his burst range. Make Steve use up his resources, and go in for the kill once he tries to replenish them. His 1st stock is the most important stock, and determines how the rest of the match will be played out.

Unique Mechanics

 * Resource Meter
 * Iron
 * Gold
 * Materials

Steve relies on his Resource Meter for almost everything:, , , , , and maintaining his tools. Each move uses a unique resource- be it iron or materials. Be sure to read up on how his meter works on (Placeholder), as fighting Steve will require a solid understanding of how each move works, and how Steve manages his resources while using said moves.

Dealing With Steve's Normals
Steve has many rewarding normal moves that convert to high damage on hit. Moves like and  are fast, strong pressure tools up close, and lead to high damage conversions. Thankfully Steve's range on these moves are quite mediocre despite their disjoints, and his movement stats are atrocious: walk speed, initial dash, running speed, and air speed in the bottom 10s and the worst initial dash. Stay out of the range of these moves, and outrange these moves if you can. Most Steve players knowing this will use moves like and  in order to create opportunities, which burns his Iron resources. At some point, Steve will run out of resources and be forced to retreat to mining. This is your biggest opportunity move forward and pressure Steve. Knowing what tools corresponds to which attacks is also important- Axe attacks are his upward hitting anti-air attacks, Sword and Pickaxes are horizontally hitting attacks. When these tools break, know that Steve will get a severely degraded moves for the broken tool, and you can attack him from those angles much more easily while they are broken.

/: Aerials that Steve uses for spacing, and are very dangerous when in range - their generous autocancel windows mean that Steve is very hard to whiff punish, and on block they are particularly safe when spaced. Just like most of Steve's moves however, their range is quite lacking. The lack of multihits means that they can also be parried quite easily.

Its upward angle allows it to anti-air well, and is very safe on shield: if hit from the front, Steve is minimally -2 on shield, meaning he's impossible to punish on shield. After the first hit on shield, Steve can follow up with more s to keep the shield pressure up. After the 2nd on shield however, a gap opens up where you can use OoS options(i have no idea of how plus/minus, placeholder) to punish Steve for spamming. Steve can then choose to spotdodge or shield to then punish this option, but this will mean giving up his shield pressure. Note that that no matter how unpredictable you are against this move on shield, the risk-reward ratio is always in favor of Steve. Thus in most cases, it's best to roll away from him to prevent further shield pressure; rolling in will get you caught by him using walking backwards.

If Steve manages to get you off stage from his combos, he'll almost always have time to replenish his resources. However, if you manage to deal the Iron moves he throws at you and he overextends, Steve can be left in a bad position.


 * Place Block



Place Block's use in combos will not be discussed

is the glue that holds Steve's kit and gameplan together, and serves many purposes. In Neutral, Steve can use this move to block projectiles or force opponents to jump over walls while he is building. Learning how to work against and with Blocks will determine how well you are able to fight Steve. Here's a few things to take to note about Blocks.


 * 1) Blocks count as a projectile type and a full surface. This surface attribute applies to the faces of all blocks, but not their corners - allowing blocks to seemingly absorb projectiles without being destroyed (e.g: 's Arrows, 's ). However, they are not immune to direct attacks from swords, kicks or other normal attacks.
 * 2) Blocks abide by the same damage scaling as players. Hitting a block with a strong move may 'break' a block, but it will leave it in hitstun for longer, causing it to be out for longer. Thus, it is best to poke at Blocks with fast and weak moves to ensure that Steve has little time to respond.
 * 3) Blocks that aren't connected to the ground (1 block above the stage) can be walked through, immeadiately breaking the block. This only applies for full block gaps, and not for platforms.

Knowing this, you will often see different types of walls built by Steve. They are usually built as a deterrence to keep you out from attacking him while he is mining. The way to approach most walls is quite similar: Hit the blocks from midrange with large disjoints or with a retreating attack (e.g: Most swordie s, retreating aerials with large range). Once the block is close to being destroyed, you can approach the wall and try to force options from Steve. Steve's position relative to the wall (assuming 1 block wide) will determine how safely you can attack the wall.


 * If Steve is positioned ≤ 0.5 block distance from the wall, he is in a position looking to punish you with his close ranged moves. Very dangerous.
 * If Steve is positioned > 0.5 block distance and ≤ 1.5 block distance from the wall, his ability to punish your moves will vary by character. Usually, it'll be with or.
 * If Steve is positioned ≥ 1.5 block distance from the wall, Steve doesn't have time to punish most laggiest moves.

Though there are countless types of walls that Steve can build, they are usually variants of a few common walls. Listed below here will be some common walls that Steve will put up. Each wall has their own characteristics, and have different uses for Steve.

The basic BnB of Steve's walls: a 1 column, 3 block high wall. They are effective in shielding Steve as you must either pressure the wall or be forced to jump over to get to Steve. A 3 High but with a roof. Used often when Steve needs more coverage (e.g: when his location lacks a platform) and to prevent jump ins. A wall missing the centre block of a 3 High. Don't be fooled by the gap, Steve can use to punish anyone who pushes too far in pressuring the wall.
 * -|3 High=
 * Standard rules of pressuring the wall apply: safe, midranged pressure on the wall, then force an option as soon as a block breaks.
 * -|Upside Down L=
 * It's highly encouraged you do not jump in to attack Steve. The wall's roof will force most characters to burn a double jump to get over, making your approach predictable and easy for Steve to catch. Stay out and pressure the wall from a distance, and try to move in with a more grounded approach.
 * -|Keyhole=
 * If Steve has gold, you must be extra cautious of as an option from Steve. Otherwise, the same rules apply.

Before ending off this section, here are some other key pointers that you should follow on about the wall.
 * Do not wait Steve out while he is mining. Steve must give up stage control when he is mining, and it is crucial you do not dilly dally letting him mine rent free. Play outside his wall like a shield, while carefully breaking down the wall.
 * This pointer need not always apply for characters who have special abilities. can charge Limit while waiting, and  can stack up buffs in the meantime that Steve mines. However, it is still important that you put pressure on Steve to interact with you, lest he mines away to his win condition.
 * After breaking a block, don't always rush in to hit Steve. Depending on which block that you destroyed, there are different ways that you should approach the situation. You can try to bait Steve into retaliating or using a panic . Unga bunga play can result in you overcomitting and getting punished.
 * Always keep the pressure on Steve with his walls. Even if Steve needs to build another wall, he will eventually find himself pushed to the ledge and will find another way to escape. Pay attention to this, and punish Steve if he becomes predictable with his options.


 * Mining



Everytime that Steve attempts to mine, he is giving up space and stage control to do so. For that reason, Steve will almost always put up block walls in order to create space between you and him. Do not let Steve get away with mining freely. EVER. If you don't pressure Steve when he's mining, you will simply reset the situation for Steve and let him gain Iron and materials, as well as get closer to his win condition for free. Refer to the section on 's walls on how to deal with each setup that he does. Once Steve gets KO'd, his mining sequence is reset, forcing him to go through the mining sequence again in order to get to diamonds.


 * The terrain that Steve plays on is important to note as they determine the materials that Steve will mostly get, and how fast Steve mines to diamond. Some stages have 2 different terrain types, allowing Steve to enjoy the benefits of both worlds (e.g: Kalos has both Iron terrain and Stone terrain- Steve can choose to prioritise what material he wants more). However, this comes with the catch that Steve uses a different mining sequence for both terrains, meaning he will mine for Diamonds slower overall.
 * The tool Steve uses to mine is also affected by the stage. Most stages use either Pickaxes or Axes to mine. This should be noted, as the tool used for mining will break much faster than any other tool.
 * Steve can choose to mine on his TNT and Anvil to get Iron fast as they count as an Iron terrain type. They won't contribute to Steve's main stage mining sequence, so don't worry too much about him getting diamond quicker with this.
 * Crafting/Upgrading Tools



All of Steve's attacks and mining use up the durability of Steve's tools. Once used up, Steve must craft new tools, as almost all of his punch moves have horrible range, losing even more range on Steve's already mediocore range. Crafting/upgrading tools takes a good amount of time - 45F (56F for diamond). It is easily punishable if Steve does this without a wall, and if you are within striking distance. The tool that Steve crafts depends on the resource available, with the highest quality resource being prioritised. Wood tools may have more consistent combos due to a lower SDI modifier, but their horrible durability means Steve usually wants to switch to a higher quality toolkit as soon as he can. Listed below are the advantages/disadvantages of each material type (excluding Diamond), and how prioritised they are for Steve.
 * Stone tools have a good balance between damage and durability. They are cheap materialwise, stronger than Wood while having greater durability. Highest priority other than Diamond.
 * Gold tools have faster frame data and allow Steve to very quickly mine materials. Steve will use this when he wants to get as much materials and Iron. The drawback is Wood level damage and horrible durability- tools being brittle as Wood. They are also quite expensive resource wise, requiring 4 Gold that could have been used for instead.
 * Iron tools while the 2nd strongest tools have a significant drawback - their material cost to craft. 4 Iron is required to craft a set, which could have been saved for and  instead. You will see Steve never craft Iron tools unless they have a good surplus of Iron or are unaware of this.

Upgrading tools to diamond level is effectively Steve's win condition - higher damage output, higher material output from mining and more durable tools. You will want to prevent Steve from having the opportunity to mine Diamond in the first place. Diamonds are always mined at fixed intervals - 1 in 30 materials for Neutral terrain, 1 in 28 materials for Wood terrain, 1 in 22 for Stone terrain, 1 in 33 for Dirt terrain and 1 in 15 materials for Iron terrain. If Steve mines diamond, fret not- he still has to find the time and opportunity to craft diamond tools. Steve will usually try to avoid crafting diamond tools if they are at a high percentage to get the most out of the diamonds he mined- this means that he will be unable to repair his tools as the most valuable material is prioritized when using a Crafting Table. Tools are reset to Wood after a stock is lost, so Steve will always try to attempt crafting diamond tools when he is at low percents. 
 * You will often see Steve craft Diamond tools at the start of a new stock so as to abuse the invincibility period from spawning to safely craft - run into them to push them away from the Crafting Table. This will catch them off guard and prevent them from crafting Diamond tools, while wasting their spawn protection.
 * Crafting Table

The placing of a Crafting Table requires materials: 2 Wood, 4 Stone or 1 Iron. It will prioritise the lowest cost material. It is important that when you have the chance to, break the Crafting Table. Although the number might seem small, Steve cannot afford to keep making Crafting Tables without returning back to mining for materials. Because the table automatically respawns every 240F (4s), Steve will keep burning materials if he is offstage, putting even more pressure on him to return to mining ASAP. This is especially important on Stone stages, since it makes up a majority of Steve's material source, and spawning a Crafting Table with Stone is the most expensive.

 Steve's Minecart has armor (8.4%) protecting Steve's lower body. However, it doesn't protect Steve from attacks that are aimed towards his upper body. At mid-far ranges, aim to attack Steve with direct attacks from above (around a 45 degree angle) to bypass this and if there isn't enough time to do so, jump away to reset the situation. If Steve uses Minecart at point blank range, it is VERY punishable on shield- you have up to 16F to decide Steve's fate OOS. Most Steves that are aware of this will try to space Minecart to avoid this, so roll in as a counter. Steve will be unable to punish this option no matter what as his fastest options will always be shielded in time.

With Gold, Minecart gets powered rails and is even stronger, becoming harder to react to due to its speed. Steve can only use with Gold however, which has a lower rate of getting mined than Iron. Powered Minecart needs to be respected more compared to base Minecart, so try to go for less risky options when challenging it.
 * Although technically possible to hit Steve with projectiles while he is in Minecart, Minecart's invincibility during startup means that Steve can use this to armor through the projectile- even as damaging as 's or . Transcendant projectiles also do not work against the Minecart.
 * Rolling towards empty Minecart is not favorable - Steve can use to punish this option if he uses Minecart at a height (which he usually does), though it does burn up his Iron.
 * Rolling away from empty Minecart is also ill advised- it will cause you to get caught by the command grab.

Sometimes you will also see Steve mains place blocks down and then place a. The Minecart then bounces off the blocks and run over the already placed rails. Don't get baited by this, wait out the situation on a platform or jump over it. While possible to hit Steve out of the minecart, it's best to let Steve stay between the blocks: Remember, as long as he is seated, he isn't mining for his win condition.

Lastly, DO NOT get grabbed by empty Minecart (grabs grounded opponents only) - getting grabbed at medium-high percentages by almost always results in Steve getting an extremely advantageous scenario that will lead to your stock taken. Delaying a mash could potentially help to bait Steve out into thinking you'll land onstage instead of offstage, but know that the odds of surviving are stacked heavily against you. A tragedy, but such is life.

 Anvil is punishable on shield if done from slightly above a character's shield - there is a noticeably big gap between the initial falling hit and the landing hit. If Steve drops this from a further height, roll to avoid the Anvil. Anvil also counts as a projectile, so characters with reflectors can use this against Steve. (Placeholder)

 Although an extremely potent ledgetrapping tool, TNT is a resource expensive move: everytime Steve uses TNT, it burns up a good chunk of his materials. It works by taking up '50' points worth of materials: 2 for each Dirt, 5 for each Wood/Stone and 10 for each Iron. Using this forces Steve to give up a good portion of his blocks, or Iron that could be used for or  instead. Dealing with Steve's TNT ledgetrap setups will be discussed in the disadvantage section.

Other than its use as a ledgetrapping tool, Steve can also use this as a desperate last attempt when recovering to stall offstage long enough for a spawned Minecart to fall into the blast zone and despawn, allowing him to use another. However, it is still very expensive for Steve to use, and combined with breaking the, will chunk away at his materials.

Advantage
So you've gotten past Steve's setups and sent him into disadvantage. Now is the time to pressure him as hard as possible. Due to Steve's horrendous grounded and aerial mobility attributes, he is very susceptible to being juggled and is usually easy to combo. Knowing this, Steve will usually have to burn his resources in order to get out of disadvantage state. In the air, Steve will either use Blocks to stall or drop Anvils to discourage you from juggling him. Either option force him to burn up his materials, and it is not always possible for Steve to use blocks depending on his position. Don't let Steve have stage position, and always try to push him to the edge. When cornered, Steve will try to go for a Minecart or use delayed SH to create space, so be on the lookout for that as well and punish accordingly. Steve will be at his weakest when he runs out of Iron: losing access to means that he lacks any meaningful way of countering moves when being juggled.

When pressuring Steve's shield, try to space your attacks so you don't get hit by Footstool - its a 4F, powerful OOS option that can kill. Without Iron however, Steve loses this option, and must rely on his SH OOS aerial attacks. Though they come out decently fast, their range is quite middling, and Steve can be punished for being predictable. Because Steve has a bugged shield that is very susceptible to shield pokes, Steve will often have to roll away from shield pressure, or risk getting his shield broken if he holds shield. Keep the pressure up on Steve if he rolls, and prevent him from mining resources.

When Steve goes offstage, he might try to place a bunch of blocks as a platform and occasionally mine the stage to gather resources (or when he is close to mining Diamond). This is often referred to as 'Planking'. Not every character is able to effectively challenge this, as Steve can use, or  in order to cover above him. The most optimal thing you can do in this situation is to target his Crafting Table, as it will drain his resources even further and pressure him to come back to stage.

With materials and Iron, recovering is no problem for Steve. , allow for Steve to have more options to recover. also travels a good distance. However, Elytra isn't bulletproof: it can be gimped if you run into him, and its hitboxes are only around Steve's neck. Punish Steve's who get overtly predictable with Elytra's gliding - namely when they try recover high and low. When they recover high, aim to attack them at the peak of their gliding; when they recover low, aim for when they glide upwards.

Disadvantage
Steve gets immense reward off landing hits, converting into highly damaging combos or sending the opponent offstage to set up for edgeguards/ledgetrapping. During these scenarios, Steve gets time to safely mine a few more resources or upgrade his tools/craft and start his setplay.

Dealing with Blocks Edgeguarding
One of Steve's best tools for edgeguarding. He can stay on a platform to chase you for deep edgeguards, or choose to build a barrier to block off your recovery. Blocked edges can still be grabbed if characters are close enough, so don't get predictable with your recovery.

Dealing with TNT Ledgetrapping
is one of Steve's best ledgetrapping tools - it covers almost every option on ledge, and is one of the reasons why Steve is extremely strong at ledgetrapping. Once offstage, there are a few considerations you can make before grabbing ledge to reduce your chances of being hit by it.
 * If your character can avoid the ledge, do it if you see Steve place down a TNT. TNT is very resource expensive for Steve to use, and he is forced to commit to it as a ledgetrap option.
 * If possible, use a suitable projectile (e.g: 's Fireball, 's Laser) to hit TNT before grabbing ledge. A good amount of hits can move the TNT and ruin the setup.
 * If forced to recover low, recover ASAP to minimise the time Steve has to setup.

Should you recover low and on the ledge, there are 3 common TNT setups that Steve will use to ledgetrap. Other setups will be listed here (ty XCidoClipDump)


 * -|Platform TNT=
 * Only applicable on BF and SBF due to platform height

Steve places TNT is on a platform close to the ledge. From there, Steve is able to the pressure plate from below. This covers jump on reaction, and covers roll, getup attack and neutral getup by standing out of most characters good burst ranges (even characters with good burst range like 's isn't safe at the ledge) See GiMR's video for information and specifics
 * If Steve doesn't react fast enough, Jump and Neutral Airdodge to avoid the TNT explosion. You'll still be in disadvantage, but in a much better position or above Steve depending on your character.
 * Fake ledgejump, drop from ledge and jump ASAP, but immediately regrab ledge and buffer an option. This will fake Steve out to the TNT too early if he overreacts to movement.
 * Do not do Neutral Getup and shield the explosion. The TNT will lock you in shieldstun, allowintg Steve to waltz in and your shield, causing your shield to break and thus causing you to lose a stock.
 * Predictable options will get you easily punished. Self explanatory.
 * -|GiMR Ledgetrap=


 * If your character has multiple jumps or a large jump + good aerial hitbox, you can attempt to challenge Steve when he's on, then find your way around TNT if Steve backs off far enough. Ensure you mix up your aerial attacks as Steve can shield if he expects your attack.
 * Some characters can avoid certain aspects of this ledgetrap, and even escape it. Refer back to the first bullet point if Steve expects this in the matchup.
 * Do not panic buffer options - you will get hit and either suffer high damage or lose a stock. Watch the video to know what options are safe, and which are not.
 * Do not wait on ledge for too long, as can cover you waiting on ledge for 3-4s. If you wait out your invincibility, Steve will be happy enough to take that stock you held so nicely for him by spiking you.

Steve places TNT with its pressure plate directly on the ledge. He will wait for you to get close, then attempt a ledge trump when you grab ledge. Steve then ledge drops and does a, both hitting the you and the TNT - the TNT will be sent into your face if you got ledge trumped.
 * -|Ledge Trump > TNT > Up Air=


 * Buffer your options IMMEDIATELY - getting ledgetrumped means that you are guaranteed to get hit by the strongest part of TNT.
 * Your best option to get back on stage with a ledge option is to ledge jump into neutral airdodge (if it isn't staled) or if your ledge jump is very high.
 * Drop down from ledge and attack Steve when he tries to ledge trump you, or when he does an . Ensure that you can get back to stage, and don't hit the TNT.
 * If your airdodge is staled, do a ledge roll to minimise the punishment. Continuous airdodges will mean that TNT will hit with its sweetspot in your airdodge's endlag.

DI'ing/SDI'ing His Moves
The better the material of Steve's tools, the more SDIable Steve's moves are. (This section needs proofreading, but this will do for now.)

SDI out and away. SDI'ing this move will reduce the combo ability Steve gets after using a followup from. DI won't be as much of a factor for this.


 * Pickaxe, Sword Moves

Pickloops >  combos are extremely SDIable, and you should SDI out from Steve. SDI'ing these moves will reduce the combo ability Steve gets, and forces him to use a finisher move early. For trains, SDI out and away from Steve.


 * Axe Moves

You'll need to rely more on DI for these moves as the SDI multiplier for Axe moves is pretty small. Mix up your DI and pray Steve doesn't read it.

Character Specific Options
(Placeholder)

References/Resources for Fighting Steve
Steve Counterplay / Matchup Guide by Omuatsu - a VERY comprehensive guide

Counterplay to Steve Blocks by SmaxSSB

THE DEFINITIVE MINECART COUNTERPLAY GUIDE by RockManSSB

HOW TO ESCAPE EVERY STEVE COMBO WITH SDI by RockManSSB

Document from AcidArmy

How to SDI Steve's most important moves by @BocchiTheBlock

Beating Steve: A Play-by-Play Analysis by RockManSSB

How TOP PLAYERS DESTROY STEVE in Smash Bros! by Dabuz

A list of edgeguard/ledgetrapping setups Steve has by XCidoClipDump