SSBU/Steve/Steve NormalMoves MoveCards

Guide on how to edit

 * 1) Go to the move you want to edit
 * 2) Edit in between the tags:  WRITEUP GOES HERE 

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 * Jab and Forward Tilt are the same move. The line between them is unclear/nonexistant. It's almost always referred to as Jab. (pretend every instance from here where it says jab/f-tilt is just jab lol)
 * will automatically mash for as long as  is held. While doing this,  can freely jump, double jump, and . Crouching cancels this. Jumping will transition into, which is virtually identical.
 * Punch has high base knockback. While you can still technically combo off of it, it is significantly worse than other versions.

is an extremely potent and spammable combo and neutral tool. The holding and strafing mechanics give it similar pressure applications to, although it's less safe and less damaging. It combos into itself extremely easily, and can carry characters across the stage at low percents into a. This is especially effective against fastfallers like and, who will repeatedly hit the ground after every sword swing and can potentially die early to a  at the end. At lower percents, most characters will eventually start popping up into the air, allowing you to do an ladder combo or a  to very quickly rack up damage. While untrue, can set up for a  at low percents, and by using  at higher percents,  can combo  into  as a more situational kill confirm. 

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 * Steve will automatically mash for as long as  is held. While doing this, steve can freely jump, double jump, and . Crouching cancels this.
 * When airborne and holding the move, Steve will do aerial . It looks the same as, but is technically different because it's slower, has a more vertical launch angle, and has no landing lag. This nuance is important for combos.
 * Gold.png Gold is very silly. It has gaps, but is almost a constantly active hitbox above Steve if held.
 * Punch is surprisingly okay. Unlike Punch, it doesn't have high base knockback, so you can still combo fairly easily.

An extremely fast, non-committal, high damage, and spammable move. This is mainly used for pressure in neutral, combos, and kill confirms. It chains into itself and very easily, and with strategic  placement, it allows for high-damage, simple ladder combos that can exceed 50%. SDI: Up and Away forces Steve to try the hardest to cover, but he's still able to get a full combo. At low percents, it combos into for different routes. Also combos into for kills at high percents of the ground or  ladder kill confirms at mid percents. Holding in neutral or on a shield can be very threatening due to the low lag and freedom of movement. Hitting a shield a few times very quickly threatens a shield poke and forces the opponent to act. This pressure is best escaped via a well timed roll, parry, or jump away, but contesting it is still difficult. Although it's safe on shield, it's usually spammed, making it more punishable due to the startup lag from the next. During combos, it's generally better to time and  instead of holding them for more flexibility. 

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while dashing or running

 Steve's only fast burst option and a solid get off me tool. It has very limited combo application, but can technically combo into another at low percents. It can end combos but other options are better. It becomes a decent kill option with Diamond near the ledge. 

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 Extremely active move that covers the space above, but also by far his most committal option. Steve is left open for about a second if whiffed, so always make sure to connect it properly. is a fast, large, and strong anti air that can be comboed into, and opponents not moving around it carefully can easily fall into it. The multihits have extremely low priority though, so certain moves like 's or  and 's  will easily cut through it and hit. is an extremely potent combo tool, and is usually used as a finisher. It kills characters like starting at about 110% of the ground, but can steal stocks of the top at as low as 70% when used to end a  ladder combo. also let extend and technically start combos via block cancelling. If a block breaks and interrupts during the multihits, then you can directly combo into an. This is best set up with dirt blocks, and doing on a block offstage or doing  >  on a  onstage. While the correct DI is away, it has little effect on 's kill potential, only making it kill about 6% later. 
 * is big enough to hit the opponent through the stage if steve is . You aren't safe standing on the ledge above him.
 * If block cancelled, the launcher hitbox of basically combos into anything. It has set knockback and a ton of hitstun.
 * If block cancelled, the finisher hitbox of lets you double jump into another  > . You can chain this around 2-4 times at low percents.
 * The launcher hitbox has deceptive range. It will hit opponents that are slightly inside of, and can also invisibly trigger pressure plates if he is close enough.
 * is bigger than a normal block for some reason. This is not a Minecraft reference.
 * breaks the magma block with his pickaxe, but it's purely visual. It has no effect on tool durability or the strength of the move.

 
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Airborne

<section begin="Neutral Air" /> <section end="Neutral Air" />
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Airborne +

<section begin="Sword Forward Air" /> <section end="Sword Forward Air" />
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Airborne +

<section begin="Sword Backward Air" /> <section end="Sword Backward Air" />
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Airborne +

<section begin="Forward Air" /> <section end="Forward Air" />
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Airborne +

<section begin="Backward Air" /> <section end="Backward Air" />
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Airborne +

<section begin="Up Air" /> <section end="Up Air" />
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Airborne +

<section begin="Down Air" /> <section end="Down Air" />
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