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 

/ +   Disclaimer: Jab and Side Tilt are the same move. There are no differences between them as they are one in the same. It's almost always referred to as Jab and will be referred as Jab here forth.

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. 
 * 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.

+


 * 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. 

+

 Obnoxious combo and edgeguard: tool. is an extremely active multihit projectile that spawns in front of and lingers. If he's close enough to the ledge or the edge of a platform/, it will appear in the air and slowly descend for its duration. This is great for edgeguarding, as you can hit many low recoveries with minimal risk. It has very little killing potential, but the high knockback angle allows you to repeatedly reset the situation and build damage. Onstage, it becomes more committal due to being stuck in a laggy crouch animation while it's out, but its still an effective move. At low percents, can both start and continue combos. You can chain 3-4 on most of the cast, or follow it up with a or  into imagination. With proper use of, is left freely actionable while the flame is active, making it a projectile upwards of +70 on hit that can be followed up with basically anything. 
 * While technically +5 on shield, that number only applies for the finisher hitbox. The 4 multihits before have gaps that can be escaped with a well-timed jump or roll.
 * can be reflected, but its movement will not change.

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" /> is essentially aerial, making it an effective but more situational combo and pressure tool. You can use it to continue combos in the air or offstage, and it sets up for a  with the correct positioning. Hitting ->  may be more optimal to secure a kill depending on the character and situation, and you can also use it to switch up your combo route during an / combo. has extremely low commitment in every situation due to it's fast startup, low endlag, and the fact that you can double jump at any point during the move. This makes it a solid option for breaking untrue strings, getting out of tumble, and pressuring shields. Double jumping away after hitting a shield makes it unpunishable by moves like and. is one of the few aerials in the game that lets you fall through platforms while doing it.

<section end="Neutral Air" />
 * Identical to outside of staling independently.
 * will automatically mash for as long as  is held. While doing this,  can freely double jump.

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" /> (Placeholder) <section end="Forward Air" />
 * has 2 spike hitboxes, a weaker spike on frame X and a strong spike on the rest of the move. Hitting a specific spike is important for combos because the weaker spike will send into tumble later and make the combo longer.

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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