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</br><b>NIL3:</b> {{StockIcon|SSBU|Steve}} gains an elevation of 3 block. It's medium on the difficulty scale to execute and can be done by either doing the NIL2 input and delaying the {{clr|special|Block Placement}} a bit or by delaying both the double jump and the {{clr|special|Block Placement}}.
</br><b>NIL3:</b> {{StockIcon|SSBU|Steve}} gains an elevation of 3 block. It's medium on the difficulty scale to execute and can be done by either doing the NIL2 input and delaying the {{clr|special|Block Placement}} a bit or by delaying both the double jump and the {{clr|special|Block Placement}}.
</br><b>NIL4:</b> {{StockIcon|SSBU|Steve}} gains an elevation of 4 block. It's the easiest by far to execute and the most common version, appearing in most of {{StockIcon|SSBU|Steve}}'s bread-and-butter combo ladders. <b>NIL4</b> can be done by doing a jump -> delayed double jump -> {{clr|special|Place Block}} and it's very easily timed out of {{StockIcon|SSBU|Steve}}'s {{clr|aerial|Up Aerial}}.
</br><b>NIL4:</b> {{StockIcon|SSBU|Steve}} gains an elevation of 4 block. It's the easiest by far to execute and the most common version, appearing in most of {{StockIcon|SSBU|Steve}}'s bread-and-butter combo ladders. <b>NIL4</b> can be done by doing a jump -> delayed double jump -> {{clr|special|Place Block}} and it's very easily timed out of {{StockIcon|SSBU|Steve}}'s {{clr|aerial|Up Aerial}}.


</br></br>There also exist a variety of ways to <b>NIL</b> with {{StockIcon|SSBU|Steve}} that are less easily categorizable to one of the 4 aforementioned categories, for example, {{StockIcon|SSBU|Steve}} can often <b>NIL</b> in midair depending on the positioning relative to the block grid, and since {{StockIcon|SSBU|Steve}} didn't start from the ground it doesn't fit into any category.
</br></br>There also exist a variety of ways to <b>NIL</b> with {{StockIcon|SSBU|Steve}} that are less easily categorizable to one of the 4 aforementioned categories, for example, {{StockIcon|SSBU|Steve}} can often <b>NIL</b> in midair depending on the positioning relative to the block grid, and since {{StockIcon|SSBU|Steve}} didn't start from the ground it doesn't fit into any category.
[[File:NIL2 Guide.gif|thumb|NIL2 guide made by Tytaneum]]
[[File:NIL2 Guide.gif|thumb|NIL2 guide made by Tytaneum]]

Revision as of 22:24, 26 April 2023

Steve


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Steve is a complicated character with deep moves and mechanics.
As such he has a lot of tech, some very useful while others not so much.
In the following sections, we will try to list Steve's techs in order of importance for each section.

General Techs




Block Techs

NILdifficulty: easy to hard, depending on the variant.


No Impact Landing or NIL for short, is a general tech in smash ultimate referring to situations where characters become grounded without experiencing any soft landing or hard landing lag.
Steve Can Place a Block in order to NIL on command and in various positions.
This makes NIL a very strong and flexible tool and movement option in the kit of Steve which allows for very creative and varied uses, from extending combos to setups to platform pressure.

NIL1 to NIL4 refer to the height gained after using NIL from a grounded position, measured in blocks.
NIL1: Steve gains an elevation of 1 block. It's relatively easy to execute and can be done by doing a shorthop and then Placing a Block.
NIL2: Steve gains an elevation of 2 block. This is the most famous NIL variation and probably what someone means if they say NIL without specifying the type. It's relatively hard to execute, having a 2-frame window, and can be done by doing a fullhop and then double jumping and Placing a Block together on the 7-8 frame of being airborne. When Steve is in a state of Reduced Jump Height such as after the use of Uptilt or Jab, the double jump and Block Placement need to be delayed by 2 additional frames. NIL2 can also be done out of a shorthop but it's considered mostly useless since it's slower and as difficult as the fullhop variant.
NIL3: Steve gains an elevation of 3 block. It's medium on the difficulty scale to execute and can be done by either doing the NIL2 input and delaying the Block Placement a bit or by delaying both the double jump and the Block Placement.
NIL4: Steve gains an elevation of 4 block. It's the easiest by far to execute and the most common version, appearing in most of Steve's bread-and-butter combo ladders. NIL4 can be done by doing a jump -> delayed double jump -> Place Block and it's very easily timed out of Steve's Up Aerial.

There also exist a variety of ways to NIL with Steve that are less easily categorizable to one of the 4 aforementioned categories, for example, Steve can often NIL in midair depending on the positioning relative to the block grid, and since Steve didn't start from the ground it doesn't fit into any category.

NIL2 guide made by Tytaneum


Turnaround Block
easy


Turnaround Block or TB for short, is an application of the universal tech Turnaround Special with Steve's Block Place.
Turnaround Block is inputted like any other Turnaround Special: flick the left stick in the opposite direction to the one Steve is facing, let it return to neutral and then press Special. When executed properly Steve will place a block in the opposite direction to the one he was currently facing.
Turnaround Block can be used in many ways, for example, to reverse Steve's direction during a ladder, and is the basis of the powerful TBC tech.


TBCdo not confuse with PBR
medium


Turnaround Block Cancel or TBC for short, is a tech that allows Steve to turn around mid-air and do a reversed aerial.
TBC works by utilising Turnaround Block and the fact that Steve can cancel a Block Place before the block comes out.
To TBC simply input a Turnaround Block and cancel the Block Place with any aerial or even airdodge.
TBC is a very strong tech with immense potential, allowing Steve to always threat a Forwards Aerial and a Backwards Aerial even if he is facing the wrong direction for them, and at a very low frame cost.

TBC and PBR are both techniques that allow Steve to reverse his direction midair and therefore are often confused with one another. The main difference between TBC and PBR is that TBC can be used at any time but must be cancelled with a move, while PBR can only be used out of endlag but allows Steve to turnaround immediately without using an aerial.


Phantom Block
medium


Phantom Block or PB for short, is a unique and likely unintentional behaviour of Steve's Place Block when it is being buffered out of any lag or otherwise non-actionable state.
To do a PB as Steve simply buffer Neutral Special in the air after any lag, such as the endlag of an aerial, hitstun of a move, ledge jump, and more.
A Phantom Block behaves essentially as an empty move, when Phantom Block is pulled off correctly, the game will behave as if Steve did a move but nothing will happen and Steve will be actionable after 1 frame.
Phantom Block might appear useless but it's actually the source of numerous techniques: an immediate use of PB is to escape tumble without any lag, additionally, PB is behind techniques like PBR and PMLG.


PBRdo not confuse with TBC
medium


Phantom Block Reversal or PBR for short, is a tech that allows Steve to turn around mid-air.
PBR works by utilising the fact that Steve can B-Reverse a Phantom Block.
To PBR simply input a PB and flick the stick to the opposite direction Steve is facing shortly after, making it 'B-Reversed. Since PB' takes 1 total frame, Steve will immediately turn around mid-air and be actionable after a PBR.
PBR is a very strong tech with immense potential and makes Steve combo game even more open-ended and deadly.

TBC and PBR are both techniques that allow Steve to reverse his direction midair and therefore are often confused with one another. The main difference between TBC and PBR is that TBC can be used at any time but must be cancelled with a move, while PBR can only be used out of endlag but allows Steve to turnaround immediately without using an aerial.


Minecart Techs




TNT Techs




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