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{{Overview
|overview=
{{StockIcon|SSBU|Steve}} is a unique fighter who uses mining to upgrade his tools and gain resources,
{{clr|special|Mining}} is Steve's key mechanic. Through this, Steve gains
Once the opponent loses neutral and is off stage, Steve can use his oppressive edgeguarding tools. Moves like {{clr|tilt|D-Tilt}}, {{clr|
The combination of his Blocks and Iron moves is what gives Steve his biggest strengths.
Playing Steve requires awareness, however, as using Blocks and Iron moves drains resources from his resource meter. Both Iron and materials require Steve to mine and give up space. Balancing materials and Iron are vital for playing this character as without access to his Blocks or Iron moves, Steve loses access to most of his strengths.
|summary= is a fighter with endless creativity when it comes to every situation imaginable, becoming a threat that can't be compared to anything else.
|pros=
*''' Blocks
*''' Neutral Control:''' {{clr|special|Place Block}} also lets Steve build platforms/walls that he can sit on/behind and {{clr|special|Mine}}, forcing the opponent to approach him.
*''' Easy Edgeguarding and Ledge Trapping: ''' {{clr|special|Blocks}} can disrupt low recoveries by covering off the ledge, and moves like {{clr|tilt|D-Tilt}}, {{clr|smash|Down Smash}} can easily 2-frame opponents.
*''' Free Damaging Combos: ''' A lot of Steve's moves like {{clr|tilt|U-Tilt}} and {{clr|aerial|U-Air}} can easily be spammed multiple times in a row and link into each other, leading to very easy combos. Combined with tools upgrading, this leads to Steve doing a lot of damage in simple combos like {{clr|tilt|Jab}} trains, and can lead to a KO.
*''' Impossible to whiff punish: ''' Steve's frame data is fantastic, with many of his normals coming out fast and having little endlag.
*''' Amazing Recovery Options: ''' {{clr|special|Elytra}} can be angled to mix up the trajectory of his recovery. Combined with {{clr|special|Minecart}} and {{clr|special|Blocks}}, Steve is no slouch off stage.
*''' "He needs it": ''' Many of Steve's normal and special moves and have properties to them that make them tough or annoying to deal with. {{clr|special|Minecart}} has damage-based armor on the cart itself and grants Steve light armor while inside, and when empty the cart can command grab grounded opponents. {{clr|aerial|Anvil}}'s landing and falling hitboxes can activate any number of times, making approaching blocks with anvils on them risky. It also refreshes your ledge intangibility, because Steve is grounded while on it.
|cons=
*''' Resource Management※:''' Steve requires resources in order to apply his set ups and use moves like {{clr|special|Place Block}}, {{clr|special|Minecart}} and {{clr|special|TNT}}. Having no Iron left means that Steve loses his strong burst options, and needs to approach with his below average mobility stats. If he loses a stock with very little resources left, he does not respawn with more materials(except 3 Iron if he has less than that) and loses his upgraded tools. Games can easily snowball to a loss if Steve loses a stock with little resources left.
*''' Hard to Master Tech※:''' A lot of Steve's block combo techs like No Impact Landing(NIL) require a lot of precise timings and windows to execute. Messing up might mean dropping a combo.
*''' Slow Movement:''' Steve doesn't have good mobility stats, and has a very short jump.
*''' Crafting Table:''' Crafting table is an agent of chaos and will often mess with both players. It summons to Steve automatically, even when he's offstage, and will cost a few resources every time. This can leave Steve without resources in critical moments, such as when he's low on materials.
*''' Blocks:''' Sometimes you'll get stage spike'd by your own block and be very sad.
|footnote=※ These cons are more relevant for beginner and intermediate level play than for high level play.
|weight = 92
|spotDodge = 25F (3-17F intangible)
|airDodge = 3-30F intangible (Neutral) <br> 3-21F intangible (Directional)
|uro = {{clr|special|Minecart}} <br>{{clr|special|Place Block}}
|fastestOOS = {{clr|aerial|SFAir}} (7F)<br>{{clr|aerial|SBAir}} (7F)<br>{{clr|aerial|NAir}} (7F)<br>{{clr|aerial|UAir}} (7F)
|unique_mechanic1_name = Resources
|unique_mechanic1 =
[[File:SSBU Steve Resource.png|200px|frameless|center]]
<center>The meter shown above is what Steve gets when the round begins</center>
Above Steve's Character Icon is a resource meter. When the match begins, Steve spawns in with 36 Dirt Blocks, 18 Wood, 3 Iron and 2/3 Redstone. A maximum of 100 blocks (Dirt/Wood/Stone/Iron), 3 Gold, 5 Diamond and 5 Redstone can be held. Steve doesn't lose any materials when losing a stock, but Steve doesn't gain anything. Steve will always respawn with at least 3 Iron: if Steve has more than 3 Iron when he respawns, he does not gain any Iron.
[[File:Dirt.png|30px|link=]] '''Dirt'''
Used in Blocks, Minecart Rails, and TNT. Least durable blocks and is easily expendable. Most useful for {{tt|block cancels|cancelling a move by standing on a block as it breaks}}. With how mining plays out on most stages, you will never have more dirt than the amount you start with.
[[File:Wood.png|30px|link=]] '''Wood'''
Used in Wood Tools, summoning Crafting Table, Blocks, TNT, and Minecart Rails. (Placeholder)
[[File:Stone.png|30px|link=]] '''Stone'''
Used in Stone Tools, summoning Crafting Table, Blocks, TNT, and Minecart Rails. (Placeholder)
[[File:Iron.png|30px|link=]] '''Iron'''
Used in Iron Tools, Minecart, Down Throw, Down Air (Anvil), summoning Crafting Table, Blocks, TNT, and Minecart Rails. Steve's most important resource to keep track of. (Placeholder)
[[File:Gold.png|30px|link=]] '''Gold'''
Used in Gold Tools and Powered Minecart/Powered Minecart Rails. (Placeholder)
[[File:Diamond.png|30px|link=]] '''Diamond'''
Exclusively used for Diamond Tools. Neutral-B's win condition and takes priority over every material during crafting. Rarest resource and will only appear in the mining cycle a few times. Diamond makes his tools deal the most damage and knockback while sharing the same durability and mining speed as Iron tools. Only one diamond is needed to make a full set. Good to use when starting or in the middle of a stock, but risky at the end of one.
[[File:Redstone.png|30px|link=]] '''Redstone'''
Do not think about Redstone ever. Although it is not visible on the gauge, Steve mines so much and burns so little that it's mathematically impossible for it to be relevant without specific setups to intentionally run out of it. It's only tied to moves that use multiple resources, and you will always run out of those materials first. Redstone is technically used in {{tt|powered rails|1/3 of a piece per boost.}} and the {{tt|redstone trail|1/27 of a piece per dust on the ground. You can have up to 10 out at once.}} for TNT, not the TNT itself. Like gold, it depletes in fractions.
|unique_mechanic2_name = Blocks
|unique_mechanic2 = {{StockIcon|SSBU|Steve}} can place blocks using the resources he has. The block that comes out varies in durability depending on the material used. In terms of durability, Dirt < Wool < Stone < Iron. (Placeholder, steve mains please help add on)
|unique_mechanic3_name = Crafting Table/Upgrading
|unique_mechanic3 =
To spawn a crafting table, it requires block materials. You will need 2 Wood, 4 Stone or 1 Iron to spawn a crafting table; and the crafting table with take the least valuable material first(In terms of priority: Wood > Stone > Iron). Any other material cannot be used to spawn a table: if you lack any of the above resources, you cannot spawn a table.
There are 5 tiers of weapon tool tiers: Wood, Stone, Iron, Diamond and Gold. Steve spawns with wood tools. Each weapon tool has limited durability, and will break after used for too long. {{StockIcon|SSBU|Steve}} can upgrade/repair his tools by pressing and holding {{Prompt|B}} at a Crafting Table. Crafting Tables can be destroyed from attacks, and can be respawned by pressing the {{Prompt|B}} button while in shield, albeit at the cost of a few mining resources. Crafting/Upgrading weapons will consume resources.
In terms of power and durability: Wood < Stone < Iron < Diamond. Upgrading Steve's tools will cause his damage output to rise drastically, with Diamond being ludicrously strong. If Steve gets KO'd, his tools get reset to wood.
{{FP Box
|padding = no
|header=Weapon Durability
|content=
<table class="stripe" style="width:100%;overflow: auto" cellspacing="0" ><nowiki />
<tr>
<th align="center">Weapon</th>
<th align="center">Wood/Gold</th>
<th align="center">Stone</th>
<th align="center">Iron/Diamond</th>
</tr>
<tr>
<td align="center">Sword</th>
<td align="center">25</th>
<td align="center">40</th>
<td align="center">50</th>
</tr>
<tr>
<td align="center">Axe/Pickaxe/Shovel</th>
<td align="center">70</th>
<td align="center">85</th>
<td align="center">95</th>
</tr>
</table><br/>
|subheader1=Durability Cost per Material Type (%)
|content2=
<table class="stripe" style="width:100%;overflow: auto" cellspacing="0" ><nowiki />
<tr>
<th align="center">Move</th>
<th align="center">Wood</th>
<th align="center">Stone</th>
<th align="center">Iron/Diamond</th>
<th align="center">Gold</th>
</tr>
<tr>
<td align="center">{{clr|tilt|Jab Tilt}}, {{clr|tilt|SFAir}}, {{clr|tilt|SBAir}}</th>
<td align="center">{{tt|8%|2}}</th>
<td align="center">{{tt|5%|2}}</th>
<td align="center">{{tt|2.5%|2}}</th>
<td align="center">{{tt|8%|2}}</th>
</tr>
<tr>
<td align="center">{{clr|smash|Forward Smash}}</th>
<td align="center">{{tt|36%|9}}</th>
<td align="center">{{tt|35%|14}}</th>
<td align="center">{{tt|28%|14}}</th>
<td align="center">{{tt|72%|18}}</th>
</tr>
<tr>
<td align="center">{{clr|tilt|UTilt}}, {{clr|aerial|UAir}}</th>
<td align="center">{{tt|7.88%|5.5}}</th>
<td align="center">{{tt|6.47%|5.5}}</th>
<td align="center">{{tt|5.79%|5.5}}</th>
<td align="center">{{tt|7.88%|5.5}}</th>
</tr>
<tr>
<td align="center">{{clr|tilt|Dash Attack}}</th>
<td align="center">{{tt|6.43%|4.5}}</th>
<td align="center">{{tt|5.29%|4.5}}</th>
<td align="center">{{tt|4.74%|4.5}}</th>
<td align="center">{{tt|6.43%|4.5}}</th>
</tr>
<tr>
<td align="center">{{clr|aerial|FAir}}/{{clr|aerial|BAir}}</th>
<td align="center">{{tt|9.29%|6.5}}</th>
<td align="center">{{tt|7.65%|6.5}}</th>
<td align="center">{{tt|6.84%|6.5}}</th>
<td align="center">{{tt|9.29%|6.5}}</th>
</tr>
<tr>
<td align="center">{{clr|special|Mine}}</th>
<td align="center">{{tt|3.57%|2.5 (per resource)}}</th>
<td align="center">{{tt|2.94%|2.5 (per resource)}}</th>
<td align="center">{{tt|2.63%|2.5 (per resource)}}</th>
<td align="center">{{tt|3.57%|2.5 (per resource)}}</th>
</tr>
</table>
}}
|unique_mechanic4_name = Resource Moves
|unique_mechanic4 =
A fair amount of moves that Steve has will use up materials if they have them: {{clr|aerial|DAir}}, {{clr|grab|DThrow}}, {{clr|special|Minecart}} (Both Powered and Unpowered), {{clr|special|TNT}}. If Steve lacks the materials or resource to use said move, Steve will either get a significantly less powerful version of the move or be unable to use said move at all.
'''Anvil Moves ({{clr|aerial|DAir}} and {{clr|grab|DThrow}})'''
*Consumes 1 Iron on use.
'''{{clr|special|Minecart}}'''
*Consumes 1 Iron on use.
**Consumes 1 Gold if available for {{clr|special|Powered Minecart}}
'''{{clr|special|TNT}}'''
*Consumes 50 'points' - the least-valuable resource is consumed first
**1 Dirt is worth 2 points, 1 Wood and Stone are worth 5, and 1 Iron is worth 10
*A maximum of 10 Redstone dust can be placed for {{clr|special|TNT}} as a trail, using 1/27 of a full piece. Realistically speaking, Steve will never run out of Redstone.
'''{{clr|special|Place Block}}'''
*Placeholder
}}
{{#vardefine:cargoTable|SSBU_MoveData}}
<div class="movelist-toggles sticky" style="overflow-x:auto">
<div id="movelist-toggle-1" class="movelist-toggle-button">[[File:Wood.png|30px|link=]] Wood </div>
<div id="movelist-toggle-2" class="movelist-toggle-button">[[File:Stone.png|30px|link=]] Stone </div>
<div id="movelist-toggle-3" class="movelist-toggle-button">[[File:Iron.png|30px|link=]] Iron </div>
<div id="movelist-toggle-4" class="movelist-toggle-button">[[File:Gold.png|30px|link=]] Gold </div>
<div id="movelist-toggle-5" class="movelist-toggle-button">[[File:Diamond.png|30px|link=]] Diamond </div>
<div id="movelist-toggle-6" class="movelist-toggle-button">[[File:SSBU_Steve_Stock.png|30px|link=]] Punch </div>
</div>
<div id="movelist-1" class="movelist"><!-- Wood Movelist -->
== Normal Attacks ==
=== {{clr|tilt|Jab Tilt}} ===
{{Prompt|A}}
{{SSBU Move Card
|attack=Wood: Jab
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Jab Tilt}}
}}
=== {{clr|tilt|Up Tilt}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Up Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Tilt}}
}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Tilt}}
}}
=== {{clr|tilt|Dash Attack}} ===
<big>Dash State + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Dash Attack
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Dash Attack}}
}}
== Smash Attacks ==
=== {{clr|smash|Forward Smash}} ===
<big>{{Prompt|Analog Smash Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Forward Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Smash}}
}}
=== {{clr|smash|Up Smash}} ===
<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Up Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Smash}}
}}
=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Smash}}
}}
== Aerial Attacks ==
=== {{clr|aerial|Neutral Air}} ===
<big>Airborne {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Neutral Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Neutral Air}}
}}
=== {{clr|aerial|Forward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Sword Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Forward Air}}
}}
=== {{clr|aerial|Back Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Sword Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Backward Air}}
}}
=== {{clr|aerial|Forward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Air}}
}}
=== {{clr|aerial|Back Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Backward Air}}
}}
=== {{clr|aerial|Up Air}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Wood: Up Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Air}}
}}
=== {{clr|aerial|Down Air}} ===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Air}}
}}
</div>
<div id="movelist-2" class="movelist"><!-- Stone Movelist -->
== Normal Attacks ==
=== {{clr|tilt|Jab Tilt}} ===
{{Prompt|A}}
{{SSBU Move Card
|attack=Stone: Jab Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Jab Tilt}}
}}
=== {{clr|tilt|Up Tilt}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Stone: Up Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Tilt}}
}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
Line 73 ⟶ 354:
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Tilt}}
}}
=== {{clr|tilt|Dash Attack}} ===
<big>Dash State + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Stone: Dash Attack
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Dash Attack}}
}}
== Smash Attacks ==
=== {{clr|smash|Forward Smash}} ===
<big>
{{SSBU Move Card
|attack=Stone: Forward Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Smash}}
}}
=== {{clr|smash|Up Smash}} ===
<big>{{Prompt|C Up}}</big>
{{SSBU Move Card
|attack=Stone: Up Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Smash}}
}}
=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|C Down}}</big>
{{SSBU Move Card
|attack=
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Smash}}
}}
== Aerial Attacks ==
=== {{clr|aerial|Neutral Air}} ===
<big>Airborne {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Stone: Neutral Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Neutral Air}}
}}
=== {{clr|aerial|Forward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Stone: Sword Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Forward Air}}
}}
=== {{clr|aerial|Backward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Stone: Sword Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Backward Air}}
}}
=== {{clr|aerial|Forward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Stone: Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Air}}
}}
=== {{clr|aerial|Backward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Stone: Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Backward Air}}
}}
=== {{clr|aerial|Up Air}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Stone: Up Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Air}}
}}
==={{clr|aerial|Down Air}}===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Air}}
}}
</div>
<div id="movelist-3" class="movelist"><!-- Iron Movelist -->
== Normal Attacks ==
=== {{clr|tilt|Jab Tilt}} ===
{{Prompt|A}}
{{SSBU Move Card
|attack=Iron: Jab Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Jab Tilt}}
}}
=== {{clr|tilt|Up Tilt}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Iron: Up Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Tilt}}
}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Tilt}}
}}
=== {{clr|tilt|Dash Attack}} ===
<big>Dash State + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Iron: Dash Attack
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Dash Attack}}
}}
== Smash Attacks ==
=== {{clr|smash|Forward Smash}} ===
<big>{{Prompt|C Right}}</big>
{{SSBU Move Card
|attack=Iron: Forward Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Smash}}
}}
==={{clr|smash|Up Smash}}===
<big>{{Prompt|C Up}}</big>
{{SSBU Move Card
|attack=Iron: Up Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Smash}}
}}
=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|C Down}}</big>
{{SSBU Move Card
|attack=
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Smash}}
}}
== Aerial Attacks ==
=== {{clr|aerial|Neutral Air}} ===
<big>Airborne {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Iron: Neutral Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Neutral Air}}
}}
=== {{clr|aerial|Forward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Iron: Sword Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Forward Air}}
}}
=== {{clr|aerial|Backward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Iron: Sword Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Backward Air}}
}}
=== {{clr|aerial|Forward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Iron: Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Air}}
}}
=== {{clr|aerial|Backward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Iron: Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Backward Air}}
}}
=== {{clr|aerial|Up Air}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Iron: Up Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Air}}
}}
==={{clr|aerial|Down Air}}===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Air}}
}}
</div>
<div id="movelist-4" class="movelist"><!-- Gold Movelist -->
== Normal Attacks==
=== {{clr|tilt|Jab Tilt}} ===
{{Prompt|A}}
{{SSBU Move Card
|attack=Gold: Jab Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Jab Tilt}}
}}
=== {{clr|tilt|Up Tilt}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Gold: Up Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Tilt}}
}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Tilt}}
}}
=== {{clr|tilt|Dash Attack}} ===
<big>Dash State + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Gold: Dash Attack
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Dash Attack}}
}}
== Smash Attacks ==
=== {{clr|smash|Forward Smash}} ===
<big>{{Prompt|C Right}}</big>
{{SSBU Move Card
|attack=Gold: Forward Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Smash}}
}}
=== {{clr|smash|Up Smash}} ===
<big>{{Prompt|C Up}}</big>
{{SSBU Move Card
|attack=Gold: Up Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Smash}}
}}
=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|C Down}}</big>
{{SSBU Move Card
|attack=Down Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Smash}}
}}
== Aerial Attacks ==
=== {{clr|aerial|Neutral Air}} ===
<big>Airborne {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Gold: Neutral Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Neutral Air}}
}}
=== {{clr|aerial|Forward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Gold: Sword Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Forward Air}}
}}
=== {{clr|aerial|Backward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Gold: Sword Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Backward Air}}
}}
=== {{clr|aerial|Forward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Gold: Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Air}}
}}
=== {{clr|aerial|Backward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Gold: Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Backward Air}}
}}
=== {{clr|aerial|Up Air}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Gold: Up Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Air}}
}}
==={{clr|aerial|Down Air}}===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Air}}
}}
</div>
<div id="movelist-5" class="movelist"><!-- Diamond Movelist -->
== Normal Attacks ==
=== {{clr|tilt|Jab Tilt}} ===
{{Prompt|A}}
{{SSBU Move Card
|attack=Diamond: Jab Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Jab Tilt}}
}}
=== {{clr|tilt|Up Tilt}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Diamond: Up Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Tilt}}
}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Tilt}}
}}
=== {{clr|tilt|Dash Attack}} ===
<big>Dash State + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Diamond: Dash Attack
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Dash Attack}}
}}
== Smash Attacks ==
=== {{clr|smash|Forward Smash}} ===
<big>{{Prompt|C Right}}</big>
{{SSBU Move Card
|attack=Diamond: Forward Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Smash}}
}}
=== {{clr|smash|Up Smash}} ===
<big>{{Prompt|C Up}}</big>
{{SSBU Move Card
|attack=Diamond: Up Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Smash}}
}}
=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|C Down}}</big>
{{SSBU Move Card
|attack=Down Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Smash}}
}}
== Aerial Attacks ==
=== {{clr|aerial|Neutral Air}} ===
<big>Airborne {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Diamond: Neutral Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Neutral Air}}
}}
=== {{clr|aerial|Forward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Diamond: Sword Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Forward Air}}
}}
=== {{clr|aerial|Backward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Diamond: Sword Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Backward Air}}
}}
=== {{clr|aerial|Forward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Air}}
}}
=== {{clr|aerial|Backward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Diamond: Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Backward Air}}
}}
=== {{clr|aerial|Up Air}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Diamond: Up Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Air}}
}}
==={{clr|aerial|Down Air}}===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Air}}
}}
</div>
<div id="movelist-6" class="movelist"><!-- Punch Movelist -->
== Normal Attacks ==
=== {{clr|tilt|Jab Tilt}} ===
{{Prompt|A}}
{{SSBU Move Card
|attack=Punch: Jab Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Jab Tilt}}
}}
=== {{clr|tilt|Up Tilt}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Punch: Up Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Tilt}}
}}
=== {{clr|tilt|Down Tilt}} ===
<big>{{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Down Tilt
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Tilt}}
}}
=== {{clr|tilt|Dash Attack}} ===
<big>Dash State + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Punch: Dash Attack
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Dash Attack}}
}}
== Smash Attacks ==
=== {{clr|smash|Forward Smash}} ===
<big>{{Prompt|C Right}}</big>
{{SSBU Move Card
|attack=Punch: Forward Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Smash}}
}}
==={{clr|smash|Up Smash}}===
<big>{{Prompt|C Up}}</big>
{{SSBU Move Card
|attack=Punch: Up Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Smash}}
}}
=== {{clr|smash|Down Smash}} ===
<big>{{Prompt|C Down}}</big>
{{SSBU Move Card
|attack=Down Smash
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Smash}}
}}
== Aerial Attacks ==
=== {{clr|aerial|Neutral Air}} ===
<big>Airborne {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Punch: Neutral Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Neutral Air}}
}}
=== {{clr|aerial|Forward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Punch: Sword Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Forward Air}}
}}
=== {{clr|aerial|Backward Air (Sword)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Punch: Sword Backward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Sword Backward Air}}
}}
=== {{clr|aerial|Forward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Punch: Forward Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Forward Air}}
}}
=== {{clr|aerial|Backward Air (Pickaxe)}} ===
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Backward Air}}
}}
=== {{clr|aerial|Up Air}} ===
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Punch: Up Air
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Up Air}}
}}
==={{clr|aerial|Down Air}}===
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big>
{{SSBU Move Card
Line 152 ⟶ 994:
|specificHits=yes
|description=
{{#lst:SSBU/Steve/Steve NormalMoves MoveCards|Down Air}}
}}
</div>
== Special Attacks ==
=== {{clr|special|Crafting Table/Mine/Place Block}} ===
<big>{{Prompt|B}}</big>
Line 163 ⟶ 1,007:
|specificHits=yes
|description=
*Placeholder
*Placeholder
----
'''Crafting''' (While in front of table and having the correct materials, {{Prompt|B}})
*Placeholder
*Placeholder
----
'''Crafting Table Summon''' (While Holding Shield,{{Prompt|B}})
*Ignores shield drop, giving Steve a 7 frame shield drop by using this out of shield. This has limited utility though, as it can't be buffered. Trying to time this in practice can easily waste those 4 saved frames.
*Summoning table requires either 2 wood, 4 stone, or 1 iron. It prioritizes in that order and can't take a combination.
*If not manually summoned, table will automatically summon above Steve after 4 seconds of being broken. This still takes materials and will force another summon if dropped offstage.
----
----
{{StockIcon|SSBU|Steve}}'s best and most complex move, and arguably the best and most complicated move in the entire game. Blocks are insane and let Steve bend the rules of the game.
{{clr|special|Place Block}} has so many uses, its impossible to list every single tech found related to it. Check out his techniques [[SSBU/Steve/Techniques#Block_Techs|here]].
}}
=== {{clr|special|Minecart}} ===
<big>{{Prompt|Analog Right}} + {{Prompt|B}}</big>
{{SSBU Move Card
Line 185 ⟶ 1,037:
|specificHits=yes
|description=
*Consumes 1 [[File:Iron.png|30px|link=]] Iron
*Rails get placed when used on the ground, which will burn through your inventory quickly. It's usually better to use Minecart in the air to avoid this.
*Turns into Powered Minecart if you have 1/4 [[File:Gold.png|30px|link=]] Gold in your inventory and 1/3 [[File:Redstone.png|30px|link=]] {{tt|Redstone|Redstone is invisible and irrelevant. Don't think about it}}.
*If on the ground, you can boost with powered rails again by hitting {{Prompt|B}}. This uses another 1/4 [[File:Gold.png|30px|link=]] Gold and 1/3 [[File:Redstone.png|30px|link=]] Redstone.
----
'''Minecart''' (With Steve in it)
*Placeholder
*Placeholder
----
'''Empty Minecart''' (Jump after {{Prompt|Analog Right}} + {{Prompt|B}})
*Placeholder
*Placeholder
}}
=== {{clr|special|Elytra}} ===
<big>{{Prompt|Analog Up}} + {{Prompt|B}}</big>
{{SSBU Move Card
Line 196 ⟶ 1,057:
|description=
*PlaceHolder
}}
==={{clr|special|TNT}}===
<big>{{Prompt|Analog Down}} + {{Prompt|B}}</big>
Line 205 ⟶ 1,066:
|description=
*PlaceHolder
}}
== Grabs
=== {{clr|grab|Grab}} ===
<big>{{Prompt|Z}}</big>
{{SSBU Move Card
|attack=Standing Grab
|specificHits=
|description=
Great tether {{clr|grab|grab}} except when it isn't. {{StockIcon|SSBU|Steve}}'s longest range tool and uniquely has an arcing motion. This lets him cover higher areas than other {{clr|grab|grabs}}, but also gives it a massive blindspot, making it completely miss against shorter characters or landing animations. The range is also deceptive, as the hitbox ends on frame 27, but the fishing line will still keep going out for a couple frames after. {{clr|grab|Grab}} interacts nicely with {{clr|special|blocks}}, as you can stand on one to {{clr|grab|grab}} mid-air, or set up a {{clr|special|block}} to redirect it. {{clr|grab|Grab}} has physics, so sending it into the bottom of a {{clr|special|block}} will make it fall and let you grab downwards, similar to {{StockIcon|SSBU|Isabelle}}'s Side-B. This can be a useful {{term|edgeguard}} tool. Make sure not to stand too close to the side of a {{clr|special|block}}, {{clr|aerial|anvil}}, or {{clr|special|TNT}} when throwing out a {{clr|grab|grab}}, because it will snag and go nowhere.
}}
<big>Dash State + {{Prompt|Z}}</big>
{{SSBU Move Card
|attack=Dash Grab
|specificHits=no
|description=
}}
{{SSBU Move Card
|attack=Pivot Grab
|specificHits=no
|description=
}}
=== {{clr|grab|Pummel}} ===
<big>{{Prompt|Z}} > {{Prompt|A}}</big>
{{SSBU Move Card
|attack=Pummel
|specificHits=yes
|description=
}}
== Throw Attacks ==
=== {{clr|grab|Forward Throw}} ===
<big>{{Prompt|Z}} > {{Prompt|Analog Right}}</big>
{{SSBU Move Card
|attack=Forward Throw
Line 235 ⟶ 1,110:
|description=
*PlaceHolder
}}
=== {{clr|grab|Backward Throw}} ===
<big>{{Prompt|Z}} > {{Prompt|Analog Left}}</big>
{{SSBU Move Card
|attack=
|specificHits=yes
|description=
*PlaceHolder
}}
=== {{clr|grab|Upward Throw}} ===
<big>{{Prompt|Z}} > {{Prompt|Analog Up}}</big>
{{SSBU Move Card
Line 253 ⟶ 1,128:
|description=
*PlaceHolder
}}
=== {{clr|grab|Downward Throw}} (With Anvil) ===
<big>{{Prompt|Z}} > {{Prompt|Analog Down}}</big>
{{SSBU Move Card
|attack=Down Throw (With Iron)
|specificHits=yes
|description=
*Combo throw. Consumes 1 [[File:Iron.png|30px|link=]] Iron and sets up for {{tt|pick loops|one of steve's main combo trees. basically boils down to {{clr|tilt|Jab}} -> {{clr|aerial|F-Air}} repeatedly to rack up damage.}}
*PlaceHolder
}}
=== {{clr|grab|Downward Throw}} (Without Anvil) ===
<big>{{Prompt|Z}} > {{Prompt|Analog Down}}</big>
{{SSBU Move Card
|attack=Down Throw (Without Iron)
|specificHits=yes
|description=
*Combo throw that sets up for {{tt|pick loops|one of steve's main combo trees. basically boils down to {{clr|tilt|Jab}} -> {{clr|aerial|F-Air}} repeatedly to rack up damage.}}
*PlaceHolder
}}
== Misc. Attacks ==
=== Ledge Attack ===
{{SSBU Move Card
|attack=Ledge Attack
|specificHits=yes
|description=
}}
=== Getup Attack (Faceup) ===
{{SSBU Move Card
|attack=Faceup: Getup Attack
|specificHits=yes
|description=
}}
=== Getup Attack (Facedown) ===
{{SSBU Move Card
|attack=Facedown: Getup Attack
|specificHits=yes
|description=
}}
=== Trip Attack ===
{{SSBU Move Card
|attack=Trip Attack
|specificHits=yes
|description=
}}
==Navigation==
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. <br>To edit Normal Moves move card descriptions, edit information and descriptions in [[{{PAGENAME}}/Steve NormalMoves MoveCards]]}}
<center>{{StockIcon|{{ROOTPAGENAME}}|{{#titleparts:{{PAGENAME}}|1|2}}|50px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
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Latest revision as of 11:11, 15 August 2023
![]() |
This page is missing significant information. You can help by editing it. |
![](http://static.miraheze.org/dragdownwiki/thumb/0/0f/SSBU_Steve_Stock.png/25px-SSBU_Steve_Stock.png)
Mining is Steve's key mechanic. Through this, Steve gains materials that can be spent on Blocks, which have endless potential. With Crafting Table Steve can spend certain materials to upgrade his tools, granting more potent combos and safer moves. Some moves, like Minecart and Anvil, spend Iron when used.
Once the opponent loses neutral and is off stage, Steve can use his oppressive edgeguarding tools. Moves like D-Tilt, Down Smash and even Grab allow Steve to easily ledge trap without much risk. With Blocks, Steve can also chase the opponent off stage and wait on a Block built platform to get an easy edgeguard.
The combination of his Blocks and Iron moves is what gives Steve his biggest strengths.
Playing Steve requires awareness, however, as using Blocks and Iron moves drains resources from his resource meter. Both Iron and materials require Steve to mine and give up space. Balancing materials and Iron are vital for playing this character as without access to his Blocks or Iron moves, Steve loses access to most of his strengths.
![]() |
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Pros | Cons |
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![](http://static.miraheze.org/dragdownwiki/thumb/6/68/SSBU_Steve_Resource.png/200px-SSBU_Steve_Resource.png)
Above Steve's Character Icon is a resource meter. When the match begins, Steve spawns in with 36 Dirt Blocks, 18 Wood, 3 Iron and 2/3 Redstone. A maximum of 100 blocks (Dirt/Wood/Stone/Iron), 3 Gold, 5 Diamond and 5 Redstone can be held. Steve doesn't lose any materials when losing a stock, but Steve doesn't gain anything. Steve will always respawn with at least 3 Iron: if Steve has more than 3 Iron when he respawns, he does not gain any Iron.
Dirt
Used in Blocks, Minecart Rails, and TNT. Least durable blocks and is easily expendable. Most useful for block cancelscancelling a move by standing on a block as it breaks. With how mining plays out on most stages, you will never have more dirt than the amount you start with.
Wood
Used in Wood Tools, summoning Crafting Table, Blocks, TNT, and Minecart Rails. (Placeholder)
Stone
Used in Stone Tools, summoning Crafting Table, Blocks, TNT, and Minecart Rails. (Placeholder)
Iron
Used in Iron Tools, Minecart, Down Throw, Down Air (Anvil), summoning Crafting Table, Blocks, TNT, and Minecart Rails. Steve's most important resource to keep track of. (Placeholder)
Gold
Used in Gold Tools and Powered Minecart/Powered Minecart Rails. (Placeholder)
Diamond
Exclusively used for Diamond Tools. Neutral-B's win condition and takes priority over every material during crafting. Rarest resource and will only appear in the mining cycle a few times. Diamond makes his tools deal the most damage and knockback while sharing the same durability and mining speed as Iron tools. Only one diamond is needed to make a full set. Good to use when starting or in the middle of a stock, but risky at the end of one.
Redstone
Do not think about Redstone ever. Although it is not visible on the gauge, Steve mines so much and burns so little that it's mathematically impossible for it to be relevant without specific setups to intentionally run out of it. It's only tied to moves that use multiple resources, and you will always run out of those materials first. Redstone is technically used in powered rails1/3 of a piece per boost. and the redstone trail1/27 of a piece per dust on the ground. You can have up to 10 out at once. for TNT, not the TNT itself. Like gold, it depletes in fractions.
![](http://static.miraheze.org/dragdownwiki/thumb/0/0f/SSBU_Steve_Stock.png/25px-SSBU_Steve_Stock.png)
There are 5 tiers of weapon tool tiers: Wood, Stone, Iron, Diamond and Gold. Steve spawns with wood tools. Each weapon tool has limited durability, and will break after used for too long. Steve can upgrade/repair his tools by pressing and holding
at a Crafting Table. Crafting Tables can be destroyed from attacks, and can be respawned by pressing the
button while in shield, albeit at the cost of a few mining resources. Crafting/Upgrading weapons will consume resources.
In terms of power and durability: Wood < Stone < Iron < Diamond. Upgrading Steve's tools will cause his damage output to rise drastically, with Diamond being ludicrously strong. If Steve gets KO'd, his tools get reset to wood.
Weapon | Wood/Gold | Stone | Iron/Diamond |
---|---|---|---|
Sword | 25 | 40 | 50 |
Axe/Pickaxe/Shovel | 70 | 85 | 95 |
Move | Wood | Stone | Iron/Diamond | Gold |
---|---|---|---|---|
Jab Tilt, SFAir, SBAir | 8%2 | 5%2 | 2.5%2 | 8%2 |
Forward Smash | 36%9 | 35%14 | 28%14 | 72%18 |
UTilt, UAir | 7.88%5.5 | 6.47%5.5 | 5.79%5.5 | 7.88%5.5 |
Dash Attack | 6.43%4.5 | 5.29%4.5 | 4.74%4.5 | 6.43%4.5 |
FAir/BAir | 9.29%6.5 | 7.65%6.5 | 6.84%6.5 | 9.29%6.5 |
Mine | 3.57%2.5 (per resource) | 2.94%2.5 (per resource) | 2.63%2.5 (per resource) | 3.57%2.5 (per resource) |
Anvil Moves (DAir and DThrow)
- Consumes 1 Iron on use.
Minecart
- Consumes 1 Iron on use.
- Consumes 1 Gold if available for Powered Minecart
TNT
- Consumes 50 'points' - the least-valuable resource is consumed first
- 1 Dirt is worth 2 points, 1 Wood and Stone are worth 5, and 1 Iron is worth 10
- A maximum of 10 Redstone dust can be placed for TNT as a trail, using 1/27 of a full piece. Realistically speaking, Steve will never run out of Redstone.
Place Block
- Placeholder
![](http://static.miraheze.org/dragdownwiki/thumb/d/df/Wood.png/30px-Wood.png)
![](http://static.miraheze.org/dragdownwiki/thumb/d/d4/Stone.png/30px-Stone.png)
![](http://static.miraheze.org/dragdownwiki/thumb/4/45/Iron.png/30px-Iron.png)
![](http://static.miraheze.org/dragdownwiki/thumb/1/10/Gold.png/30px-Gold.png)
![](http://static.miraheze.org/dragdownwiki/thumb/e/ea/Diamond.png/30px-Diamond.png)
![](http://static.miraheze.org/dragdownwiki/thumb/0/0f/SSBU_Steve_Stock.png/30px-SSBU_Steve_Stock.png)
Normal Attacks
Jab Tilt
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.4% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 3.4% | 4-6 | 16 | 45 | -10 to -8 | - |
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.
Jab is an extremely potent and spammable combo and neutral tool. The holding and strafing mechanics give it similar pressure applications to U-Tilt, 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 F-Air. This is especially effective against fastfallers like Fox and
Greninja, who will repeatedly hit the ground after every sword swing and can potentially die early to a F-Air at the end. At lower percents, most characters will eventually start popping up into the air, allowing you to do an U-Tilt ladder combo or a pick loopRepeatedly comboing Jab -> F-Air. to very quickly rack up damage. While untrue, Jab can set up for a Grab at low percents, and by using TBC or PBRTechniques involving Block mechanics that essentially allow
Steve to laglessly turn around mid-air. at higher percents,
Steve can combo Jab into B-Air as a more situational kill confirm.
Steve will automatically mash Jab for as long as
is held. While doing this,
Steve can freely jump, double jump, and strafeA mechanic during a move that lets you walk forward or backwards without turning around.. Crouching cancels this. Jumping will transition into N-Air, which is virtually identical.
- Punch Jab has high base knockback. While you can still technically combo off of it, it is significantly worse than other versions.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 6.5% | 6 | 16 | 86 | -3 | - |
Late | 6.5% | 7-9 | 16 | 98 | -2 to 0 | - |
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 U-Air very easily, and with strategic Block placement, it allows for high-damage, simple ladder combos that can exceed 50%. SDIInfluencing the user's position while in hitlag, typically in multihits 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 Grab for different routes. Also combos into U-Smash for kills at high percents of the ground or block ladder kill confirms at mid percents. Holding U-Tilt 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 U-Tilt. During combos, it's generally better to time U-Tilts and U-Airs instead of holding them for more flexibility.
Steve will automatically mash U-Tilt for as long as
is held. While doing this, he can freely jump, double jump, and strafeA mechanic that lets you walk forwards or backwards during a move without turning around.. Crouching cancels this.
- When airborne and holding the move, Steve will do aerial U-Tilt. It looks the same as U-Air, 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 U-Tilt is very silly. It has gaps, but is almost a constantly active hitbox above Steve if held.
- Punch U-Tilt is surprisingly okay. Unlike Punch Jab, it doesn't have high base knockback, so you can still combo fairly easily.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 42 | 78 | - | - | 7 | 0 | 0 | ×1.0 | ×1.2 | ||||
Late | 38 | 74 | - | - | 7 | 0 | 0 | ×1.0 | ×1.2 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rehit | 0.8% | 12-35 | 52 | 366 | ±0 | - |
Final Hit | 6.4% | 36-39 | 52 | 54 | -7 to -4 | - |
Obnoxious combo and edgeguardUsing various means to prevent an opponent from recovering to the stage tool. D-Tilt is an extremely active multihit projectile that spawns in front of Steve and lingers. If he's close enough to the ledge or the edge of a platform/Block, 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
Steve being stuck in a laggy crouch animation while it's out, but its still an effective move. At low percents, D-Tilt can both start and continue combos. You can chain 3-4 on most of the cast, or follow it up with a F-Air or U-Air into imagination. With proper use of block cancellingstanding on a Block and using a move as it breaks to cancel endlag.,
Steve 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.
- D-Tilt can be reflected, but its movement will not change.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rehit | 0 (40 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.7 | ×1.0 | ||||
Final Hit | 42 | 116 | - | - | 3 | -3 | 0 | ×0.5 | ×1.0 |
Rehit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Final Hit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Dash Attack
Dash State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot | 10.4% | 8-10 | 31 | 50 | -13 to -11 | - |
Sourspot | 8.4% | 11-13 | 31 | 50 | -12 to -10 | - |
Steve's fastest burst option and a solid get off me tool. It has very limited combo application, but can technically combo into another Dash Attack at low percents. It can end combos but other options are better. It becomes a decent kill option with Diamond near the ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 68 | 66 | - | - | 10 | 1 | 0 | ×1.0 | ×1.0 | ||||
Sourspot | 66 | 58 | - | - | 8 | 1 | 0 | ×1.0 | ×1.0 |
Smash Attacks
Forward Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 15.0% | 13-15 | 43 | 42 | -20 to -18 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 34 | 85 | - | - | 10 | 0 | 0 | ×1.1 | ×1.0 |
Up Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 1.0% | 8-9 | 76 | 105 | -66 to -65 | - |
Rehit / Bottom | 0.4% | 8-48 | 76 | 113 | ±0 | - |
Rehit / Top | 0.4% | 8-48 | 76 | 366 | ±0 | - |
Final Hit | 14.0% | 49-50 | 76 | 80 | -17 to -16 | - |
Pickaxe Final | 7.4% | 49-50 | 76 | 52 | -21 to -20 | - |
Extremely active move that covers the space above Steve, 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. Up Smash 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
Steve's Dair or
Palutena and
Ivysaur's Nairs will easily cut through it and hit
Steve. Up Smash is an extremely potent combo tool, and is usually used as a finisher. It kills characters like
Mario starting at about 110% of the ground, but can steal stocks of the top at as low as 70% when used to end a block ladder combo. Blocks also let Usmash extend and technically start combos via block cancelling. If a block breaks and interrupts Usmash during the multihits, then you can directly combo into an Utilt. This is best set up with dirt blocks, and doing Usmash on a block offstage or doing Utilt > Usmash on a block onstage. While the correct DI is away, it has little effect on Usmash's kill potential, only making it kill about 6% later.
- Usmash is big enough to hit the opponent through the stage if steve is plankingcamping under the ledge to avoid interaction. You aren't safe standing on the ledge above him.
- If block cancelled, the launcher hitbox of Usmash basically combos into anything. It has set knockback and a ton of hitstun.
- If block cancelled, the finisher hitbox of Usmash lets you double jump into another Block > Usmash. 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
Steve, and can also invisibly trigger pressure plates if he is close enough.
- Usmash is bigger than a normal block for some reason. This is not a Minecraft reference.
Steve 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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 0 (90 FKB) | 100 | - | - | 2 | 0 | 0 | ×0.4 | ×1.0 | ||||
Rehit / Bottom | 0 (60 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.0 | ×0.2 | ||||
Rehit / Top | 0 (20 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.4 | ×0.2 | ||||
Final Hit | 47 | 90 | - | - | 10 | 0 | 0 | ×0.8 | ×1.0 | ||||
Pickaxe Final | 56 | 82 | - | - | 6 | 1 | 0 | ×1.0 | ×1.0 |
Scoop:
- Only hits grounded opponents. Indirect hitbox. Set weight.
Rehit / Bottom:
- Indirect hitbox. Set weight.
Rehit / Top:
- Indirect hitbox. Set weight.
Final Hit:
- Indirect hitbox.
Pickaxe Final:
- Indirect hitbox.
Down Smash
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Rehit | 0.6% | 8-11 | 51 | 366 | ±0 | - |
Front Final Hit | 14.0% | 12-17 | 51 | 27 | -34 to -29 | - |
Back Rehit | 0.6% | 26-29 | 51 | 366 | ±0 | - |
Back Final Hit | 14.0% | 30-35 | 51 | 27 | -16 to -11 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Front Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 | ||||
Back Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Back Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 |
Front Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Front Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Aerial Attacks
Neutral Air
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.4% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 3.4% | 4-6 | 16 | 45 | -10 to -8 | - |
N-Air is essentially aerial Jab, making it an effective but more situational combo and pressure tool. You can use it to continue Jab combos in the air or offstage, and it sets up for a F-Air with the correct positioning. Hitting N-Air -> F-Air 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 U-Tilt/U-Air combo. N-Air 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 Mr. Game & Watch and
Link U-Special.
- Identical to Jab outside of staling independently.
Steve will automatically mash N-Air for as long as
is held. While doing this,
Steve can freely double jump.
- N-Air is one of the few aerials in the game that lets you fall through platforms while doing it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.4% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 3.4% | 4-6 | 16 | 45 | -10 to -8 | - |
Disclaimer: Steve has 2 F-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword forward air (SF-Air), while F-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Back Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.4% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 3.4% | 4-6 | 16 | 45 | -10 to -8 | - |
Disclaimer: Steve has 2 B-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword back air (SB-Air), while B-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 10.5% | 8-9 | 31 | 361 | -19 to -18 | - |
Sourspot / Far | 10.5% | 8-9 | 31 | 361 | -19 to -18 | - |
Sourspot, Meteor / Far | 10.5% | 9 | 31 | 275 | -18 | - |
Sweetspot / Close | 12.0% | 10-11 | 31 | 361 | -16 to -15 | - |
Sweetspot, Ground / Far | 12.0% | 10-11 | 31 | 361 | -16 to -15 | - |
Sweetspot, Meteor / Far | 12.0% | 10-11 | 31 | 275 | -16 to -15 | - |
(Placeholder)
- F-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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 63 | 12 | 1-2 / 20+ | 4 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 56 | 69 | 12 | 1-2 / 20+ | 4 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot, Meteor / Far | 25 | 58 | 12 | 1-2 / 20+ | 4 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 48 | 63 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Ground / Far | 56 | 67 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Meteor / Far | 25 | 58 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 |
Back Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 11.5% | 12-13 | 47 | 50 | -30 to -29 | - |
Sourspot / Far | 11.5% | 12-13 | 47 | 361 | -30 to -29 | - |
Sweetspot / Close | 13.0% | 14-16 | 47 | 50 | -28 to -26 | - |
Sweetspot / Far | 13.0% | 14-16 | 47 | 361 | -28 to -26 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 85 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 51 | 85 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 52 | 79 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Far | 52 | 79 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 |
Up Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 6.5% | 4-8 | 13 | 71 | -6 to -2 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 48 | 76 | 10 | 1 / 16+ | 3 | 0 | 0 | ×1.0 | ×1.3 |
Down Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 18.0% | 20+ | 59 | 70 | -1 | Anvil is Intangible. |
On Anvil / Aerial Opponents | 18.0% | 20+ | 59 | 58 | -1 | Anvil is Intangible. |
Off Anvil / Ground Opponents | 10.0% | Until Landing | Variable | 70 | +12 | Anvil is intangible. |
Off Anvil / Aerial Opponents | 10.0% | Until Landing | Variable | 58 | +12 | Anvil is intangible. |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
On Anvil / Aerial Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
Off Anvil / Ground Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 | ||||
Off Anvil / Aerial Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 |
On Anvil / Ground Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
On Anvil / Aerial Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
Off Anvil / Ground Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Off Anvil / Aerial Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Normal Attacks
Jab Tilt
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.74% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 3.74% | 4-6 | 16 | 45 | -10 to -8 | - |
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.
Jab is an extremely potent and spammable combo and neutral tool. The holding and strafing mechanics give it similar pressure applications to U-Tilt, 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 F-Air. This is especially effective against fastfallers like Fox and
Greninja, who will repeatedly hit the ground after every sword swing and can potentially die early to a F-Air at the end. At lower percents, most characters will eventually start popping up into the air, allowing you to do an U-Tilt ladder combo or a pick loopRepeatedly comboing Jab -> F-Air. to very quickly rack up damage. While untrue, Jab can set up for a Grab at low percents, and by using TBC or PBRTechniques involving Block mechanics that essentially allow
Steve to laglessly turn around mid-air. at higher percents,
Steve can combo Jab into B-Air as a more situational kill confirm.
Steve will automatically mash Jab for as long as
is held. While doing this,
Steve can freely jump, double jump, and strafeA mechanic during a move that lets you walk forward or backwards without turning around.. Crouching cancels this. Jumping will transition into N-Air, which is virtually identical.
- Punch Jab has high base knockback. While you can still technically combo off of it, it is significantly worse than other versions.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 7.15% | 6 | 16 | 86 | -3 | - |
Late | 7.15% | 7-9 | 16 | 98 | -2 to 0 | - |
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 U-Air very easily, and with strategic Block placement, it allows for high-damage, simple ladder combos that can exceed 50%. SDIInfluencing the user's position while in hitlag, typically in multihits 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 Grab for different routes. Also combos into U-Smash for kills at high percents of the ground or block ladder kill confirms at mid percents. Holding U-Tilt 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 U-Tilt. During combos, it's generally better to time U-Tilts and U-Airs instead of holding them for more flexibility.
Steve will automatically mash U-Tilt for as long as
is held. While doing this, he can freely jump, double jump, and strafeA mechanic that lets you walk forwards or backwards during a move without turning around.. Crouching cancels this.
- When airborne and holding the move, Steve will do aerial U-Tilt. It looks the same as U-Air, 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 U-Tilt is very silly. It has gaps, but is almost a constantly active hitbox above Steve if held.
- Punch U-Tilt is surprisingly okay. Unlike Punch Jab, it doesn't have high base knockback, so you can still combo fairly easily.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 42 | 78 | - | - | 7 | 0 | 0 | ×1.0 | ×1.0 | ||||
Late | 38 | 74 | - | - | 7 | 0 | 0 | ×1.0 | ×1.0 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rehit | 0.8% | 12-35 | 52 | 366 | ±0 | - |
Final Hit | 6.4% | 36-39 | 52 | 54 | -7 to -4 | - |
Obnoxious combo and edgeguardUsing various means to prevent an opponent from recovering to the stage tool. D-Tilt is an extremely active multihit projectile that spawns in front of Steve and lingers. If he's close enough to the ledge or the edge of a platform/Block, 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
Steve being stuck in a laggy crouch animation while it's out, but its still an effective move. At low percents, D-Tilt can both start and continue combos. You can chain 3-4 on most of the cast, or follow it up with a F-Air or U-Air into imagination. With proper use of block cancellingstanding on a Block and using a move as it breaks to cancel endlag.,
Steve 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.
- D-Tilt can be reflected, but its movement will not change.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rehit | 0 (40 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.7 | ×1.0 | ||||
Final Hit | 42 | 116 | - | - | 3 | -3 | 0 | ×0.5 | ×1.0 |
Rehit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Final Hit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Dash Attack
Dash State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot | 11.44% | 8-10 | 31 | 50 | -12 to -10 | - |
Sourspot | 9.24% | 11-13 | 31 | 50 | -11 to -9 | - |
Steve's fastest burst option and a solid get off me tool. It has very limited combo application, but can technically combo into another Dash Attack at low percents. It can end combos but other options are better. It becomes a decent kill option with Diamond near the ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 68 | 66 | - | - | 11 | 1 | 0 | ×1.0 | ×1.0 | ||||
Sourspot | 66 | 58 | - | - | 9 | 1 | 0 | ×1.0 | ×1.0 |
Smash Attacks
Forward Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 16.5% | 13-15 | 43 | 42 | -19 to -17 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 34 | 85 | - | - | 11 | 0 | 0 | ×1.1 | ×1.0 |
Up Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 1.0% | 8-9 | 76 | 105 | -66 to -65 | - |
Rehit / Bottom | 0.4% | 8-48 | 76 | 113 | ±0 | - |
Rehit / Top | 0.4% | 8-48 | 76 | 366 | ±0 | - |
Final Hit | 14.0% | 49-50 | 76 | 80 | -17 to -16 | - |
Pickaxe Final | 8.14% | 49-50 | 76 | 52 | -21 to -20 | - |
Extremely active move that covers the space above Steve, 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. Up Smash 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
Steve's Dair or
Palutena and
Ivysaur's Nairs will easily cut through it and hit
Steve. Up Smash is an extremely potent combo tool, and is usually used as a finisher. It kills characters like
Mario starting at about 110% of the ground, but can steal stocks of the top at as low as 70% when used to end a block ladder combo. Blocks also let Usmash extend and technically start combos via block cancelling. If a block breaks and interrupts Usmash during the multihits, then you can directly combo into an Utilt. This is best set up with dirt blocks, and doing Usmash on a block offstage or doing Utilt > Usmash on a block onstage. While the correct DI is away, it has little effect on Usmash's kill potential, only making it kill about 6% later.
- Usmash is big enough to hit the opponent through the stage if steve is plankingcamping under the ledge to avoid interaction. You aren't safe standing on the ledge above him.
- If block cancelled, the launcher hitbox of Usmash basically combos into anything. It has set knockback and a ton of hitstun.
- If block cancelled, the finisher hitbox of Usmash lets you double jump into another Block > Usmash. 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
Steve, and can also invisibly trigger pressure plates if he is close enough.
- Usmash is bigger than a normal block for some reason. This is not a Minecraft reference.
Steve 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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 0 (90 FKB) | 100 | - | - | 2 | 0 | 0 | ×0.4 | ×1.0 | ||||
Rehit / Bottom | 0 (60 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.0 | ×0.2 | ||||
Rehit / Top | 0 (20 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.4 | ×0.2 | ||||
Final Hit | 47 | 90 | - | - | 10 | 0 | 0 | ×0.8 | ×1.0 | ||||
Pickaxe Final | 56 | 82 | - | - | 6 | 1 | 0 | ×1.0 | ×1.0 |
Scoop:
- Only hits grounded opponents. Indirect hitbox. Set weight.
Rehit / Bottom:
- Indirect hitbox. Set weight.
Rehit / Top:
- Indirect hitbox. Set weight.
Final Hit:
- Indirect hitbox.
Pickaxe Final:
- Indirect hitbox.
Down Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Rehit | 0.6% | 8-11 | 51 | 366 | ±0 | - |
Front Final Hit | 14.0% | 12-17 | 51 | 27 | -34 to -29 | - |
Back Rehit | 0.6% | 26-29 | 51 | 366 | ±0 | - |
Back Final Hit | 14.0% | 30-35 | 51 | 27 | -16 to -11 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Front Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 | ||||
Back Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Back Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 |
Front Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Front Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Aerial Attacks
Neutral Air
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.74% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 3.74% | 4-6 | 16 | 45 | -10 to -8 | - |
N-Air is essentially aerial Jab, making it an effective but more situational combo and pressure tool. You can use it to continue Jab combos in the air or offstage, and it sets up for a F-Air with the correct positioning. Hitting N-Air -> F-Air 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 U-Tilt/U-Air combo. N-Air 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 Mr. Game & Watch and
Link U-Special.
- Identical to Jab outside of staling independently.
Steve will automatically mash N-Air for as long as
is held. While doing this,
Steve can freely double jump.
- N-Air is one of the few aerials in the game that lets you fall through platforms while doing it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.74% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 3.74% | 4-6 | 16 | 45 | -10 to -8 | - |
Disclaimer: Steve has 2 F-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword forward air (SF-Air), while F-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Backward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.74% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 3.74% | 4-6 | 16 | 45 | -10 to -8 | - |
Disclaimer: Steve has 2 B-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword back air (SB-Air), while B-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 11.55% | 8-9 | 31 | 361 | -18 to -17 | - |
Sourspot / Far | 11.55% | 8-9 | 31 | 361 | -18 to -17 | - |
Sourspot, Meteor / Far | 11.55% | 9 | 31 | 275 | -17 | - |
Sweetspot / Close | 13.2% | 10-11 | 31 | 361 | -16 to -15 | - |
Sweetspot, Ground / Far | 13.2% | 10-11 | 31 | 361 | -16 to -15 | - |
Sweetspot, Meteor / Far | 13.2% | 10-11 | 31 | 275 | -16 to -15 | - |
(Placeholder)
- F-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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 63 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 56 | 69 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot, Meteor / Far | 25 | 58 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 56 | 63 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Ground / Far | 56 | 69 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Meteor / Far | 25 | 58 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 |
Backward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 12.65% | 12-13 | 47 | 50 | -30 to -29 | - |
Sourspot / Far | 12.65% | 12-13 | 47 | 361 | -30 to -29 | - |
Sweetspot / Close | 14.3% | 14-16 | 47 | 50 | -28 to -26 | - |
Sweetspot / Far | 14.3% | 14-16 | 47 | 361 | -28 to -26 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 85 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 51 | 85 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 52 | 79 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Far | 52 | 79 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 |
Up Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 7.15% | 4-8 | 13 | 71 | -6 to -2 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 48 | 76 | 10 | 1 / 16+ | 3 | 0 | 0 | ×1.0 | ×1.3 |
Down Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 18.0% | 20+ | 59 | 70 | -1 | Anvil is Intangible. |
On Anvil / Aerial Opponents | 18.0% | 20+ | 59 | 58 | -1 | Anvil is Intangible. |
Off Anvil / Ground Opponents | 10.0% | Until Landing | Variable | 70 | +12 | Anvil is intangible. |
Off Anvil / Aerial Opponents | 10.0% | Until Landing | Variable | 58 | +12 | Anvil is intangible. |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
On Anvil / Aerial Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
Off Anvil / Ground Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 | ||||
Off Anvil / Aerial Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 |
On Anvil / Ground Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
On Anvil / Aerial Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
Off Anvil / Ground Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Off Anvil / Aerial Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Normal Attacks
Jab Tilt
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 4.0% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 4.0% | 4-6 | 16 | 45 | -10 to -8 | - |
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.
Jab is an extremely potent and spammable combo and neutral tool. The holding and strafing mechanics give it similar pressure applications to U-Tilt, 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 F-Air. This is especially effective against fastfallers like Fox and
Greninja, who will repeatedly hit the ground after every sword swing and can potentially die early to a F-Air at the end. At lower percents, most characters will eventually start popping up into the air, allowing you to do an U-Tilt ladder combo or a pick loopRepeatedly comboing Jab -> F-Air. to very quickly rack up damage. While untrue, Jab can set up for a Grab at low percents, and by using TBC or PBRTechniques involving Block mechanics that essentially allow
Steve to laglessly turn around mid-air. at higher percents,
Steve can combo Jab into B-Air as a more situational kill confirm.
Steve will automatically mash Jab for as long as
is held. While doing this,
Steve can freely jump, double jump, and strafeA mechanic during a move that lets you walk forward or backwards without turning around.. Crouching cancels this. Jumping will transition into N-Air, which is virtually identical.
- Punch Jab has high base knockback. While you can still technically combo off of it, it is significantly worse than other versions.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 7.8% | 6 | 16 | 86 | -2 | - |
Late | 7.8% | 7-9 | 16 | 98 | -1 to +1 | - |
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 U-Air very easily, and with strategic Block placement, it allows for high-damage, simple ladder combos that can exceed 50%. SDIInfluencing the user's position while in hitlag, typically in multihits 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 Grab for different routes. Also combos into U-Smash for kills at high percents of the ground or block ladder kill confirms at mid percents. Holding U-Tilt 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 U-Tilt. During combos, it's generally better to time U-Tilts and U-Airs instead of holding them for more flexibility.
Steve will automatically mash U-Tilt for as long as
is held. While doing this, he can freely jump, double jump, and strafeA mechanic that lets you walk forwards or backwards during a move without turning around.. Crouching cancels this.
- When airborne and holding the move, Steve will do aerial U-Tilt. It looks the same as U-Air, 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 U-Tilt is very silly. It has gaps, but is almost a constantly active hitbox above Steve if held.
- Punch U-Tilt is surprisingly okay. Unlike Punch Jab, it doesn't have high base knockback, so you can still combo fairly easily.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 42 | 78 | - | - | 8 | 0 | 0 | ×1.0 | ×1.0 | ||||
Late | 38 | 74 | - | - | 8 | 0 | 0 | ×1.0 | ×1.0 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rehit | 0.8% | 12-35 | 52 | 366 | ±0 | - |
Final Hit | 6.4% | 36-39 | 52 | 54 | -7 to -4 | - |
Obnoxious combo and edgeguardUsing various means to prevent an opponent from recovering to the stage tool. D-Tilt is an extremely active multihit projectile that spawns in front of Steve and lingers. If he's close enough to the ledge or the edge of a platform/Block, 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
Steve being stuck in a laggy crouch animation while it's out, but its still an effective move. At low percents, D-Tilt can both start and continue combos. You can chain 3-4 on most of the cast, or follow it up with a F-Air or U-Air into imagination. With proper use of block cancellingstanding on a Block and using a move as it breaks to cancel endlag.,
Steve 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.
- D-Tilt can be reflected, but its movement will not change.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rehit | 0 (40 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.7 | ×1.0 | ||||
Final Hit | 42 | 116 | - | - | 3 | -3 | 0 | ×0.5 | ×1.0 |
Rehit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Final Hit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Dash Attack
Dash State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot | 12.48% | 8-10 | 31 | 50 | -12 to -10 | - |
Sourspot | 10.08% | 11-13 | 31 | 50 | -10 to -8 | - |
Steve's fastest burst option and a solid get off me tool. It has very limited combo application, but can technically combo into another Dash Attack at low percents. It can end combos but other options are better. It becomes a decent kill option with Diamond near the ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 68 | 66 | - | - | 11 | 1 | 0 | ×1.0 | ×1.0 | ||||
Sourspot | 66 | 58 | - | - | 10 | 1 | 0 | ×1.0 | ×1.0 |
Smash Attacks
Forward Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 18.0% | 13-15 | 43 | 42 | -18 to -16 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 34 | 85 | - | - | 12 | 0 | 0 | ×1.1 | ×1.0 |
Up Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 1.0% | 8-9 | 76 | 105 | -66 to -65 | - |
Rehit / Bottom | 0.4% | 8-48 | 76 | 113 | ±0 | - |
Rehit / Top | 0.4% | 8-48 | 76 | 366 | ±0 | - |
Final Hit | 14.0% | 49-50 | 76 | 80 | -17 to -16 | - |
Pickaxe Final | 8.88% | 49-50 | 76 | 52 | -20 to -19 | - |
Extremely active move that covers the space above Steve, 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. Up Smash 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
Steve's Dair or
Palutena and
Ivysaur's Nairs will easily cut through it and hit
Steve. Up Smash is an extremely potent combo tool, and is usually used as a finisher. It kills characters like
Mario starting at about 110% of the ground, but can steal stocks of the top at as low as 70% when used to end a block ladder combo. Blocks also let Usmash extend and technically start combos via block cancelling. If a block breaks and interrupts Usmash during the multihits, then you can directly combo into an Utilt. This is best set up with dirt blocks, and doing Usmash on a block offstage or doing Utilt > Usmash on a block onstage. While the correct DI is away, it has little effect on Usmash's kill potential, only making it kill about 6% later.
- Usmash is big enough to hit the opponent through the stage if steve is plankingcamping under the ledge to avoid interaction. You aren't safe standing on the ledge above him.
- If block cancelled, the launcher hitbox of Usmash basically combos into anything. It has set knockback and a ton of hitstun.
- If block cancelled, the finisher hitbox of Usmash lets you double jump into another Block > Usmash. 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
Steve, and can also invisibly trigger pressure plates if he is close enough.
- Usmash is bigger than a normal block for some reason. This is not a Minecraft reference.
Steve 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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 0 (90 FKB) | 100 | - | - | 2 | 0 | 0 | ×0.4 | ×1.0 | ||||
Rehit / Bottom | 0 (60 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.0 | ×0.2 | ||||
Rehit / Top | 0 (20 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.4 | ×0.2 | ||||
Final Hit | 47 | 90 | - | - | 10 | 0 | 0 | ×0.8 | ×1.0 | ||||
Pickaxe Final | 56 | 82 | - | - | 7 | 1 | 0 | ×1.0 | ×1.0 |
Scoop:
- Only hits grounded opponents. Indirect hitbox. Set weight.
Rehit / Bottom:
- Indirect hitbox. Set weight.
Rehit / Top:
- Indirect hitbox. Set weight.
Final Hit:
- Indirect hitbox.
Pickaxe Final:
- Indirect hitbox.
Down Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Rehit | 0.6% | 8-11 | 51 | 366 | ±0 | - |
Front Final Hit | 14.0% | 12-17 | 51 | 27 | -34 to -29 | - |
Back Rehit | 0.6% | 26-29 | 51 | 366 | ±0 | - |
Back Final Hit | 14.0% | 30-35 | 51 | 27 | -16 to -11 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Front Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 | ||||
Back Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Back Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 |
Front Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Front Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Aerial Attacks
Neutral Air
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 4.0% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 4.0% | 4-6 | 16 | 45 | -10 to -8 | - |
N-Air is essentially aerial Jab, making it an effective but more situational combo and pressure tool. You can use it to continue Jab combos in the air or offstage, and it sets up for a F-Air with the correct positioning. Hitting N-Air -> F-Air 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 U-Tilt/U-Air combo. N-Air 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 Mr. Game & Watch and
Link U-Special.
- Identical to Jab outside of staling independently.
Steve will automatically mash N-Air for as long as
is held. While doing this,
Steve can freely double jump.
- N-Air is one of the few aerials in the game that lets you fall through platforms while doing it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 4.0% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 4.0% | 4-6 | 16 | 45 | -10 to -8 | - |
Disclaimer: Steve has 2 F-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword forward air (SF-Air), while F-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Backward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 4.0% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 4.0% | 4-6 | 16 | 45 | -10 to -8 | - |
Disclaimer: Steve has 2 B-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword back air (SB-Air), while B-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 12.6% | 8-9 | 31 | 361 | -18 to -17 | - |
Sourspot / Far | 12.6% | 8-9 | 31 | 361 | -18 to -17 | - |
Sourspot, Meteor / Far | 12.6% | 9 | 31 | 275 | -17 | - |
Sweetspot / Close | 14.4% | 10-11 | 31 | 361 | -16 to -15 | - |
Sweetspot, Ground / Far | 14.4% | 10-11 | 31 | 361 | -16 to -15 | - |
Sweetspot, Meteor / Far | 14.4% | 10-11 | 31 | 275 | -16 to -15 | - |
(Placeholder)
- F-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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 63 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 56 | 69 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot, Meteor / Far | 25 | 58 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 56 | 63 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Ground / Far | 56 | 69 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Meteor / Far | 25 | 58 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 |
Backward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 13.8% | 12-13 | 47 | 50 | -30 to -29 | - |
Sourspot / Far | 13.8% | 12-13 | 47 | 361 | -30 to -29 | - |
Sweetspot / Close | 15.6% | 14-16 | 47 | 50 | -27 to -25 | - |
Sweetspot / Far | 15.6% | 14-16 | 47 | 361 | -27 to -25 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 85 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 51 | 85 | 12 | 1-4 / 22+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 56 | 85 | 12 | 1-4 / 22+ | 6 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Far | 51 | 85 | 12 | 1-4 / 22+ | 6 | 0 | 0 | ×1.5 | ×2.0 |
Up Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 7.8% | 4-8 | 13 | 71 | -5 to -1 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 48 | 76 | 10 | 1 / 16+ | 4 | 0 | 0 | ×1.0 | ×1.3 |
Down Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 18.0% | 20+ | 59 | 70 | -1 | Anvil is Intangible. |
On Anvil / Aerial Opponents | 18.0% | 20+ | 59 | 58 | -1 | Anvil is Intangible. |
Off Anvil / Ground Opponents | 10.0% | Until Landing | Variable | 70 | +12 | Anvil is intangible. |
Off Anvil / Aerial Opponents | 10.0% | Until Landing | Variable | 58 | +12 | Anvil is intangible. |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
On Anvil / Aerial Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
Off Anvil / Ground Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 | ||||
Off Anvil / Aerial Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 |
On Anvil / Ground Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
On Anvil / Aerial Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
Off Anvil / Ground Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Off Anvil / Aerial Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Normal Attacks
Jab Tilt
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.4% | 3-5 | 14 | 57 | -9 to -7 | - |
Aerial Opponents | 3.4% | 3-5 | 14 | 45 | -9 to -7 | - |
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.
Jab is an extremely potent and spammable combo and neutral tool. The holding and strafing mechanics give it similar pressure applications to U-Tilt, 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 F-Air. This is especially effective against fastfallers like Fox and
Greninja, who will repeatedly hit the ground after every sword swing and can potentially die early to a F-Air at the end. At lower percents, most characters will eventually start popping up into the air, allowing you to do an U-Tilt ladder combo or a pick loopRepeatedly comboing Jab -> F-Air. to very quickly rack up damage. While untrue, Jab can set up for a Grab at low percents, and by using TBC or PBRTechniques involving Block mechanics that essentially allow
Steve to laglessly turn around mid-air. at higher percents,
Steve can combo Jab into B-Air as a more situational kill confirm.
Steve will automatically mash Jab for as long as
is held. While doing this,
Steve can freely jump, double jump, and strafeA mechanic during a move that lets you walk forward or backwards without turning around.. Crouching cancels this. Jumping will transition into N-Air, which is virtually identical.
- Punch Jab has high base knockback. While you can still technically combo off of it, it is significantly worse than other versions.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 6.5% | 4 | 12 | 86 | -1 | - |
Late | 6.5% | 5-7 | 12 | 98 | 0 to +2 | - |
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 U-Air very easily, and with strategic Block placement, it allows for high-damage, simple ladder combos that can exceed 50%. SDIInfluencing the user's position while in hitlag, typically in multihits 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 Grab for different routes. Also combos into U-Smash for kills at high percents of the ground or block ladder kill confirms at mid percents. Holding U-Tilt 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 U-Tilt. During combos, it's generally better to time U-Tilts and U-Airs instead of holding them for more flexibility.
Steve will automatically mash U-Tilt for as long as
is held. While doing this, he can freely jump, double jump, and strafeA mechanic that lets you walk forwards or backwards during a move without turning around.. Crouching cancels this.
- When airborne and holding the move, Steve will do aerial U-Tilt. It looks the same as U-Air, 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 U-Tilt is very silly. It has gaps, but is almost a constantly active hitbox above Steve if held.
- Punch U-Tilt is surprisingly okay. Unlike Punch Jab, it doesn't have high base knockback, so you can still combo fairly easily.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 42 | 78 | - | - | 7 | 0 | 0 | ×1.0 | ×1.0 | ||||
Late | 38 | 74 | - | - | 7 | 0 | 0 | ×1.0 | ×1.0 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rehit | 0.8% | 12-35 | 52 | 366 | ±0 | - |
Final Hit | 6.4% | 36-39 | 52 | 54 | -7 to -4 | - |
Obnoxious combo and edgeguardUsing various means to prevent an opponent from recovering to the stage tool. D-Tilt is an extremely active multihit projectile that spawns in front of Steve and lingers. If he's close enough to the ledge or the edge of a platform/Block, 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
Steve being stuck in a laggy crouch animation while it's out, but its still an effective move. At low percents, D-Tilt can both start and continue combos. You can chain 3-4 on most of the cast, or follow it up with a F-Air or U-Air into imagination. With proper use of block cancellingstanding on a Block and using a move as it breaks to cancel endlag.,
Steve 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.
- D-Tilt can be reflected, but its movement will not change.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rehit | 0 (40 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.7 | ×1.0 | ||||
Final Hit | 42 | 116 | - | - | 3 | -3 | 0 | ×0.5 | ×1.0 |
Rehit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Final Hit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Dash Attack
Dash State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot | 10.4% | 8-10 | 28 | 50 | -10 to -8 | - |
Sourspot | 8.4% | 11-13 | 28 | 50 | -9 to -7 | - |
Steve's fastest burst option and a solid get off me tool. It has very limited combo application, but can technically combo into another Dash Attack at low percents. It can end combos but other options are better. It becomes a decent kill option with Diamond near the ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 68 | 76 | - | - | 10 | 1 | 0 | ×1.0 | ×1.0 | ||||
Sourspot | 66 | 66 | - | - | 8 | 1 | 0 | ×1.0 | ×1.0 |
Smash Attacks
Forward Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 15.0% | 10-13 | 35 | 42 | -15 to -12 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 34 | 101 | - | - | 10 | 0 | 0 | ×1.1 | ×1.0 |
Up Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 1.0% | 8-9 | 76 | 105 | -66 to -65 | - |
Rehit / Bottom | 0.4% | 8-48 | 76 | 113 | ±0 | - |
Rehit / Top | 0.4% | 8-48 | 76 | 366 | ±0 | - |
Final Hit | 14.0% | 49-50 | 76 | 80 | -17 to -16 | - |
Pickaxe Final | 7.4% | 49-50 | 76 | 52 | -21 to -20 | - |
Extremely active move that covers the space above Steve, 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. Up Smash 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
Steve's Dair or
Palutena and
Ivysaur's Nairs will easily cut through it and hit
Steve. Up Smash is an extremely potent combo tool, and is usually used as a finisher. It kills characters like
Mario starting at about 110% of the ground, but can steal stocks of the top at as low as 70% when used to end a block ladder combo. Blocks also let Usmash extend and technically start combos via block cancelling. If a block breaks and interrupts Usmash during the multihits, then you can directly combo into an Utilt. This is best set up with dirt blocks, and doing Usmash on a block offstage or doing Utilt > Usmash on a block onstage. While the correct DI is away, it has little effect on Usmash's kill potential, only making it kill about 6% later.
- Usmash is big enough to hit the opponent through the stage if steve is plankingcamping under the ledge to avoid interaction. You aren't safe standing on the ledge above him.
- If block cancelled, the launcher hitbox of Usmash basically combos into anything. It has set knockback and a ton of hitstun.
- If block cancelled, the finisher hitbox of Usmash lets you double jump into another Block > Usmash. 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
Steve, and can also invisibly trigger pressure plates if he is close enough.
- Usmash is bigger than a normal block for some reason. This is not a Minecraft reference.
Steve 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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 0 (90 FKB) | 100 | - | - | 2 | 0 | 0 | ×0.4 | ×1.0 | ||||
Rehit / Bottom | 0 (60 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.0 | ×0.2 | ||||
Rehit / Top | 0 (20 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.4 | ×0.2 | ||||
Final Hit | 47 | 90 | - | - | 10 | 0 | 0 | ×0.8 | ×1.0 | ||||
Pickaxe Final | 56 | 92 | - | - | 6 | 1 | 0 | ×1.0 | ×1.0 |
Scoop:
- Only hits grounded opponents. Indirect hitbox. Set weight.
Rehit / Bottom:
- Indirect hitbox. Set weight.
Rehit / Top:
- Indirect hitbox. Set weight.
Final Hit:
- Indirect hitbox.
Pickaxe Final:
- Indirect hitbox.
Down Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Rehit | 0.6% | 8-11 | 51 | 366 | ±0 | - |
Front Final Hit | 14.0% | 12-17 | 51 | 27 | -34 to -29 | - |
Back Rehit | 0.6% | 26-29 | 51 | 366 | ±0 | - |
Back Final Hit | 14.0% | 30-35 | 51 | 27 | -16 to -11 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Front Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 | ||||
Back Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Back Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 |
Front Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Front Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Aerial Attacks
Neutral Air
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.4% | 3-5 | 14 | 57 | -9 to -7 | - |
Aerial Opponents | 3.4% | 3-5 | 14 | 45 | -9 to -7 | - |
N-Air is essentially aerial Jab, making it an effective but more situational combo and pressure tool. You can use it to continue Jab combos in the air or offstage, and it sets up for a F-Air with the correct positioning. Hitting N-Air -> F-Air 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 U-Tilt/U-Air combo. N-Air 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 Mr. Game & Watch and
Link U-Special.
- Identical to Jab outside of staling independently.
Steve will automatically mash N-Air for as long as
is held. While doing this,
Steve can freely double jump.
- N-Air is one of the few aerials in the game that lets you fall through platforms while doing it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.4% | 3-5 | 14 | 57 | -9 to -7 | - |
Aerial Opponents | 3.4% | 3-5 | 14 | 45 | -9 to -7 | - |
Disclaimer: Steve has 2 F-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword forward air (SF-Air), while F-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Backward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 3.4% | 3-5 | 14 | 57 | -9 to -7 | - |
Aerial Opponents | 3.4% | 3-5 | 14 | 45 | -9 to -7 | - |
Disclaimer: Steve has 2 B-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword back air (SB-Air), while B-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 10.5% | 8-9 | 28 | 361 | -16 to -15 | - |
Sourspot / Far | 10.5% | 8-9 | 28 | 361 | -16 to -15 | - |
Sourspot, Meteor / Far | 10.5% | 9 | 28 | 275 | -15 | - |
Sweetspot / Close | 12.0% | 10-11 | 28 | 361 | -13 to -12 | - |
Sweetspot, Ground / Far | 12.0% | 10-11 | 28 | 361 | -16 to -15 | - |
Sweetspot, Meteor / Far | 12.0% | 10-11 | 28 | 275 | -13 to -12 | - |
(Placeholder)
- F-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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 81 | 12 | 1-4 / 19+ | 4 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 56 | 81 | 12 | 1-4 / 19+ | 4 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot, Meteor / Far | 25 | 67 | 12 | 1-4 / 19+ | 4 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 56 | 81 | 12 | 1-4 / 19+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Ground / Far | 56 | 81 | 12 | 1-4 / 19+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Meteor / Far | 25 | 67 | 12 | 1-4 / 19+ | 5 | 0 | 0 | ×1.5 | ×2.0 |
Backward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 11.5% | 12-13 | 41 | 50 | -24 to -23 | - |
Sourspot / Far | 11.5% | 12-13 | 41 | 361 | -24 to -23 | - |
Sweetspot / Close | 13.0% | 14-16 | 41 | 50 | -22 to -20 | - |
Sweetspot / Far | 13.0% | 14-16 | 41 | 361 | -22 to -20 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 99 | 12 | 1-4 / 21+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 51 | 99 | 12 | 1-4 / 21+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 56 | 99 | 12 | 1-4 / 21+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Far | 51 | 99 | 12 | 1-4 / 21+ | 5 | 0 | 0 | ×1.5 | ×2.0 |
Up Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 6.5% | 4-8 | 11 | 71 | -4 to 0 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 48 | 76 | 10 | 1 / 12+ | 3 | 0 | 0 | ×1.0 | ×1.3 |
Down Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 18.0% | 20+ | 59 | 70 | -1 | Anvil is Intangible. |
On Anvil / Aerial Opponents | 18.0% | 20+ | 59 | 58 | -1 | Anvil is Intangible. |
Off Anvil / Ground Opponents | 10.0% | Until Landing | Variable | 70 | +12 | Anvil is intangible. |
Off Anvil / Aerial Opponents | 10.0% | Until Landing | Variable | 58 | +12 | Anvil is intangible. |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
On Anvil / Aerial Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
Off Anvil / Ground Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 | ||||
Off Anvil / Aerial Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 |
On Anvil / Ground Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
On Anvil / Aerial Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
Off Anvil / Ground Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Off Anvil / Aerial Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Normal Attacks
Jab Tilt
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 4.5% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 4.5% | 4-6 | 16 | 45 | -10 to -8 | - |
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.
Jab is an extremely potent and spammable combo and neutral tool. The holding and strafing mechanics give it similar pressure applications to U-Tilt, 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 F-Air. This is especially effective against fastfallers like Fox and
Greninja, who will repeatedly hit the ground after every sword swing and can potentially die early to a F-Air at the end. At lower percents, most characters will eventually start popping up into the air, allowing you to do an U-Tilt ladder combo or a pick loopRepeatedly comboing Jab -> F-Air. to very quickly rack up damage. While untrue, Jab can set up for a Grab at low percents, and by using TBC or PBRTechniques involving Block mechanics that essentially allow
Steve to laglessly turn around mid-air. at higher percents,
Steve can combo Jab into B-Air as a more situational kill confirm.
Steve will automatically mash Jab for as long as
is held. While doing this,
Steve can freely jump, double jump, and strafeA mechanic during a move that lets you walk forward or backwards without turning around.. Crouching cancels this. Jumping will transition into N-Air, which is virtually identical.
- Punch Jab has high base knockback. While you can still technically combo off of it, it is significantly worse than other versions.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 8.775% | 6 | 16 | 86 | -1 | - |
Late | 8.775% | 7-9 | 16 | 98 | 0 to +2 | - |
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 U-Air very easily, and with strategic Block placement, it allows for high-damage, simple ladder combos that can exceed 50%. SDIInfluencing the user's position while in hitlag, typically in multihits 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 Grab for different routes. Also combos into U-Smash for kills at high percents of the ground or block ladder kill confirms at mid percents. Holding U-Tilt 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 U-Tilt. During combos, it's generally better to time U-Tilts and U-Airs instead of holding them for more flexibility.
Steve will automatically mash U-Tilt for as long as
is held. While doing this, he can freely jump, double jump, and strafeA mechanic that lets you walk forwards or backwards during a move without turning around.. Crouching cancels this.
- When airborne and holding the move, Steve will do aerial U-Tilt. It looks the same as U-Air, 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 U-Tilt is very silly. It has gaps, but is almost a constantly active hitbox above Steve if held.
- Punch U-Tilt is surprisingly okay. Unlike Punch Jab, it doesn't have high base knockback, so you can still combo fairly easily.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 42 | 78 | - | - | 9 | 0 | 0 | ×1.0 | ×1.0 | ||||
Late | 38 | 74 | - | - | 9 | 0 | 0 | ×1.0 | ×1.0 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rehit | 0.8% | 12-35 | 52 | 366 | ±0 | - |
Final Hit | 6.4% | 36-39 | 52 | 54 | -7 to -4 | - |
Obnoxious combo and edgeguardUsing various means to prevent an opponent from recovering to the stage tool. D-Tilt is an extremely active multihit projectile that spawns in front of Steve and lingers. If he's close enough to the ledge or the edge of a platform/Block, 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
Steve being stuck in a laggy crouch animation while it's out, but its still an effective move. At low percents, D-Tilt can both start and continue combos. You can chain 3-4 on most of the cast, or follow it up with a F-Air or U-Air into imagination. With proper use of block cancellingstanding on a Block and using a move as it breaks to cancel endlag.,
Steve 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.
- D-Tilt can be reflected, but its movement will not change.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rehit | 0 (40 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.7 | ×1.0 | ||||
Final Hit | 42 | 116 | - | - | 3 | -3 | 0 | ×0.5 | ×1.0 |
Rehit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Final Hit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Dash Attack
Dash State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot | 14.04% | 8-10 | 31 | 50 | -10 to -8 | - |
Sourspot | 11.34% | 11-13 | 31 | 50 | -9 to -7 | - |
Steve's fastest burst option and a solid get off me tool. It has very limited combo application, but can technically combo into another Dash Attack at low percents. It can end combos but other options are better. It becomes a decent kill option with Diamond near the ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 68 | 66 | - | - | 13 | 1 | 0 | ×1.0 | ×1.0 | ||||
Sourspot | 66 | 58 | - | - | 11 | 1 | 0 | ×1.0 | ×1.0 |
Smash Attacks
Forward Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 20.25% | 13-15 | 43 | 42 | -17 to -15 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 34 | 85 | - | - | 13 | 0 | 0 | ×1.1 | ×1.0 |
Up Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 1.0% | 8-9 | 76 | 105 | -66 to -65 | - |
Rehit / Bottom | 0.4% | 8-48 | 76 | 113 | ±0 | - |
Rehit / Top | 0.4% | 8-48 | 76 | 366 | ±0 | - |
Final Hit | 14.0% | 49-50 | 76 | 80 | -17 to -16 | - |
Pickaxe Final | 9.99% | 49-50 | 76 | 52 | -20 to -19 | - |
Extremely active move that covers the space above Steve, 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. Up Smash 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
Steve's Dair or
Palutena and
Ivysaur's Nairs will easily cut through it and hit
Steve. Up Smash is an extremely potent combo tool, and is usually used as a finisher. It kills characters like
Mario starting at about 110% of the ground, but can steal stocks of the top at as low as 70% when used to end a block ladder combo. Blocks also let Usmash extend and technically start combos via block cancelling. If a block breaks and interrupts Usmash during the multihits, then you can directly combo into an Utilt. This is best set up with dirt blocks, and doing Usmash on a block offstage or doing Utilt > Usmash on a block onstage. While the correct DI is away, it has little effect on Usmash's kill potential, only making it kill about 6% later.
- Usmash is big enough to hit the opponent through the stage if steve is plankingcamping under the ledge to avoid interaction. You aren't safe standing on the ledge above him.
- If block cancelled, the launcher hitbox of Usmash basically combos into anything. It has set knockback and a ton of hitstun.
- If block cancelled, the finisher hitbox of Usmash lets you double jump into another Block > Usmash. 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
Steve, and can also invisibly trigger pressure plates if he is close enough.
- Usmash is bigger than a normal block for some reason. This is not a Minecraft reference.
Steve 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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 0 (90 FKB) | 100 | - | - | 2 | 0 | 0 | ×0.4 | ×1.0 | ||||
Rehit / Bottom | 0 (60 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.0 | ×0.2 | ||||
Rehit / Top | 0 (20 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.4 | ×0.2 | ||||
Final Hit | 47 | 90 | - | - | 10 | 0 | 0 | ×0.8 | ×1.0 | ||||
Pickaxe Final | 56 | 82 | - | - | 7 | 1 | 0 | ×1.0 | ×1.0 |
Scoop:
- Only hits grounded opponents. Indirect hitbox. Set weight.
Rehit / Bottom:
- Indirect hitbox. Set weight.
Rehit / Top:
- Indirect hitbox. Set weight.
Final Hit:
- Indirect hitbox.
Pickaxe Final:
- Indirect hitbox.
Down Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Rehit | 0.6% | 8-11 | 51 | 366 | ±0 | - |
Front Final Hit | 14.0% | 12-17 | 51 | 27 | -34 to -29 | - |
Back Rehit | 0.6% | 26-29 | 51 | 366 | ±0 | - |
Back Final Hit | 14.0% | 30-35 | 51 | 27 | -16 to -11 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Front Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 | ||||
Back Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Back Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 |
Front Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Front Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Aerial Attacks
Neutral Air
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 4.5% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 4.5% | 4-6 | 16 | 45 | -10 to -8 | - |
N-Air is essentially aerial Jab, making it an effective but more situational combo and pressure tool. You can use it to continue Jab combos in the air or offstage, and it sets up for a F-Air with the correct positioning. Hitting N-Air -> F-Air 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 U-Tilt/U-Air combo. N-Air 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 Mr. Game & Watch and
Link U-Special.
- Identical to Jab outside of staling independently.
Steve will automatically mash N-Air for as long as
is held. While doing this,
Steve can freely double jump.
- N-Air is one of the few aerials in the game that lets you fall through platforms while doing it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 4.5% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 4.5% | 4-6 | 16 | 45 | -10 to -8 | - |
Disclaimer: Steve has 2 F-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword forward air (SF-Air), while F-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Backward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ground Opponents | 4.5% | 4-6 | 16 | 57 | -10 to -8 | - |
Aerial Opponents | 4.5% | 4-6 | 16 | 45 | -10 to -8 | - |
Disclaimer: Steve has 2 B-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword back air (SB-Air), while B-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ground Opponents | 20 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 | ||||
Aerial Opponents | 27 | 134 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 14.175% | 8-9 | 31 | 361 | -18 to -17 | - |
Sourspot / Far | 14.175% | 8-9 | 31 | 361 | -18 to -17 | - |
Sourspot, Meteor / Far | 14.175% | 9 | 31 | 275 | -17 | - |
Sweetspot / Close | 16.2% | 10-11 | 31 | 361 | -15 to -14 | - |
Sweetspot, Ground / Far | 16.2% | 10-11 | 31 | 361 | -15 to -14 | - |
Sweetspot, Meteor / Far | 16.2% | 10-11 | 31 | 275 | -15 to -14 | - |
(Placeholder)
- F-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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 63 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 56 | 69 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot, Meteor / Far | 25 | 67 | 12 | 1-2 / 20+ | 5 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 56 | 63 | 12 | 1-2 / 20+ | 6 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Ground / Far | 56 | 69 | 12 | 1-2 / 20+ | 6 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot, Meteor / Far | 25 | 67 | 12 | 1-2 / 20+ | 6 | 0 | 0 | ×1.5 | ×2.0 |
Backward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot / Close | 15.525% | 12-13 | 47 | 50 | -29 to -28 | - |
Sourspot / Far | 15.525% | 12-13 | 47 | 361 | -29 to -28 | - |
Sweetspot / Close | 17.55% | 14-16 | 47 | 50 | -27 to -25 | - |
Sweetspot / Far | 17.55% | 14-16 | 47 | 361 | -27 to -25 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot / Close | 56 | 85 | 12 | 1-4 / 22+ | 6 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sourspot / Far | 51 | 85 | 12 | 1-4 / 22+ | 6 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Close | 56 | 85 | 12 | 1-4 / 22+ | 6 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot / Far | 51 | 85 | 12 | 1-4 / 22+ | 6 | 0 | 0 | ×1.5 | ×2.0 |
Up Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 8.775% | 4-8 | 13 | 71 | -5 to -1 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 48 | 76 | 10 | 1 / 16+ | 4 | 0 | 0 | ×1.0 | ×1.3 |
Down Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 18.0% | 20+ | 59 | 70 | -1 | Anvil is Intangible. |
On Anvil / Aerial Opponents | 18.0% | 20+ | 59 | 58 | -1 | Anvil is Intangible. |
Off Anvil / Ground Opponents | 10.0% | Until Landing | Variable | 70 | +12 | Anvil is intangible. |
Off Anvil / Aerial Opponents | 10.0% | Until Landing | Variable | 58 | +12 | Anvil is intangible. |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
On Anvil / Aerial Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
Off Anvil / Ground Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 | ||||
Off Anvil / Aerial Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 |
On Anvil / Ground Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
On Anvil / Aerial Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
Off Anvil / Ground Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Off Anvil / Aerial Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Normal Attacks
Jab Tilt
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 2.72% | 4-6 | 16 | 60 | -10 to -8 | - |
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.
Jab is an extremely potent and spammable combo and neutral tool. The holding and strafing mechanics give it similar pressure applications to U-Tilt, 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 F-Air. This is especially effective against fastfallers like Fox and
Greninja, who will repeatedly hit the ground after every sword swing and can potentially die early to a F-Air at the end. At lower percents, most characters will eventually start popping up into the air, allowing you to do an U-Tilt ladder combo or a pick loopRepeatedly comboing Jab -> F-Air. to very quickly rack up damage. While untrue, Jab can set up for a Grab at low percents, and by using TBC or PBRTechniques involving Block mechanics that essentially allow
Steve to laglessly turn around mid-air. at higher percents,
Steve can combo Jab into B-Air as a more situational kill confirm.
Steve will automatically mash Jab for as long as
is held. While doing this,
Steve can freely jump, double jump, and strafeA mechanic during a move that lets you walk forward or backwards without turning around.. Crouching cancels this. Jumping will transition into N-Air, which is virtually identical.
- Punch Jab has high base knockback. While you can still technically combo off of it, it is significantly worse than other versions.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 72 | 50 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Up Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 5.2% | 6 | 16 | 86 | -4 | - |
Late | 5.2% | 7-9 | 16 | 98 | -3 to -1 | - |
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 U-Air very easily, and with strategic Block placement, it allows for high-damage, simple ladder combos that can exceed 50%. SDIInfluencing the user's position while in hitlag, typically in multihits 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 Grab for different routes. Also combos into U-Smash for kills at high percents of the ground or block ladder kill confirms at mid percents. Holding U-Tilt 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 U-Tilt. During combos, it's generally better to time U-Tilts and U-Airs instead of holding them for more flexibility.
Steve will automatically mash U-Tilt for as long as
is held. While doing this, he can freely jump, double jump, and strafeA mechanic that lets you walk forwards or backwards during a move without turning around.. Crouching cancels this.
- When airborne and holding the move, Steve will do aerial U-Tilt. It looks the same as U-Air, 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 U-Tilt is very silly. It has gaps, but is almost a constantly active hitbox above Steve if held.
- Punch U-Tilt is surprisingly okay. Unlike Punch Jab, it doesn't have high base knockback, so you can still combo fairly easily.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 42 | 78 | - | - | 6 | 0 | 0 | ×1.0 | ×1.2 | ||||
Late | 38 | 74 | - | - | 6 | 0 | 0 | ×1.0 | ×1.2 |
Down Tilt
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Rehit | 0.8% | 12-35 | 52 | 366 | ±0 | - |
Final Hit | 6.4% | 36-39 | 52 | 54 | -7 to -4 | - |
Obnoxious combo and edgeguardUsing various means to prevent an opponent from recovering to the stage tool. D-Tilt is an extremely active multihit projectile that spawns in front of Steve and lingers. If he's close enough to the ledge or the edge of a platform/Block, 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
Steve being stuck in a laggy crouch animation while it's out, but its still an effective move. At low percents, D-Tilt can both start and continue combos. You can chain 3-4 on most of the cast, or follow it up with a F-Air or U-Air into imagination. With proper use of block cancellingstanding on a Block and using a move as it breaks to cancel endlag.,
Steve 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.
- D-Tilt can be reflected, but its movement will not change.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rehit | 0 (40 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.7 | ×1.0 | ||||
Final Hit | 42 | 116 | - | - | 3 | -3 | 0 | ×0.5 | ×1.0 |
Rehit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Final Hit:
- Hitbox has a gravity effect. Projectile. Can be reflected and absorbed.
Dash Attack
Dash State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sweetspot | 8.32% | 8-10 | 31 | 50 | -15 to -13 | - |
Sourspot | 6.72% | 11-13 | 31 | 50 | -13 to -11 | - |
Steve's fastest burst option and a solid get off me tool. It has very limited combo application, but can technically combo into another Dash Attack at low percents. It can end combos but other options are better. It becomes a decent kill option with Diamond near the ledge.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sweetspot | 68 | 66 | - | - | 8 | 1 | 0 | ×1.0 | ×1.0 | ||||
Sourspot | 68 | 58 | - | - | 7 | 1 | 0 | ×1.0 | ×1.0 |
Smash Attacks
Forward Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 12.0% | 13-15 | 43 | 42 | -22 to -20 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 20 | 85 | - | - | 8 | 0 | 0 | ×1.1 | ×1.0 |
Up Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Scoop | 1.0% | 8-9 | 76 | 105 | -66 to -65 | - |
Rehit / Bottom | 0.4% | 8-48 | 76 | 113 | ±0 | - |
Rehit / Top | 0.4% | 8-48 | 76 | 366 | ±0 | - |
Final Hit | 14.0% | 49-50 | 76 | 80 | -17 to -16 | - |
Extremely active move that covers the space above Steve, 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. Up Smash 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
Steve's Dair or
Palutena and
Ivysaur's Nairs will easily cut through it and hit
Steve. Up Smash is an extremely potent combo tool, and is usually used as a finisher. It kills characters like
Mario starting at about 110% of the ground, but can steal stocks of the top at as low as 70% when used to end a block ladder combo. Blocks also let Usmash extend and technically start combos via block cancelling. If a block breaks and interrupts Usmash during the multihits, then you can directly combo into an Utilt. This is best set up with dirt blocks, and doing Usmash on a block offstage or doing Utilt > Usmash on a block onstage. While the correct DI is away, it has little effect on Usmash's kill potential, only making it kill about 6% later.
- Usmash is big enough to hit the opponent through the stage if steve is plankingcamping under the ledge to avoid interaction. You aren't safe standing on the ledge above him.
- If block cancelled, the launcher hitbox of Usmash basically combos into anything. It has set knockback and a ton of hitstun.
- If block cancelled, the finisher hitbox of Usmash lets you double jump into another Block > Usmash. 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
Steve, and can also invisibly trigger pressure plates if he is close enough.
- Usmash is bigger than a normal block for some reason. This is not a Minecraft reference.
Steve 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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Scoop | 0 (90 FKB) | 100 | - | - | 2 | 0 | 0 | ×0.4 | ×1.0 | ||||
Rehit / Bottom | 0 (60 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.0 | ×0.2 | ||||
Rehit / Top | 0 (20 FKB) | 100 | - | - | 2 | 0 | 6 | ×0.4 | ×0.2 | ||||
Final Hit | 47 | 90 | - | - | 10 | 0 | 0 | ×0.8 | ×1.0 |
Scoop:
- Only hits grounded opponents. Indirect hitbox. Set weight.
Rehit / Bottom:
- Indirect hitbox. Set weight.
Rehit / Top:
- Indirect hitbox. Set weight.
Final Hit:
- Indirect hitbox.
Down Smash
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front Rehit | 0.6% | 8-11 | 51 | 366 | ±0 | - |
Front Final Hit | 14.0% | 12-17 | 51 | 27 | -34 to -29 | - |
Back Rehit | 0.6% | 26-29 | 51 | 366 | ±0 | - |
Back Final Hit | 14.0% | 30-35 | 51 | 27 | -16 to -11 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Front Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 | ||||
Back Rehit | 0 (55 FKB) | 100 | - | - | 2 | 0 | 2 | ×0.0 | ×1.0 | ||||
Back Final Hit | 59 | 62 | - | - | 5 | 0 | 0 | ×1.0 | ×1.0 |
Front Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Front Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Rehit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Back Final Hit:
- Hitboxes have a gravity effect. Cannot trip. Projectile. Reflectable and absorbable.
Aerial Attacks
Neutral Air
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 2.72% | 4-6 | 16 | 60 | -10 to -8 | - |
N-Air is essentially aerial Jab, making it an effective but more situational combo and pressure tool. You can use it to continue Jab combos in the air or offstage, and it sets up for a F-Air with the correct positioning. Hitting N-Air -> F-Air 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 U-Tilt/U-Air combo. N-Air 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 Mr. Game & Watch and
Link U-Special.
- Identical to Jab outside of staling independently.
Steve will automatically mash N-Air for as long as
is held. While doing this,
Steve can freely double jump.
- N-Air is one of the few aerials in the game that lets you fall through platforms while doing it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 72 | 50 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 2.72% | 4-6 | 16 | 60 | -10 to -8 | - |
Disclaimer: Steve has 2 F-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword forward air (SF-Air), while F-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 72 | 50 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Backward Air (Sword)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 2.72% | 4-6 | 16 | 60 | -10 to -8 | - |
Disclaimer: Steve has 2 B-Airs, one using a sword and one using a pickaxe. This one using the sword is called sword back air (SB-Air), while B-Air on its own refers to the pickaxe version.
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 72 | 50 | - | - | 2 | 0 | 0 | ×1.0 | ×2.0 |
Forward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot | 8.4% | 8-9 | 31 | 361 | -19 to -18 | - |
Sweetspot | 9.6% | 10-11 | 31 | 361 | -17 to -16 | - |
(Placeholder)
- F-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.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot | 56 | 63 | 12 | 1-2 / 20+ | 4 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot | 48 | 63 | 12 | 1-2 / 20+ | 4 | 0 | 0 | ×1.5 | ×2.0 |
Backward Air (Pickaxe)
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Sourspot | 9.2% | 12-13 | 47 | 50 | -31 to -30 | - |
Sweetspot | 10.4% | 14-16 | 47 | 50 | -29 to -17 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Sourspot | 56 | 85 | 12 | 1-4 / 22+ | 4 | 0 | 0 | ×1.5 | ×2.0 | ||||
Sweetspot | 52 | 79 | 12 | 1-4 / 22+ | 4 | 0 | 0 | ×1.5 | ×2.0 |
Up Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 5.2% | 4-8 | 13 | 71 | -6 to -2 | - |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 48 | 76 | 10 | 1 / 16+ | 3 | 0 | 0 | ×1.0 | ×1.3 |
Down Air
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 18.0% | 20+ | 59 | 70 | -1 | Anvil is Intangible. |
On Anvil / Aerial Opponents | 18.0% | 20+ | 59 | 58 | -1 | Anvil is Intangible. |
Off Anvil / Ground Opponents | 10.0% | Until Landing | Variable | 70 | +12 | Anvil is intangible. |
Off Anvil / Aerial Opponents | 10.0% | Until Landing | Variable | 58 | +12 | Anvil is intangible. |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
On Anvil / Ground Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
On Anvil / Aerial Opponents | 62 | 84 | 18 | - | 6 | 2 | 0 | ×1.0 | ×1.0 | ||||
Off Anvil / Ground Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 | ||||
Off Anvil / Aerial Opponents | 62 | 78 | - | - | 4 | 2 | 0 | ×0.7 | ×1.0 |
On Anvil / Ground Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
On Anvil / Aerial Opponents:
- Indirect hitbox. Projectile. Is reflectable. Can cancel with jump starting frame 25+. Steve is considered to be on the ground, when jumping off anvil, he will suffer jumpsquat.
Off Anvil / Ground Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Off Anvil / Aerial Opponents:
- Data used when Steve cancels off of Anvil. Projectile. Is reflectable.
Special Attacks
Crafting Table/Mine/Place Block
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Summon Crafting Table | N/A | N/A | 7 | N/A | NaN | N/A |
Mine | N/A | N/A | 29/15/15/14/12/13 | N/A | NaN | N/A |
Place Block | N/A | N/A | 15 | N/A | NaN | N/A |
Crafting Table (It exists in the background except when it doesn't)
- Placeholder
- Placeholder
Crafting (While in front of table and having the correct materials, )
- Placeholder
- Placeholder
Crafting Table Summon (While Holding Shield,)
- Ignores shield drop, giving Steve a 7 frame shield drop by using this out of shield. This has limited utility though, as it can't be buffered. Trying to time this in practice can easily waste those 4 saved frames.
- Summoning table requires either 2 wood, 4 stone, or 1 iron. It prioritizes in that order and can't take a combination.
- If not manually summoned, table will automatically summon above Steve after 4 seconds of being broken. This still takes materials and will force another summon if dropped offstage.
Mine (Hold while on top of a surface)
Place Block ( while on the ground, or in the air)
Steve's best and most complex move, and arguably the best and most complicated move in the entire game. Blocks are insane and let Steve bend the rules of the game.
Place Block has so many uses, its impossible to list every single tech found related to it. Check out his techniques here.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Summon Crafting Table | N/A | N/A | N/A | N/A | N/A | ||||||||
Mine | N/A | N/A | N/A | N/A | N/A | ||||||||
Place Block | N/A | N/A | N/A | N/A | N/A |
Minecart
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ride | 9.5 | N/A | 2 | 43 | NaN | N/A |
Free | 7.0 | 18-45 | 29 | 60 | -1 to 26 | N/A |
- Consumes 1
Iron
- Rails get placed when used on the ground, which will burn through your inventory quickly. It's usually better to use Minecart in the air to avoid this.
- Turns into Powered Minecart if you have 1/4
Gold in your inventory and 1/3
RedstoneRedstone is invisible and irrelevant. Don't think about it.
- If on the ground, you can boost with powered rails again by hitting
. This uses another 1/4
Gold and 1/3
Redstone.
Minecart (With Steve in it)
- Placeholder
- Placeholder
Empty Minecart (Jump after +
)
- Placeholder
- Placeholder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ride | 60 | 74 | N/A | N/A | 4 | ||||||||
Free | 66 | 64 | N/A | N/A | 3 |
Elytra
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early Grounded/Airborne | 5.0 | 28-37/23-32 | - | 70 | - | N/A |
Late Grounded/Airborne | 3.0 | 38-44/33-39 | - | 70 | - | N/A |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early Grounded/Airborne | 30 | 100 | 19/20 | N/A | 6 | ||||||||
Late Grounded/Airborne | 30 | 100 | 19/20 | N/A | 4 |
TNT
+
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Place Ground/Airborne | - | - | 24/27 | - | - | N/A |
Explode | 28.0 | 13-15 after pressure plate press | 15 | - | - | N/A |
Explode | 28.0 | Ignite + 1-2 | - | - | N/A |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Place Ground/Airborne | - | - | N/A | N/A | - | ||||||||
Explode | - | - | N/A | N/A | - | ||||||||
Explode | - | - | N/A | N/A | - |
Grabs & Pummel
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial / Ground Only | - | 13-16 | 56 | - | - | - |
Initial / Aerial Only | - | 13-16 | 56 | - | - | - |
Fishing Hook | - | 13-27 | 56 | - | - | - |
Great tether grab except when it isn't. Steve's longest range tool and uniquely has an arcing motion. This lets him cover higher areas than other grabs, but also gives it a massive blindspot, making it completely miss against shorter characters or landing animations. The range is also deceptive, as the hitbox ends on frame 27, but the fishing line will still keep going out for a couple frames after. Grab interacts nicely with blocks, as you can stand on one to grab mid-air, or set up a block to redirect it. Grab has physics, so sending it into the bottom of a block will make it fall and let you grab downwards, similar to
Isabelle's Side-B. This can be a useful edgeguardUsing various means to prevent an opponent from recovering to the stage tool. Make sure not to stand too close to the side of a block, anvil, or TNT when throwing out a grab, because it will snag and go nowhere.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial / Ground Only | - | - | - | - | - | - | - | - | - | ||||
Initial / Aerial Only | - | - | - | - | - | - | - | - | - | ||||
Fishing Hook | - | - | - | - | - | - | - | - | - |
Fishing Hook:
- Grabs both ground and aerial opponents.
Dash State +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial / Ground Only | - | 16-17 | 62 | - | - | - |
Initial / Aerial Only | - | 16-17 | 62 | - | - | - |
Fishing Hook | - | 16-30 | 62 | - | - | - |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial / Ground Only | - | - | - | - | - | - | - | - | - | ||||
Initial / Aerial Only | - | - | - | - | - | - | - | - | - | ||||
Fishing Hook | - | - | - | - | - | - | - | - | - |
Fishing Hook:
- Grabs both ground and aerial opponents.
Dash State + +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Initial / Ground Only | - | 17-18 | 59 | - | - | - |
Initial / Aerial Only | - | 17-18 | 59 | - | - | - |
Fishing Hook | - | 17-31 | 59 | - | - | - |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial / Ground Only | - | - | - | - | - | - | - | - | - | ||||
Initial / Aerial Only | - | - | - | - | - | - | - | - | - | ||||
Fishing Hook | - | - | - | - | - | - | - | - | - |
Fishing Hook:
- Grabs both ground and aerial opponents.
Pummel
>
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Pummel | 1.5% | 1 | 6 | 361 | - | - |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pummel | 0 (30 FKB) | 100 | - | - | - | 0 | 0 | ×2.2 | ×1.0 |
Pummel:
- Does not include hitlag. Pummel only hits the opponent that has been grabbed.
Throw Attacks
Forward Throw
>
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 3.0% | 13-14 | 49 | 10 | -31 | 1-14 (Invincibility) |
Throw Release | 6.0% | 14 | 49 | 25 | - | 1-14 (Invincibility) |
Catch Release | 3.0% | 1-14 | 49 | 361 | - | 1-14 (Invincibility) |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 70 | 50 | - | - | 4 | 0 | 0 | ×1.0 | ×1.0 | ||||
Throw Release | 78 | 59 | - | - | - | - | - | ×0.0 | - | ||||
Catch Release | 60 | 100 | - | - | - | - | - | ×0.0 | - |
Backward Throw
>
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 10.0% | 24 | 34 | 55 | - | 1-24 (Invincibility) |
Catch Release | 3.0% | 1-24 | 34 | 361 | - | 1-24 (Invincibility) |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 70 | 66 | - | - | - | - | - | ×0.0 | - | ||||
Catch Release | 40 | 100 | - | - | - | - | - | ×0.0 | - |
Upward Throw
>
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Hitbox | 3.0% | 18-19 | 47 | 80 | -24 | 1-19 (Invincibility) |
Throw Release | 8.0% | 19 | 47 | 90 | - | 1-19 (Invincibility) |
Catch Release | 3.0% | 1-19 | 47 | 361 | - | 1-19 (Invincibility) |
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hitbox | 60 | 100 | - | - | 4 | 0 | 0 | ×1.0 | ×1.0 | ||||
Throw Release | 70 | 83 | - | - | - | - | - | ×0.0 | - | ||||
Catch Release | 40 | 100 | - | - | - | - | - | ×0.0 | - |
Downward Throw (With Anvil)
>
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Windbox | 0.0% | 6-14 | 29 | 361 | 0 | 1-20 (Invincibility) |
Anvil | 7.0% | 15-22 | 29 | 86 | -4 | 1-20 (Invincibility) |
Throw Release | 8.0% | 20 | 29 | 58 | - | 1-20 (Invincibility) |
Catch Release | 3.0% | 1-20 | 29 | 361 | - | 1-20 (Invincibility) |
- Combo throw. Consumes 1
Iron and sets up for pick loopsone of steve's main combo trees. basically boils down to Jab -> F-Air repeatedly to rack up damage.
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Windbox | 30 | 50 | - | - | 0 | 0 | 10 | ×1.0 | ×1.0 | ||||
Anvil | 40 | 80 | - | - | 3 | 0 | 0 | ×1.0 | ×1.0 | ||||
Throw Release | 50 | 74 | - | - | - | - | - | ×0.0 | - | ||||
Catch Release | 40 | 100 | - | - | - | - | - | ×0.0 | - |
Downward Throw (Without Anvil)
>
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Throw Release | 8.0% | 20 | 29 | 58 | - | 1-20 (Invincibility) |
Catch Release | 3.0% | 1-20 | 29 | 361 | - | 1-20 (Invincibility) |
- Combo throw that sets up for pick loopsone of steve's main combo trees. basically boils down to Jab -> F-Air repeatedly to rack up damage.
- PlaceHolder
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Throw Release | 50 | 74 | - | - | - | - | - | ×0.0 | - | ||||
Catch Release | 40 | 100 | - | - | - | - | - | ×0.0 | - |
Misc. Attacks
Ledge Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Attack | 9.0% | 24-26 | 55 | 45 | -22 to -20 | 1-26 (Intangibility) |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Attack | 90 | 20 | - | - | 9 | 1 | 0 | ×1.0 | ×1.0 |
Getup Attack (Faceup)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Hit | 7.0% | 19-20 | 45 | 48 | -19 to -18 | 1-25 (Intangibility) |
Front Hit | 7.0% | 24-25 | 45 | 48 | -14 to -13 | 1-25 (Intangibility) |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 80 | 48 | - | - | 7 | 8 | 0 | ×1.0 | ×1.0 | ||||
Front Hit | 80 | 48 | - | - | 7 | 8 | 0 | ×1.0 | ×1.0 |
Getup Attack (Facedown)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Hit | 7.0% | 16-17 | 45 | 48 | -22 to -21 | 1-23 (Intangibility) |
Front Hit | 7.0% | 21-22 | 45 | 48 | -17 to -16 | 1-22 (Intangibility) |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 80 | 48 | - | - | 7 | 8 | 0 | ×1.0 | ×1.0 | ||||
Front Hit | 80 | 48 | - | - | 7 | 8 | 0 | ×1.0 | ×1.0 |
Trip Attack
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Hit | 5.0% | 19-20 | 49 | 361 | -24 to -23 | 1-7 (Intangibility) |
Front Hit | 5.0% | 31-32 | 49 | 361 | -12 to -11 | 1-7 (Intangibility) |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 60 | 50 | - | - | 6 | 8 | 0 | ×1.0 | ×1.0 | ||||
Front Hit | 60 | 50 | - | - | 6 | 8 | 0 | ×1.0 | ×1.0 |
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To edit frame data, edit values in SSBU/Steve/Data. To edit Normal Moves move card descriptions, edit information and descriptions in SSBU/Steve/Steve NormalMoves MoveCards |
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Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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