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{{StockIcon|SSBU|Steve}} is a unique fighter who uses mining to upgrade his tools and gain resources, where he can then use to supplement his combo game and kill power. |
{{StockIcon|SSBU|Steve}} is a unique fighter who uses mining to upgrade his tools and gain resources, where he can then use to supplement his combo game and kill power. |
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{{clr|special|Mining}} is Steve's key mechanic. Through this, Steve gains resources that can be spent on {{clr|special|Blocks}}, which have endless potential. With |
{{clr|special|Mining}} is Steve's key mechanic. Through this, Steve gains resources that can be spent on {{clr|special|Blocks}}, which have endless potential. With {{clr|special|Crafting Table}} Steve can use certain resources to upgrade his tools, enabling combos do extremely high damage. Having the right resource enables Steve the use of certain moves, like {{clr|special|Mine Cart}} and {{clr|aerial|Anvil Down Air}}. |
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Once the opponent loses neutral and is off stage, Steve can use his oppressive edgeguarding tools. Moves like {{clr|tilt|D-Tilt}}, {{clr|tilt|Down Smash}} and even {{clr|grab|Grab}} allow Steve to easily ledge trap without much risk. With {{clr|special|Blocks}}, Steve can also chase the opponent off stage and wait on a {{clr|special|Block}} built platform to get an easy edgeguard. |
Once the opponent loses neutral and is off stage, Steve can use his oppressive edgeguarding tools. Moves like {{clr|tilt|D-Tilt}}, {{clr|tilt|Down Smash}} and even {{clr|grab|Grab}} allow Steve to easily ledge trap without much risk. With {{clr|special|Blocks}}, Steve can also chase the opponent off stage and wait on a {{clr|special|Block}} built platform to get an easy edgeguard. |
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|summary= is a character with endless possibilities that can deal with almost every situation |
|summary= is a character with endless possibilities that can deal with almost every situation |
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|pros= |
|pros= |
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*''' Blocks |
*''' Blocks:''' {{clr|special|Blocks}} are the cornerstone of Steve's toolkit. They enable Steve to have freeform combos which lead to a stock off a good hit, set up low percentage kill throws, and can even save him from certain death. There is unlimited potential to this move. |
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*''' Neutral Control''' |
*''' Neutral Control:''' {{clr|special|Blocks}} also let Steve build platforms/walls that he can sit on/behind and {{clr|special|Mine}}, forcing the opponent to approach him. |
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*''' Easy Edgeguarding and Ledge Trapping''' |
*''' 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|tilt|Down Smash}} can easily 2-frame opponents. |
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*''' Free Damaging Combos''' |
*''' Free Damaging Combos: ''' A lot of Steve's moves like {{clr|tilt|U-Tilt}},{{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 multi-{{clr|tilt|Jab}} combos, and can lead to a KO. |
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*''' |
*''' Impossible to whiff punish: ''' Steve's frame data is fantastic, with many of his normals coming out fast and having little endlag. |
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*''' Decent Recovery Options''' |
*''' Decent Recovery Options: ''' {{clr|special|Elytra}} can be angled to mix up the trajectory of his recovery. Combined with {{clr|special|Mine Cart}} and {{clr|special|Blocks}}, Steve is no slouch off stage. |
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*''' "He needs it"''' |
*''' "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. Rail Powered {{clr|special|Mine Cart}} has heavy armor that can absorb some damage that Steve takes, and when empty is a command grab that must be mashed out of. {{clr|special|TNT}} when triggered by Steve deals less knockback to Steve, meaning that if TNT hits both players at a KO percent the Steve player will die last. {{clr|aerial|D-Air}}'s anvil has active hitboxes while on a block, making approaching blocks with anvils on them risky. |
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|cons= |
|cons= |
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*''' Slow Movement:''' Steve doesn't have good mobility stats, and has a very short jump. |
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*''' Resource Management''' |
*''' Resource Management:''' Steve requires resources in order to apply his set ups and use moves like {{clr|special|Blocks}}, {{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 resources(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. |
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*''' Hard to Master Tech''': A lot of Steve's techs like No Impact Landing |
*''' Hard to Master Tech''': A lot of Steve's techs like No Impact Landing(NIL) require a lot of precise timings and windows to execute. Messing up might mean dropping a combo. |
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*''' Blocks ''': Sometimes you'll get stage spike'd by your own block and be very sad. |
*''' Blocks ''': Sometimes you'll get stage spike'd by your own block and be very sad. |
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*''' Banned ''': I'm pretty sure this character is banned in some places |
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|weight = 92 |
|weight = 92 |
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|spotDodge = 25F (3~17F intangible) |
|spotDodge = 25F (3~17F intangible) |
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|airDodge = 3~30F intangible (Neutral) <br> 3~21F intangible (Directional) |
|airDodge = 3~30F intangible (Neutral) <br> 3~21F intangible (Directional) |
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|uro = Minecart, Create Block |
|uro = {{clr|special|Minecart}}, {{clr|special|Create Block}} |
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|fastestOOS = Sword Forward/Back/Up Air |
|fastestOOS = Sword Forward/Back/Up Air (7F) |
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|unique_mechanic1_name = Resources [[File:SSBU_Steve_Resource.png]] |
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|unique_mechanic1 = Resource Meter (Placeholder) |
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⚫ | |||
|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. |
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|unique_mechanic3_name = Crafting |
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|unique_mechanic1_name = Blocks |
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|unique_mechanic3 = |
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|unique_mechanic1 = {{StockIcon|SSBU|Steve}} |
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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. |
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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. Bear in mind that if Steve gets KO'd, his tools get reset to wood. |
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⚫ | |||
|unique_mechanic2 = {{StockIcon|SSBU|Steve}} |
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}} |
}} |
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Revision as of 06:41, 10 April 2023
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![](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 resources that can be spent on Blocks, which have endless potential. With Crafting Table Steve can use certain resources to upgrade his tools, enabling combos do extremely high damage. Having the right resource enables Steve the use of certain moves, like Mine Cart and Anvil Down Air.
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.
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Pros | Cons |
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![](http://static.miraheze.org/dragdownwiki/thumb/0/0f/SSBU_Steve_Stock.png/25px-SSBU_Steve_Stock.png)
![](http://static.miraheze.org/dragdownwiki/thumb/0/0f/SSBU_Steve_Stock.png/25px-SSBU_Steve_Stock.png)
![](http://static.miraheze.org/dragdownwiki/thumb/5/53/GCC_B_Prompt.png/38px-GCC_B_Prompt.png)
![](http://static.miraheze.org/dragdownwiki/thumb/5/53/GCC_B_Prompt.png/38px-GCC_B_Prompt.png)
Normal Moves
Jab/Forward 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. |
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- 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 |
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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. |
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- 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 |
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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. |
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Rehit | 0.8% | 12-35 | 52 | 366 | ±0 | - |
Final Hit | 6.4% | 36-39 | 52 | 54 | -7 to -4 | - |
- 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 |
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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.
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. |
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- 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 |
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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. |
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- 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 |
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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. |
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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.
Aerials
Forward Aerial (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. |
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- 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 |
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Back Aerial (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. |
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- 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 |
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Forward Aerial (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. |
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- 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 |
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Back Aerial (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. |
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- 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 |
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Down Aerial
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. |
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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 |
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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 Moves
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 (While Holding Shield,
)
- Ignores shield drop, giving Steve a 7 frame shield drop by using this out of shield
- Mine (Hold
while on top of a surface)
- Place Block (
while on the ground, or in the air)
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
- 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 and Throws
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. |
---|
- Standing Grab
- Dash Grab (
or
>
)
- Pivot Grab (
>
+
)
- Pummel (
>
)
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 |
---|
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 | - |
Back 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. |
---|
- 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 |
---|
Up 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 | - |
Down 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. |
---|
- 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 |
---|
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) |
- 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 | 90 | 20 | - | - | 9 | 1 | 0 | ×1.0 | ×1.0 |
Getup 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. |
---|
- 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 |
---|
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) |
- 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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 60 | 50 | - | - | 6 | 8 | 0 | ×1.0 | ×1.0 | ||||
Front Hit | 60 | 50 | - | - | 6 | 8 | 0 | ×1.0 | ×1.0 |
![]() |
To edit frame data, edit values in SSBU/Steve/Data. |
![](http://static.miraheze.org/dragdownwiki/thumb/0/0f/SSBU_Steve_Stock.png/50px-SSBU_Steve_Stock.png)
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 •
Placeholder