m (changing move colors) |
(Added to the overview a point about having to manage your resources as steve, with a tad bit of cross referencing with another war crime of a character: Happy Chaos. Also elaborated more on resource meter) |
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{{StockIcon|SSBU|Steve}} is a unique fighter who uses mining to upgrade his tools and gain resources, which he can then use to supplement his combo game, boost his frame data (with gold), and increase his kill power. |
{{StockIcon|SSBU|Steve}} is a unique fighter who uses mining to upgrade his tools and gain resources, which he can then use to supplement his combo game, boost his frame data (with gold), and increase his kill power. |
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{{clr|special|Mining}} is Steve's key mechanic. Through this, Steve gains materials that can be spent on {{clr|special|Blocks}}, which have endless potential. With {{clr|special|Crafting Table}} Steve can spend materials to upgrade his tools, granting more potent combos and safer moves. Some moves, like {{clr|special|Minecart}} and {{clr|aerial|Anvil}}, spend |
{{clr|special|Mining}} is Steve's key mechanic. Through this, Steve gains materials that can be spent on {{clr|special|Blocks}}, which have endless potential. With {{clr|special|Crafting Table}} Steve can spend certain materials to upgrade his tools, granting more potent combos and safer moves. Some moves, like {{clr|special|Minecart}} and {{clr|aerial|Anvil}}, spend Iron when used. |
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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|smash|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|smash|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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The combination of his Blocks and Iron moves is what gives Steve his biggest strengths. |
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Playing Steve requires awareness, however, as using Blocks and Iron moves drain 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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|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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*''' "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. |
*''' "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. |
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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. |
*''' Slow Movement:''' Steve doesn't have good mobility stats, and has a very short jump. |
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*''' 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 |
*''' 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 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. |
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*''' 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. |
*''' 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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|uro = {{clr|special|Minecart}}, {{clr|special|Place Block}} |
|uro = {{clr|special|Minecart}}, {{clr|special|Place Block}} |
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|fastestOOS = Sword Forward/Back/Up Air (7F) |
|fastestOOS = Sword Forward/Back/Up Air (7F) |
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|unique_mechanic1_name = Resources [[File:SSBU_Steve_Resource.png]] |
|unique_mechanic1_name = Resources [[File:SSBU_Steve_Resource.png]] |
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|unique_mechanic1 = 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 Redstone. A maximum of 100 blocks (Dirt/Wood/Stone/Iron), 12 Gold, 5 Diamond and 15 Redstone can be held. Steve doesn't lose any of your 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. |
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|unique_mechanic1 = Resource Meter (Placeholder) |
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'''Gold''' |
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(Placeholder) |
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'''Diamond''' |
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(Placeholder) |
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'''Redstone''' |
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(Placeholder) |
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|unique_mechanic2_name = Blocks |
|unique_mechanic2_name = Blocks |
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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. |
|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) |
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|unique_mechanic3_name = Crafting |
|unique_mechanic3_name = Crafting Table/Upgrading |
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|unique_mechanic3 = |
|unique_mechanic3 = |
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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. |
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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. |
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. |
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. |
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|unique_mechanic4_name = Resource Moves |
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|unique_mechanic4 = |
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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. |
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'''Anvil Moves ({{clr|aerial|DAir}} and {{clr|grab|DThrow}})''' |
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(Placeholder) |
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'''{{clr|special|Minecart}}''' |
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(Placeholder) |
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'''{{clr|special|TNT}}''' |
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(Placeholder) |
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}} |
}} |
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Revision as of 09:30, 19 April 2023
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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 drain 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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Gold
(Placeholder)
Diamond
(Placeholder)
Redstone
(Placeholder)
![](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.
Anvil Moves (DAir and DThrow)
(Placeholder)
Minecart
(Placeholder)
TNT
(Placeholder)
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 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. |
---|---|---|---|---|---|---|
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 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