Super Smash Bros. Ultimate

Steve (SSBU)

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This article is about Steve's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Steve.
Steve
in Super Smash Bros. Ultimate
Steve SSBU.png
Alex SSBU.png
Zombie SSBU.png
Enderman SSBU.png
Fighter-steve-alex.png

MinecraftSymbol.svg
Universe Minecraft
Availability Downloadable
Final Smash House of Boom
Tier S+ (1)
Steve (SSBU)
Steve Rocks the Block!
—Introduction tagline (Steve)
Alex Swaps In!
—Introduction tagline (Alex)
Zombie Spawns In!
—Introduction tagline (Zombie)
Enderman Steps from the Shadows!
—Introduction tagline (Enderman)

Steve (スティーブ, Steve) is a playable character in Super Smash Bros. Ultimate, the second fighter from Microsoft after Banjo & Kazooie, and the eighth DLC character for Ultimate. He was confirmed as a playable character on October 1st, 2020 as the second downloadable character from Fighters Pass Vol. 2. Alex (アレックス, Alex), a Zombie (ゾンビ, Zombie), and an Enderman (エンダーマン, Enderman) also appear as alternate costumes. Steve was released as part of Challenger Pack 7 on October 13th, 2020 and is classified as Fighter #77.

Steve is ranked 1st out of 82 on the current tier list, placing him at the very top of the S+ tier. Steve's ability to create platforms and walls of his own with Mine / Craft / Create Block gifts him with an extremely potent defensive prowess that also grants him great stage control, recovery aid, and gimp potential while also allowing him access to a myriad of unique advanced techniques. These blocks also allow him to greatly extend his combos with incredibly fast attacks, such as his moving jab attack and axe ladders, among others, allowing him to command one of the best advantage states in the game and rack up massive amounts of damage. His damage potential can be further increased by upgrading his toolset with the materials he mines; diamond tools are considered a high threat as a result. His back aerial and smash attacks yield incredible kill power, as do his down aerial and TNT, which are notable components in Steve's trapping game. Minecart is not only a useful horizontal recovery tool, but also a projectile command grab, a powerful KO option, and a tool Steve can use to approach opponents. Elytra's gliding mechanics allow Steve to mix up his recovery and can provide him with great vertical coverage if angled right. Nearly every move in Steve's arsenal can be used for multiple purposes, such as his down tilt, which can ledgetrap opponents, block projectiles, and set up combos.

However, Steve is not without weaknesses. His lackluster aerial and ground mobility hamper his approaching options, and his crouch and crawl are ineffective against projectile attacks. Furthermore, his Minecraft-inspired playstyle forces him to mine for materials throughout the match constantly; running out of materials denies him access to certain moves such as Minecart and TNT. Steve's tools will eventually break with extended use, leaving him with an ineffective punch attack unless he uses a crafting table to replenish his tools. However, he can also be denied usage of his crafting table (and his toolset) if he is kept airborne and off-stage while respawning, which forces Steve to use up potentially valuable resources. His up smash and down tilt leave him vulnerable to punish should he miss, and while Steve's tool attacks are fast, they have short reach, making them not as effective as a combo disruptor against other characters. Their short reach also forces Steve to engage in close-quarters combat as he lacks a conventional projectile, where he can easily be outclassed by characters with either ranged or disjointed attacks.

Overall, Steve is an incredibly versatile character who is able to manipulate stage terrain to corner opponents, which lets him reap the rewards of an excellent advantage state with massive damage outputs and kill power, on top of already impressive frame data and recovery. Although he has difficulty approaching opponents that outclass him in range, these weaknesses are greatly overshadowed by his strengths, and he is widely considered by many to be the best character in Ultimate. He has achieved excellent tournament representation and results from many players, most notably acola, one of the greatest Ultimate players of all time, as well as Carmelo, Onin, and Syrup. However, due to being perceived as "broken" by many in the community as well as the discovery of the Phantom MLG glitch in February 2023, Steve's legality has become a contentious topic in the community, with several events choosing to ban the character.

Attributes[edit]

Steve is a fighter who possesses slightly below-average weight and unremarkable mobility. He has the shortest jump out of the entire roster, in addition to a peculiar crouch and crawl based on Minecraft's "sneaking" mechanic, where he simply hunches over, neither of which are very useful in battle. In addition to this, his walk speed, initial dash, running speed, and air speed are all among the bottom 10 of the respective stats, with his initial dash in particular being the worst in the game.

Taking many attributes from his home game, Steve is one of the most unique fighters on the roster. His battle strategy almost completely revolves around mining materials from the stage itself for several of his attacks, alongside crafting stronger weapons and the ability to place blocks almost everywhere within the fighting boundaries. These three attributes appear as his neutral special, Mine / Craft / Create Block. Mine can take a lot of time to get the desired materials, but Steve starts each stock with a set amount of materials for him to use, so he's not completely defenseless at the start of a fight. Craft is also fast, and in conjunction with the ability to teleport his crafting table to his current position, makes camping Steve's crafting table an ineffective strategy. Create Block is the most potent out of Steve's options and has a myriad of uses; this includes building temporary walls to interrupt opponents, stalling his recovery or his opponent's followups by standing on a floating block making it arguably one of the best recoveries in the entire series, blocking projectiles, mindgames, and extremely deep edgeguarding and gimping opportunities. Steve can even use the short longevity of Create Block to immediately cancel some of the lag in his grounded moves while in the air, such as up smash and down smash, leading to some of the most dangerous and diverse aerial combos in the game, should he be able to set it up. Create Block is thus one of Steve's essential techniques, though due to the difficulty of building and managing his resources in combat, it can take much experience to truly master.

Minecart is a powerful side special: by itself, it is a capable KO option, and can be used as a horizontal recovery tool. Uniquely, Steve can jump out of a moving minecart, turning it into a grabbing projectile that can scoop up a foe, forcing them to struggle out of it. This lets Steve follow up with attacks or edgeguard/gimp recovering opponents. By using up gold and redstone, Steve can use powered rails to accelerate his minecart and catch foes off guard with the sudden burst of speed. Additionally, he can recover the iron used up from creating the minecart if he is the one to break it afterwards. TNT is Steve's explosive down special, and can be set off from afar by the minecart or by a redstone trail to a wooden pressure plate of Steve's creation, which is extremely useful for ledge trapping. However, it acts as a double-edged sword, as the explosion affects everyone, including Steve, and the person who triggers the pressure plate takes reduced knockback from the explosion, which can be used to Steve's advantage for mind games, or against him by a crafty opponent. Additionally, Steve can safely detonate TNT if he uses down smash and properly times a buffered air dodge. Elytra requires no materials on Steve's part to use, has a hitbox upon startup, and its Brawl-like gliding mechanic allows Steve to mix up his recovery path, thwarting attempts at opposing edgeguards. While its horizontal recovery potential is almost unrivaled, it renders him vulnerable after the initial startup. He is also unable to switch directions after using it and will enter free fall if it is angled too high or hits a solid object, making a misinputted or misangled Elytra fatal.

Apart from his specials, Steve has noticeable strengths in his other attacks. His neutral attack, forward tilt, and neutral aerial all involve a rapid sword swing, but unlike Mega Man's similar attacks, Steve's do not stop until the sword in question breaks, allowing him to continue a chain of sword hits for longer in comparison and set up for combos. This rapid-hit property is also seen in his up tilt and up aerial, which can juggle into various moves. His down-tilt flint and steel is a highly useful edge-guarding tool, as its flames are affected by gravity and can repeatedly block off the ledge for a two-frame punish, in addition to absorbing weak projectiles. In the same vein, down smash has lingering hitboxes on both sides and can be used as a semi-spike, especially in combination with Create Block. Steve's forward and back aerials also possess useful perks; the former possesses meteor smash potential if the opponent is hit near the end of the swing, and the latter possesses powerful knockback. While his down aerial costs iron to use, Steve's anvil deals exceptional damage and knockback, and can be canceled to avoid falling, along with the anvil, making edgeguarding with the move far less risky. It should also be noted that his tool-based attacks are further improved with high-tier tools, as gold swings faster and can combo more effectively, while diamond has excellent damage and knockback, especially when using his forward smash, forward air, and back air.

Steve's grab game is also respectable. While his tether grab cannot be used to grab the ledge, it can still grab shielded opponents from afar, granting Steve another ranged option to make up for his short-ranged normal attacks. His grab does have a noticeable blind spot, however, and can be low-profiled in certain situations. His back throw angle leaves much to be desired, but his forward throw launches foes in a semi-spike manner and, along with his up throw, has very high base knockback, but average growth, making their KO potential lackluster. His down throw uses iron to slam an anvil on an opponent, dealing very serious damage for a throw and sending at a useful angle for follow-ups; however, it becomes incredibly weak without iron, as Steve will simply fling the opponent on the ground.

One of Steve's more powerful attributes is how much he can capitalize on the advantage. Steve is widely agreed upon to have among the best advantage states in the entire game, with a wide range of tools that can lead to large amounts of damage fairly easily, and with combos like axe ladders and pick loops, he can preserve the advantage to last even longer. His advantage stage is also uniquely strong at the edge, where he can place traps with TNT and use blocks to hinder certain options like jumping. Steve also has a very unconventional neutral game, which, in spite of its passivity, can be highly effective; Steve can use Create Block to build walls between himself and his opponent, and hide behind them to mine and upgrade his tools, possibly with gold or diamond. The high threat level of diamond tools means that the opponent is usually forced to approach to prevent Steve from crafting diamond tools, and may have to navigate around or destroy the blocks that may have been placed by Steve, which can be exploited by him to more easily find openings for whiff punishing.

Despite his strengths, Steve has prevalent flaws. His mobility is underwhelming, having among the worst ground mobility in the game due to the combination of poor run speed and the worst initial dash in the game (as opposed to most characters of this speed class usually having relatively high initial dash in contrast to their run speed). His aerial mobility is also unremarkable, having poor air speed and very low jump height, to the point where he's unable to reach the lower platforms of Battlefield without burning his double jump. Finally, despite being relatively short compared to an average humanoid character, Steve's crouch and crawl barely reduce his height, and his hitstun animations leave him in an upright position, preventing him from ducking under attacks and leaving him vulnerable to being attacked. A minor bug also exists with his shield, where if he blocks an attack, he loses the ability to shift his shield. This can be resolved by simply dropping and re-activating his shield, including by summoning his Crafting Table.

His moveset has its own downsides. His down tilt and up smash leave Steve stuck until the animation is finished, making him open to a punish from the sides. While many of his core moves (such as his sword and axe moves) are very spammable, they only cover a very short distance and do not cover below or behind him, leaving Steve without a useful "get-off-me" option against combo-centric opponents, excluding using iron to summon an anvil or building a block to stall his fall, which are only effective with enough iron and within the stage's build limit, respectively. Additionally, the spammability of his moves is held back by Steve's low mobility, making it unwieldy for him to attempt rushdown tactics. His grab range is offset by its very high ending lag, making his grab game less effective against mobile fighters, and his down throw is significantly less damaging and effective without iron.

Steve's Minecraft-inspired playstyle can also leave him in troublesome situations. If he mines more materials than his inventory can fit, he will end up discarding resources that might have otherwise been valuable. This negatively affects Create Block, as it always prioritizes the weakest block first; weak blocks can be broken very easily by hitting them with attacks or hitting the bottom side of the block, making them less effective for edgeguarding or creating a blockade. Additionally, walling off a recovering opponent may not be an effective option, as damaging hitboxes can easily plow through weaker blocks without much trouble, and hitting Steve (or placing them near the build limit) will cause his blocks to break significantly faster. His tools can break if used up enough, forcing him to mine to collect materials and craft to re-upgrade them. Furthermore, getting KO'd results in Steve's tools reverting to wood (though he keeps resources already in his inventory), and mining for materials/crafting new tools can be difficult against faster opponents, who can constantly pressure Steve and deter him from gaining resources. His reliance on materials for the majority of his strongest techniques prevents him from repeatedly using them to a greater extent, due to the glaring downsides of running out of a specific material (ex. his down air and down throw accomplishing nothing with a lack of iron). Careless use of his resources will essentially leave him with almost no useful abilities: the time needed to mine can become very detrimental when fully depleted of resources, or when barehanded/using wooden or stone tools, as it takes a significant amount of time to fully replenish resources or dig for gold/diamond.

His lack of a conventional projectile and short attacking range demands that he gets in close to dish out damage, upon which fighters more suited for close combat than Steve can leave him constantly juggled. Steve's recovery, while having amazing horizontal and vertical reach, is also limited in some ways due to his low jump height and airspeed. Elytra takes some experience to get used to, as its mechanics can make it difficult to angle, and it can also be cut short if he bumps into an object. Minecart can be used for horizontal distance, though it does not grant good distance without gold, and cannot be used without iron. (Although Powered Minecart also uses up redstone, it and TNT use so little that running out of redstone never happens without a specific setup to do so.) His blocks cannot be placed too far out from the edges of the stage, and the block Steve is standing on deteriorates faster than normal, which can limit his ability to stall offstage due to his requiring materials. TNT can be used in niche situations since it gives Steve a slight vertical boost when dropped in the air, but it's usually not recommended due to its extreme resource cost.

Overall, Steve excels in a strange combination of close-up fighting, stage control, and fearsome edgeguarding, resulting in a large learning curve for players eager to pick him up. His toolkit gives him powerful overall abilities when mastered, some of which are not possessed by any other fighter in the roster; however, poor use of his resources can render him almost helpless and remove some of his best options, and his terrible mobility, compounded by a reliance on fairly linear options for approaching, means he faces an uphill battle against characters that outrange him, or are fast enough to weave around his defenses.

Update history[edit]

The majority of changes Steve received from updates were bug fixes focused on removing game-breaking glitches. Aside from these and an aesthetic change, Steve has only received two balance-oriented changes: version 11.0.0 slightly buffed his down smash by eliminating a blind spot close to Steve, and version 13.0.1 nerfed his up smash by reducing the hitstun of each multi-hit, making Block-canceled up smash follow-ups slightly harder. Ultimately, aside from making the game and character play as intended, Steve is mostly unchanged.

Super Smash Bros. Ultimate 9.0.1

  • Bug fix Fixed an issue in which certain characters could fall though the stage when breaking Blocks.
  • Bug fix Fixed an issue in which the anvil from Steve's down aerial could fall through the stage when pinching an opponent with the anvil and a Block.
  • Minecart:
    • Bug fix Fixed an issue in which fighters could be frozen if hit with Minecart.
    • Bug fix Fixed an issue in which Minecart does not hit opponents when reflected off a wall.
    • Bug fix Fixed an issue in which a fighter caught by Minecart teleports to the position in which they were caught.
  • Change Steve's up victory pose was changed to remove the Steak after he eats it.

Super Smash Bros. Ultimate 9.0.2

  • Bug fix Tap jump will now function correctly for jumping off a falling Anvil after using down air.

Super Smash Bros. Ultimate 11.0.0

  • Buff Down smash has more range towards Steve, removing a blind spot in the move.

Super Smash Bros. Ultimate 12.0.0

  • Bug fix Minecart has been adjusted to prevent certain situations where the opposing fighter would get hit by the minecart, become trapped, and then sometimes go through the landscape.
  • Bug fix Elytra will no longer give Steve extra jumps if he is hit at a certain time during the starting animation.

Super Smash Bros. Ultimate 13.0.1

  • Nerf Hitbox ID 0 of up smash's magma block has less fixed knockback (40 → 20), making it harder for Steve to combo off of it should he cancel the move with his blocks.

Moveset[edit]

  • Steve can crawl.
  • Steve can tilt his head up and down by tilting the Control Stick in said direction when he is walking, jumping, and creating blocks. This mechanic is purely aesthetic and reflects how the player's head moves in Minecraft.
  • Steve possesses a unique "resource" mechanic, which allows him to carry resources to build blocks, use certain moves, or upgrade his tools. The resources that Steve can possess are dirt, wood, stone, iron, gold, diamond, and redstone, all of which can be obtained through mining (detailed further below). Depending on the stage, dirt may be substituted with sand (such as on Tortimer Island and Coliseum), ice (such as on Summit), or wool (such as on Magicant and Living Room). All resources (except for redstone) are displayed above his in-game portrait, with a limit of 100 for block-building materials.
    • Steve starts the game with 36 units of dirt, 18 units of wood, 3 units of iron, and 2/3 redstone, the latter two of which are replenished should Steve lose a life without sufficient said material in stock.
    • Gold and diamond are only shown when available on the right of the gauge, while iron, which occupies the right of the gauge, displays its exact quantity up to 8. Cheaper materials are displayed proportionally and make up the left of the gauge.
    • Five tool materials exist: wood, stone, iron, gold, and diamond. Except for gold, each material mentioned is incrementally more powerful and durable than the last. Gold weapons are fragile, but attacks with them are faster than those with weapons made from other materials, making them ideal for combos, and outside of neutral attack, up tilt, and up aerial, gold weapons have greater knockback scaling than the other tool tiers. The typical damages of each tool type are:
      • No weapon: 0.8x damage
      • Wood or gold: 1.0x damage
      • Stone: 1.1x damage
      • Iron: 1.2x damage
      • Diamond: 1.35x damage
  • With continuous use, Steve's sword, axe, pickaxe, and shovel will use up durability points. Once all durability points for a set tool have been used up, it breaks apart, and Steve can no longer use that tool. If Steve tries to use an attack that requires a weapon he does not have, he will perform a weak punch with minimal range instead. This prevents him from constantly brawling out at close range with his weapons, and every so often forces him to mine the ground for resources and craft new tools at a crafting table. The durability varies between tools made of different materials, with wood and gold being the least durable, while diamond and iron are the most durable.
    • As each tool has its own durability, Steve can have different levels of each tool during a stock (e.g., crafting a diamond set, using up a diamond pickaxe, then crafting a gold pickaxe while retaining his other diamond tools).
  • Steve's tools reset to wood when he is KO'd, though he keeps any resources throughout stocks. If he is KO'd with less than three units of iron, he will respawn with three.

For a gallery of Steve's hitboxes, see here.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
None/Other Wood/Gold Stone Iron Diamond
Neutral attack Sword () 2.72% 3.4% 3.74% 4.08% 4.59% Steve quickly swings his sword in front of himself with short reach. He can repeat this attack by holding down the attack button, and can walk and jump, forward and backward, while doing this, making it functionally similar to Mega Man's Mega Buster and Min Min's Punch. It is one of the few neutral attacks in the game that cannot lock, and the hitbox is unable to hit floored opponents unless their hitboxes are large.
Forward tilt Sword () 2.72% 3.4% 3.74% 4.08% 4.59% Same as neutral attack and neutral aerial. Steve can also use this attack while walking forward and backwards.
Up tilt Axe () 5.2% 6.5% 7.15% 7.8% 8.775% Steve quickly swings his axe above himself. Similar to his neutral attack/forward tilt/neutral aerial, Steve is able to repeat the attack by holding down the attack button, and can jump or walk forward or backward while he is doing this. Both moves have low upward knockback, making them useful as combo starters/extenders. Unlike up air, if he jumps while using this move, continues using it while airborne, and then lands, he will not suffer landing lag. The hitbox reaches slightly to the left and right of Steve, allowing it to hit standing characters of average height.
Down tilt Flint and Steel (火打ち石と打ち金, Flint/Firestone and Hammer Steel) 0.8% (loop hit), 6.4% (last hit) Steve uses flint and steel to create a flame with a lingering hitbox in front of himself. The flame is a looping multi-hit attack, with the final hit launching opponents. If Steve uses this move at the end of a platform or near a ledge, the flame travels downward, allowing him to edgeguard and 2-frame opponents, although this is most effective on characters with underwhelming recoveries since the flame sends at a diagonal angle. While it has a long-lasting hitbox, it has very low ending lag, giving it solid combo potential. It can be used to trade with weaker projectiles as well. This move does not use up durability points. Can be reflected and absorbed. Due to being a projectile, Steve experiences no hitlag; the projectile itself does, delaying later hits relative to Steve and causing the opponent to be trapped for longer if all hits connect, thus reducing Steve's effective ending lag.
Dash attack Pickaxe (ツルハシ) 8.32% (clean), 6.72% (late) 10.4% (clean), 8.4% (late) 11.44% (clean), 9.24% (late) 12.48% (clean), 10.08% (late) 14.04% (clean), 11.34% (late) A quick running strike with his pickaxe with high knockback.
Forward smash Sword () 12% 15% 16.5% 18% 20.25% Rears back before performing a slower but strong inward swing with his sword, based on the sweep attack that swords possess from Minecraft: Java Edition. Decently fast for an attack of its kind. As the hitbox goes as far as the pixelated slash effect, and as Steve takes a step forward to attack, it has deceptively good range (having a longer range than most of his other moves). The charging animation can also dodge attacks with good timing, as Steve steps back slightly. Unique to this attack, the diamond sword variant has higher knockback scaling than the other tool tiers (apart from gold), rendering it extremely powerful for an attack of its type (while the gold sword does have the highest knockback scaling, its reduced damage output makes it overall less powerful).
Up smash Magma Block (マグマ ブロック) 1% (first hit), 0.4% (loop hit), 14% (last hit) 7.4% (pickaxe) 8.14% (pickaxe) 8.88% (pickaxe) 9.99% (pickaxe) Steve places a magma block above himself before breaking it with his pickaxe. The move has a flame effect, possesses great vertical range, and hits multiple times, similarly to Roy's up smash. It has a ground-level hitbox in front of Steve that scoops opponents into the block, making it effective out-of-shield or against landing opponents. This scooping hitbox will only hit grounded opponents. However, with the exception of the initial grounded launcher hitbox, it only hits directly above Steve, and despite its animation, Steve cannot move until well after the move is complete, as he automatically breaks the block afterwards, with the move having very high ending lag. This move does not use up durability points. The pickaxe itself can also deal damage. Despite its unorthodox animation, it is incredibly powerful for a multi-hitting up smash, KOing Mario at ground level of Final Destination at 102%.
Down smash Lava Bucket (溶岩バケツ) 0.6% (loop hit), 14% (last hit) Steve pulls out a lava-filled bucket and pours lava on both sides of himself. Both hits have long, lingering hitboxes (with each lasting 10 frames) and are powerful semi-spikes, which can be used efficiently for edge guarding. It is slightly affected by gravity near ledges, similarly to Steve's down tilt, although this is much less noticeable. This move does not use up durability points. The lava can be reflected and absorbed.
Neutral aerial Sword () 2.72% 3.4% 3.74% 4.08% 4.59% A sword swing identical to neutral attack and forward tilt.
Forward aerial Pickaxe (ツルハシ) 8.4% (early), 9.6% (clean) 10.5% (early/clean), 12% (late) 11.55% (early/clean), 13.2% (late) 12.6% (early/clean), 14.4% (late) 14.175% (early/clean), 16.2% (late) A pickaxe swing in front of himself. It is surprisingly fast and powerful, and can meteor smash if the opponent is hit near the end of the swing, though it has short range. It is able to combo from Steve's sword swinging moves, alongside up tilt and up air. If buffered out of a short hop, Steve will instead perform a sword swing that behaves like a neutral aerial but uses the forward aerial's animation and staleness.
Back aerial Pickaxe (ツルハシ) 9.2% (early), 10.4% (clean) 11.5% (early), 13% (clean) 12.65% (early), 14.3% (clean) 13.8% (early), 15.6% (clean) 15.525% (early), 17.55% (clean) A pickaxe swing behind himself with powerful horizontal knockback but low range. The move is stronger during the later part of the swing. The power of the diamond variant puts it among the strongest back aerials in the game. If buffered out of a short hop, Steve will instead perform a sword swing that behaves like a neutral aerial but uses the back aerial's animation and staleness.
Up aerial Axe () 5.2% 6.5% 7.15% 7.8% 8.775% An axe swing identical to up tilt, but with less ending lag. Very weak, but very spammable. Notably, the non-gold versions are interruptible on frame 14, the same as Brawl Meta Knight's infamous up aerial, while the gold version does so at frame 12, giving it the fastest interruptibility of any aerial in the series. This speed easily allows up aerial to combo into itself and other aerials, though, because of Steve's poor mobility, it is not easily abusable like Meta Knight's up aerial. Placing blocks and using a combination of up aerial and up smash's looping hits can slowly drag opponents up towards the top blast zone to set up extended combos. Unlike up tilt, it cannot transition into a ground variant, and upon landing with up air, Steve will suffer some landing lag; however, oddly, when up tilt transitions into an aerial variant and then lands, it does not incur landing lag, and the move is not interrupted.
Down aerial Anvil (金床) 18% (normal), 10% (cancelled), 8% (re-fall) A powerful stall-then-fall in which Steve drops an anvil directly below himself while standing on it. The move can be canceled, a first for a stall-then-fall; if it is canceled, then Steve will jump off of the anvil, but it will continue falling. The jump does not use up Steve's double jump. After landing, the anvil remains on the stage for a brief amount of time before disappearing, which can block opponents or be stood on. If the ground under the anvil disappears or is destroyed before the anvil does, the anvil will start falling again. The anvil has incredible knockback and serious damage, being capable of KOing grounded opponents as early as 88%, making it one of the strongest down aerials in the game. It is also notoriously powerful for contesting against juggles or upward attacks, due to its damage giving it very high priority, and its knockback being capable of KOing even earlier near the top blast lines. This move uses up one piece of iron and does nothing at all if Steve does not have any iron. If an anvil has been dropped recently, Steve cannot drop another until it disappears on its own, or after a short time if it is dropped offstage. The anvil counts as a projectile until it lands, even while Steve is riding it. Steve can mine a stationary anvil for iron, redstone, and rare materials.
Grab Fishing Rod (釣り竿) A tether-like grab using a fishing rod with a wide range. Grounded, grabbed opponents are trapped within a fence while Steve holds them. Unlike Isabelle's similar-looking Fishing Rod, it functions as an actual tether grab despite the lack of a grab aerial and tether recovery. The grab itself starts up relatively fast, but has high ending lag, and is one of the few grabs in the game that can be interrupted mid-move by a footstool; additionally, despite the hook being able to visibly drop past ledges like Isabelle's, it will not grab opponents if it does so. The hook also arcs as it's cast and can miss smaller characters entirely, depending on their position. This move does not use up durability points.
Pummel Grab Punch (つかみパンチ) 1.5% A punch. Unique compared to other pummels, being marginally slower but stronger than similar pummels like Mario, but slightly faster and weaker than stronger pummels like Bowser. He shares this distinction with Joker, Terry, Min Min and Pyra & Mythra.
Forward throw Piston Thrust (ピストンでふっとばす, Piston Blow-Away) 3% (hit 1), 6% (throw) Steve stands on a piston and uses it to launch the opponent forward. It is a semi-spike with very high base knockback, but rather low growth, as it can only KO middleweights past 140% at the ledge. With rage, it is capable of being a KO throw. This move does not use up durability points.
Back throw Fishing Rod Throw (釣り竿で投げる) 10% Steve throws the opponent backward with the fishing rod. Rather weak and easy to DI due to its diagonal angle, and sends the opponent diagonally, making it a mediocre option for setting up edgeguards. This move does not use up durability points.
Up throw Piston Thrust (ピストンでふっとばす, Piston Blow-Away) 3% (hit 1), 8% (throw) Steve places the opponent on a piston, launching them upward. Like forward throw, it has very high base knockback, but average growth, making its KO ability rather average. With rage, it is capable of being Steve's strongest KO throw. This move does not use up durability points.
Down throw Anvil Crush (金床でつぶす) 7% (anvil), 8% (throw) Steve throws the opponent on the ground before an anvil drops on them, launching them forward and consuming a piece of iron. Without sufficient iron, no anvil will appear, and Steve will simply throw the opponent onto the ground, making it weaker overall. Both versions are good for use in combos at low percents, with the anvil version dealing 15% total and being the second most damaging throw in the game (surpassed by King K. Rool's up throw, which deals 16%). The anvil can be reflected.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
7% Attacks in front and behind himself with his sword/fist. Deals the same damage regardless of the sword's material.
Floor attack (back)
Floor getups (back)
7% Same as his front floor attack, but reversed.
Floor attack (trip)
Floor getups (trip)
5% Attacks in front and behind himself with his sword/fist. Deals the same damage regardless of the sword's material.
Edge attack
Edge getups
9% Climbs up and does a low swipe with his sword/fist. Deals the same damage regardless of the sword's material.
Neutral special Mine / Craft / Create Block Mine (ground): Steve mines the ground or wall in front of himself to gather resources using an axe, pickaxe, or shovel. As with using a sword, axe, or pickaxe during standard attacks, mining uses up the durability of the weapon used. The weapon used, and the speed of mining are determined by the type of terrain being mined, and the longer it is mined, the higher the quality of materials collected, such as diamond. If Steve has no tools available, he will use his bare hands instead; however, this causes him to mine more slowly. Steve can mine miscellaneous cheap materials (dirt/sand/ice/wool, depending on the stage and changing along with Stage Morph), wood, stone, iron, gold, diamonds, and redstone. Similar to Olimar's Pikmin Pluck in Brawl, the resources that Steve obtains most often with this move are dependent on the type of terrain being mined, though there is a set order to the materials mined from each terrain. However, on Battlefield form and Ω form stages, materials will appear at a pre-determined rate regardless of the type of terrain, though the tool used will still reflect the material of the surface resources are gathered on. This was done in order to prioritize match quality for more serious players due to the popularity of both forms for competitive battles, and to reduce the factors of randomness. If Steve is standing on a block he placed using Create Block, he will instead break the block underneath him without gaining any resources.

Craft (crafting table): Steve uses his resources to craft a full set of tools (sword, axe, pickaxe, and shovel), restoring their durability. Steve starts the battle with wooden tools, with a crafting table appearing at his starting point. The most valuable resources are prioritized when performing this move; for example, if Steve has both iron and stone, then his tools will be upgraded to iron. When upgrading to a new tier of tools, a Minecraft-styled progression bar appears above Steve, and Steve will wield a new weapon after crafting completes. He is vulnerable to attacks throughout the upgrading animation, but can cancel it during the early frames. The crafting table itself is considered a background object and will not interrupt player movement. It also has 30 HP, can be damaged (and thus cause hitlag), and can be destroyed by Steve or his opponents. If destroyed, the crafting table will respawn at Steve's location following a few seconds, and Steve can also summon the crafting table to his location by pressing the special move button while shielding, which uses a small amount of resources; if he does not have sufficient resources, he will not be able to spawn or move his crafting table. When summoned, it will have its HP restored. If multiple Steves are present, then they can use each other's crafting tables as well as their own.

Create Block (midair): Steve places a block directly beneath himself, which functions as a platform. If the special move button is held down while Steve is walking on a block or jumping, he can continue placing blocks directly beneath himself as he moves. He can only place blocks a certain distance around the stage, signified by a pink barrier that appears while placing blocks adjacent to the limit. Up to 8 blocks can be on-screen at the same time for each Steve in play, and placing excessive blocks causes the oldest blocks to disappear instantly. The blocks break slowly over time, but touching them or hitting them (including hitting the block on the underside while jumping) speeds this process up. Blocks placed either near the build limit or after Steve was knocked into the air, and yet to recover flash like a helpless character and break faster than they would otherwise. Placed blocks can absorb incoming attacks, including projectiles, and can also be used to aid Steve's recovery or to edgeguard opponents. Blocks can be made using dirt, sand, wool, ice, wood, stone, or iron, and will break more slowly the more valuable the material they are made of is. Unlike Craft, the least valuable resources are prioritized when performing this move.

Side special Minecart 19% (powered rail acceleration), 15.6%-7.5% Steve places down and hops into a minecart, which gains a brief burst of acceleration in the direction it was activated, with Steve placing rails as he rides along. Steve can change directions, albeit having to slow down to a complete halt first. If Steve has redstone and gold, he can use them to lay down powered rails (powered via a redstone torch) at the start of the move, making the minecart faster and more powerful. He can push the special move button again after the initial activation, whilst still in the minecart, to lay down powered rails again (if he has redstone and gold necessary to do so) to make the cart burst forward again. Steve can jump out of the minecart at any time, and it will continue forward for a short distance afterwards. An empty minecart can trap grounded fighters in it should they make contact; a trapped fighter will be stuck in the minecart for longer the more damage they have, but can escape by button mashing. Both a ridden and an empty minecart are considered projectiles. Steve needs sufficient iron to place the minecart and sufficient materials to place rails. Each rail placed uses 1 unit of dirt/stone/wood/iron. If Steve has little/no wood or stone, he will still bring out the minecart but will stop moving almost immediately. Steve can jump back into an empty minecart and can move so long as he has tracks; as a result, he can move indefinitely in an enclosed space (such as between two walls). Steve can hop in and out of his minecart a maximum of two times per spawn, and can break a stationary minecart to regain the iron used to craft it. If Steve has no iron, he will face the inputted direction and attempt to place a minecart, but fail. This can be used to change his direction while airborne.

The formula for how long opponents are trapped in the Minecart for in frames is 60 + 0.7p - 2s, where p is the opponent's percent, and s is a staleness factor determined by how many previous times Steve trapped the opponent in the Minecart in quick succession, effectively reducing the base trap duration by 2 frames per previous use, resetting after enough time has passed. However, the staleness factor can never reduce the base duration to below 50 frames, and the amount of time it takes for it to reset appears to be quite short, making this mechanic unlikely to be a factor in normal play. Each stick input the opponent makes while trapped reduces the remaining trapped duration by 4 frames, and each button input by 7.2 frames.

Up special Elytra 5% (clean), 3% (late) Steve dons an elytra and propels himself forward, upward, or downward with a firework rocket. During his initial burst, Steve has a damaging hitbox. The mechanics of this move appear similar to Brawl's gliding mechanic, with Steve being able to control his trajectory while gliding. Its maximum horizontal distance is extremely high, but its vertical distance is poor in comparison without proper usage.[1] He is also able to turn around during the startup of the move, but he cannot change directions or cancel the move once he starts flying. The elytra falls off after a few seconds of flight or if Steve hits a solid object in mid-glide, leaving Steve helpless; he can also cancel the move by pressing the shield or special attack button, though this will also put him in freefall. This move does not use up durability points.
Down special TNT 28%/14% (redstone detonation), 20%/10% (non-redstone detonation) Steve lays a TNT block on the ground; this uses up 50 "points" of resources, with each resource giving incrementally bigger points (dirt = 2, wood/stone = 5, iron = 10). The TNT acts similarly to a Blast Box; it will fall downwards if placed in midair, can be detonated if hit for 20% damage, and takes double damage from flame attacks[2] (but not immediately like the Blast Box), but also detonates after enough time passes. Its explosion is extremely powerful and causes Special Zoom on hit. If Steve holds down the special button after placing the TNT, he can place a trail of redstone, then a pressure plate, upon letting go of the special button, which will manually detonate the TNT if stepped on and increase the power of the explosion. The redstone trail can be placed so long as Steve has redstone and is on the ground near a TNT block, but hitting the TNT block with enough knockback will move the block and cause the redstone trail and pressure plate to disappear. The TNT affects both Steve and his opponents; however, if the TNT is triggered via a pressure plate, then the fighter who triggered the TNT takes reduced knockback from the explosion, allowing for creative traps. The TNT block can be mined to regain iron, redstone, and rarer materials.
Final Smash House of Boom 15% (trapping hit), 45% (cutscene) Steve places a giant piston in front of himself, which extends to catch his opponents in the attack. A cinematic plays where the affected fighter is launched into a dark building in a forest, resembling a Jungle Temple, filled with TNT, where they are attacked by Creepers and Zombies, resulting in the entire building exploding as Steve comically eats a so-called "victory steak". When the cinematic ends, the victim is sent flying while Steve repeatedly crouches. The piston can hit multiple fighters, but only the first one hit will appear in the cinematic, though the piston causes enough knockback to KO bystanders as well. This attack does not use up durability points.

Stats[edit]

Stats Weight Dash speed Walk speed Traction Air friction Air speed Air acceleration Gravity Falling speed Jumpsquat Jump height Double jump height Empty landing lag
Value 92 1.45 – Initial dash
1.45 – Run
0.85 0.095 0.0075 0.86 0.01 – Base
0.04 – Additional
0.07 1.42 – Base
2.272Fast fall
3 16.5 - Base
10 - Short hop
22.5 4

Durability system[edit]

True to Minecraft, Steve's tools can break after a certain amount of use. While similar to the durability system of Robin, there are a few differences, including the lack of a hitbox upon a tool breaking, no visible durability indication, and the need to craft replacement tools.

Tool durability[edit]

Weapon Wood/Gold Stone Iron/Diamond
Sword 25 40 50
Axe/Pickaxe/Shovel 70 85 95

[3]

Durability cost[edit]

Move Durability cost
Sword attacks (except for Forward Smash) 2
Forward Smash 9 (Wood), 18 (Gold), 14 (other materials)
Axe attacks 5.5
Up Smash 0
Dash Attack 4.5
Forward Aerial/Back Aerial 6.5
Mine 2.5 (per resource)

[4]

Announcer calls[edit]

Steve[edit]

Alex[edit]

Zombie[edit]

Enderman[edit]