Editing Steve (SSBU)

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|customcolumns=None/Other!!Wood/Gold!!Stone!!Iron!!Diamond
|customcolumns=None/Other!!Wood/Gold!!Stone!!Iron!!Diamond
|customcolumnscount=5
|customcolumnscount=5
|neutralname=Sword ({{ja|剣|Ken}})
|neutralname= 
|neutralcount=1
|neutralcount=1
|neutral1dmg=2.72%{{!!}}3.4%{{!!}}3.74%{{!!}}4.08%{{!!}}4.59%
|neutral1dmg=2.72%{{!!}}3.4%{{!!}}3.74%{{!!}}4.08%{{!!}}4.59%
|neutraldesc=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 {{SSBU|Mega Man}}'s Mega Buster and {{SSBU|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.
|neutraldesc=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 {{SSBU|Mega Man}}'s Mega Buster and {{SSBU|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.
|ftiltname=Sword ({{ja|剣|Ken}})
|ftiltname= 
|ftiltdmg=2.72%{{!!}}3.4%{{!!}}3.74%{{!!}}4.08%{{!!}}4.59%
|ftiltdmg=2.72%{{!!}}3.4%{{!!}}3.74%{{!!}}4.08%{{!!}}4.59%
|ftiltdesc=Same as neutral attack and neutral aerial. Steve can also use this attack while walking forward and backwards.
|ftiltdesc=Same as neutral attack and neutral aerial. Steve can also use this attack while walking forward and backwards.
|utiltname=Axe ({{ja|斧|Ono}})
|utiltname=Axe
|utiltdmg=5.2%{{!!}}6.5%{{!!}}7.15%{{!!}}7.8%{{!!}}8.775%
|utiltdmg=5.2%{{!!}}6.5%{{!!}}7.15%{{!!}}7.8%{{!!}}8.775%
|utiltdesc=Steve quickly swings his axe above himself. Similarly 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.
|utiltdesc=Steve quickly swings his axe above himself. Similarly 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.
|dtiltname=Flint and Steel ({{ja|火打ち石と打ち金|Hiuchīshi To Uchigane}})
|dtiltname=Flint and Steel
|dtiltdmg=0.8% (loop hit), 6.4% (last hit){{!!}} {{!!}} {{!!}} {{!!}}
|dtiltdmg=0.8% (loop hit), 6.4% (last hit){{!!}} {{!!}} {{!!}} {{!!}}
|dtiltdesc=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 punish|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.
|dtiltdesc=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 punish|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.
|dashname=Pickaxe ({{ja|ツルハシ|Tsuruhashi}})
|dashname=
|dashdmg=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)
|dashdmg=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)
|dashdesc=A quick running strike with his pickaxe with high [[knockback]].
|dashdesc=A quick running strike with his pickaxe with high [[knockback]].
|fsmashname=Sword ({{ja|剣|Ken}})
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSBU|12}}{{!!}}{{ChargedSmashDmgSSBU|15}}{{!!}}{{ChargedSmashDmgSSBU|16.5}}{{!!}}{{ChargedSmashDmgSSBU|18}}{{!!}}{{ChargedSmashDmgSSBU|20.25}}
|fsmashdmg={{ChargedSmashDmgSSBU|12}}{{!!}}{{ChargedSmashDmgSSBU|15}}{{!!}}{{ChargedSmashDmgSSBU|16.5}}{{!!}}{{ChargedSmashDmgSSBU|18}}{{!!}}{{ChargedSmashDmgSSBU|20.25}}
|fsmashdesc=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).
|fsmashdesc=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).
|usmashname=Magma Block ({{ja|マグマ ブロック|Maguma Burokku}})
|usmashname=Magma Block
|usmashdmg={{ChargedSmashDmgSSBU|1}} (first hit), {{ChargedSmashDmgSSBU|0.4}} (loop hit), {{ChargedSmashDmgSSBU|14}} (last hit){{!!}}{{ChargedSmashDmgSSBU|7.4}} (pickaxe){{!!}}{{ChargedSmashDmgSSBU|8.14}} (pickaxe){{!!}}{{ChargedSmashDmgSSBU|8.88}} (pickaxe){{!!}}{{ChargedSmashDmgSSBU|9.99}} (pickaxe)
|usmashdmg={{ChargedSmashDmgSSBU|1}} (first hit), {{ChargedSmashDmgSSBU|0.4}} (loop hit), {{ChargedSmashDmgSSBU|14}} (last hit){{!!}}{{ChargedSmashDmgSSBU|7.4}} (pickaxe){{!!}}{{ChargedSmashDmgSSBU|8.14}} (pickaxe){{!!}}{{ChargedSmashDmgSSBU|8.88}} (pickaxe){{!!}}{{ChargedSmashDmgSSBU|9.99}} (pickaxe)
|usmashdesc=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 {{SSBU|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%.
|usmashdesc=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 {{SSBU|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%.
|dsmashname=Lava Bucket ({{ja|溶岩バケツ|Yōgan Baketsu}})
|dsmashname=Lava Bucket
|dsmashdmg={{ChargedSmashDmgSSBU|0.6}} (loop hit), {{ChargedSmashDmgSSBU|14}} (last hit){{!!}} {{!!}} {{!!}} {{!!}}
|dsmashdmg={{ChargedSmashDmgSSBU|0.6}} (loop hit), {{ChargedSmashDmgSSBU|14}} (last hit){{!!}} {{!!}} {{!!}} {{!!}}
|dsmashdesc=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-spike]]s, 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.
|dsmashdesc=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-spike]]s, 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.
|nairname=Sword ({{ja|剣|Ken}})
|nairname= 
|nairdmg={{ShortHopDmgSSBU|2.72}}{{!!}}{{ShortHopDmgSSBU|3.4}}{{!!}}{{ShortHopDmgSSBU|3.74}}{{!!}}{{ShortHopDmgSSBU|4.08}}{{!!}}{{ShortHopDmgSSBU|4.59}}
|nairdmg={{ShortHopDmgSSBU|2.72}}{{!!}}{{ShortHopDmgSSBU|3.4}}{{!!}}{{ShortHopDmgSSBU|3.74}}{{!!}}{{ShortHopDmgSSBU|4.08}}{{!!}}{{ShortHopDmgSSBU|4.59}}
|nairdesc=A sword swing identical to neutral attack and forward tilt.
|nairdesc=A sword swing identical to neutral attack and forward tilt.
|fairname=Pickaxe ({{ja|ツルハシ|Tsuruhashi}})
|fairname= 
|fairdmg={{ShortHopDmgSSBU|8.4}} (early), {{ShortHopDmgSSBU|9.6}} (clean){{!!}}{{ShortHopDmgSSBU|10.5}} (early/clean), {{ShortHopDmgSSBU|12}} (late){{!!}}{{ShortHopDmgSSBU|11.55}} (early/clean), {{ShortHopDmgSSBU|13.2}} (late){{!!}}{{ShortHopDmgSSBU|12.6}} (early/clean), {{ShortHopDmgSSBU|14.4}} (late){{!!}}{{ShortHopDmgSSBU|14.175}} (early/clean), {{ShortHopDmgSSBU|16.2}} (late)
|fairdmg={{ShortHopDmgSSBU|8.4}} (early), {{ShortHopDmgSSBU|9.6}} (clean){{!!}}{{ShortHopDmgSSBU|10.5}} (early/clean), {{ShortHopDmgSSBU|12}} (late){{!!}}{{ShortHopDmgSSBU|11.55}} (early/clean), {{ShortHopDmgSSBU|13.2}} (late){{!!}}{{ShortHopDmgSSBU|12.6}} (early/clean), {{ShortHopDmgSSBU|14.4}} (late){{!!}}{{ShortHopDmgSSBU|14.175}} (early/clean), {{ShortHopDmgSSBU|16.2}} (late)
|fairdesc=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.
|fairdesc=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.
|bairname=Pickaxe ({{ja|ツルハシ|Tsuruhashi}})
|bairname=
|bairdmg={{ShortHopDmgSSBU|9.2}} (early), {{ShortHopDmgSSBU|10.4}} (clean){{!!}}{{ShortHopDmgSSBU|11.5}} (early), {{ShortHopDmgSSBU|13}} (clean){{!!}}{{ShortHopDmgSSBU|12.65}} (early), {{ShortHopDmgSSBU|14.3}} (clean){{!!}}{{ShortHopDmgSSBU|13.8}} (early), {{ShortHopDmgSSBU|15.6}} (clean){{!!}}{{ShortHopDmgSSBU|15.525}} (early), {{ShortHopDmgSSBU|17.55}} (clean)
|bairdmg={{ShortHopDmgSSBU|9.2}} (early), {{ShortHopDmgSSBU|10.4}} (clean){{!!}}{{ShortHopDmgSSBU|11.5}} (early), {{ShortHopDmgSSBU|13}} (clean){{!!}}{{ShortHopDmgSSBU|12.65}} (early), {{ShortHopDmgSSBU|14.3}} (clean){{!!}}{{ShortHopDmgSSBU|13.8}} (early), {{ShortHopDmgSSBU|15.6}} (clean){{!!}}{{ShortHopDmgSSBU|15.525}} (early), {{ShortHopDmgSSBU|17.55}} (clean)
|bairdesc=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.
|bairdesc=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.
|uairname=Axe ({{ja|斧|Ono}})
|uairname=Axe
|uairdmg={{ShortHopDmgSSBU|5.2}}{{!!}}{{ShortHopDmgSSBU|6.5}}{{!!}}{{ShortHopDmgSSBU|7.15}}{{!!}}{{ShortHopDmgSSBU|7.8}}{{!!}}{{ShortHopDmgSSBU|8.775}}
|uairdmg={{ShortHopDmgSSBU|5.2}}{{!!}}{{ShortHopDmgSSBU|6.5}}{{!!}}{{ShortHopDmgSSBU|7.15}}{{!!}}{{ShortHopDmgSSBU|7.8}}{{!!}}{{ShortHopDmgSSBU|8.775}}
|uairdesc=An axe swing identical to up tilt, but with less ending lag. Very weak, but very spammable; the gold version has the lowest total duration of any aerial attack in the series (in fact beating {{SSBB|Meta Knight}}'s {{Mvsub|Meta Knight|SSBB|up aerial|alt=infamous up aerial}} in ''Brawl''), while all other versions last the same amount of time as the aforementioned attack. 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.
|uairdesc=An axe swing identical to up tilt, but with less ending lag. Very weak, but very spammable; the gold version has the lowest total duration of any aerial attack in the series (in fact beating {{SSBB|Meta Knight}}'s {{Mvsub|Meta Knight|SSBB|up aerial|alt=infamous up aerial}} in ''Brawl''), while all other versions last the same amount of time as the aforementioned attack. 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.
|dairname=Anvil ({{ja|金床|Kinshō}})
|dairname=Anvil
|dairdmg={{ShortHopDmgSSBU|18}} (normal), {{ShortHopDmgSSBU|10}} (cancelled), {{ShortHopDmgSSBU|8}} (re-fall){{!!}} {{!!}} {{!!}} {{!!}}
|dairdmg={{ShortHopDmgSSBU|18}} (normal), {{ShortHopDmgSSBU|10}} (cancelled), {{ShortHopDmgSSBU|8}} (re-fall){{!!}} {{!!}} {{!!}} {{!!}}
|dairdesc=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 disappears, the anvil will start falling again. The anvil has incredible knockback and high damage, being capable of KOing grounded opponents as early as 88%, making it the strongest down aerial 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.
|dairdesc=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 disappears, the anvil will start falling again. The anvil has incredible knockback and high damage, being capable of KOing grounded opponents as early as 88%, making it the strongest down aerial 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.
|grabname=Fishing Rod ({{ja|釣り竿|Tsurizao}})
|grabname=Fishing Rod
|grabdmg={{!!}} {{!!}} {{!!}} {{!!}}
|grabdmg={{!!}} {{!!}} {{!!}} {{!!}}
|grabdesc=A tether-like grab using a fishing rod with a wide range. Unlike {{SSBU|Isabelle}}'s similar-looking [[Fishing Rod]], it functions as an actual tether grab despite the lack of a grab aerial and tether recovery.<!--This is because the grab uses a secondary model that gets attached to the throw bone, which all tethers use and no extended grab uses.--> Grounded grabbed opponents are trapped within a fence while Steve holds them. The grab itself starts up relatively fast, but has very high ending lag; 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 possibly miss smaller characters entirely depending on their position. This move does not use up durability points.
|grabdesc=A tether-like grab using a fishing rod with a wide range. Unlike {{SSBU|Isabelle}}'s similar-looking [[Fishing Rod]], it functions as an actual tether grab despite the lack of a grab aerial and tether recovery.<!--This is because the grab uses a secondary model that gets attached to the throw bone, which all tethers use and no extended grab uses.--> Grounded grabbed opponents are trapped within a fence while Steve holds them. The grab itself starts up relatively fast, but has very high ending lag; 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 possibly miss smaller characters entirely depending on their position. This move does not use up durability points.
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|pummeldmg=1.5%{{!!}} {{!!}} {{!!}} {{!!}}
|pummeldmg=1.5%{{!!}} {{!!}} {{!!}} {{!!}}
|pummeldesc=Punches the opponent while they are trapped in the fence.
|pummeldesc=Punches the opponent while they are trapped in the fence.
|fthrowname=Piston Thrust ({{ja|ピストンでふっとばす|Pisuton de Futtoba}})
|fthrowname=
|fthrowdmg=3% (hit 1), 6% (throw){{!!}} {{!!}} {{!!}} {{!!}}
|fthrowdmg=3% (hit 1), 6% (throw){{!!}} {{!!}} {{!!}} {{!!}}
|fthrowdesc=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.
|fthrowdesc=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.
|bthrowname=Fishing Rod Throw ({{ja|釣り竿で投げる|Tsurizao de Nageru}})
|bthrowname=
|bthrowdmg=10%{{!!}} {{!!}} {{!!}} {{!!}}
|bthrowdmg=10%{{!!}} {{!!}} {{!!}} {{!!}}
|bthrowdesc=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.
|bthrowdesc=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.
|uthrowname=Piston Thrust ({{ja|ピストンでふっとばす|Pisuton de Futtoba}})
|uthrowname=
|uthrowdmg=3% (hit 1), 8% (throw){{!!}} {{!!}} {{!!}} {{!!}}
|uthrowdmg=3% (hit 1), 8% (throw){{!!}} {{!!}} {{!!}} {{!!}}
|uthrowdesc=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.
|uthrowdesc=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.
|dthrowname=Anvil Crush ({{ja|金床でつぶす|Kinshō de Tsubusu}})
|dthrowname=
|dthrowdmg=7% (anvil), 8% (throw){{!!}} {{!!}} {{!!}} {{!!}}
|dthrowdmg=7% (anvil), 8% (throw){{!!}} {{!!}} {{!!}} {{!!}}
|dthrowdesc=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 {{SSBU|King K. Rool}}'s up throw which deals 16%). The anvil can be reflected.
|dthrowdesc=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 {{SSBU|King K. Rool}}'s up throw which deals 16%). The anvil can be reflected.

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