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|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 ({{ja|火打ち石と打ち金|Hiuchīshi To Uchigane}}, ''Flint/Firestone and Hammer 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. Due to being a projectile, Steve experiences no hitlag, however 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. | |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. Due to being a projectile, Steve experiences no hitlag, however 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. | ||
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|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| | |dairname=Anvil ({{ja|金床|Kanatoko}}) | ||
|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 ({{ja|釣り竿|Tsurizao}}) | ||
|grabdmg={{!!}} {{!!}} {{!!}} {{!!}} | |grabdmg={{!!}} {{!!}} {{!!}} {{!!}} | ||
|grabdesc=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 {{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.--> The grab itself starts up relatively fast, but has 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. Grounded grabbed opponents are trapped within a fence while Steve holds them. 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.--> 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 Jump|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 possibly miss smaller characters entirely depending on their position. This move does not use up durability points. | ||
|pummelname=Grab Punch ({{ja|つかみパンチ|Tsukami Panchi}}) | |pummelname=Grab Punch ({{ja|つかみパンチ|Tsukami Panchi}}) | ||
|pummeldmg=1.5%{{!!}} {{!!}} {{!!}} {{!!}} | |pummeldmg=1.5%{{!!}} {{!!}} {{!!}} {{!!}} | ||
|pummeldesc=A punch. Unique compared to other pummels, being marginally slower but stronger than similar pummels like {{SSBU|Mario}}, but slightly faster and weaker than stronger pummels like {{SSBU|Bowser}}. He shares this distinction with {{SSBU|Joker}}, {{SSBU|Terry}}, {{SSBU|Min Min}} and {{SSBU|Pyra}} & {{SSBU|Mythra}}. | |pummeldesc=A punch. Unique compared to other pummels, being marginally slower but stronger than similar pummels like {{SSBU|Mario}}, but slightly faster and weaker than stronger pummels like {{SSBU|Bowser}}. He shares this distinction with {{SSBU|Joker}}, {{SSBU|Terry}}, {{SSBU|Min Min}} and {{SSBU|Pyra}} & {{SSBU|Mythra}}. | ||
|fthrowname=Piston Thrust ({{ja|ピストンでふっとばす|Pisuton de Futtoba}}) | |fthrowname=Piston Thrust ({{ja|ピストンでふっとばす|Pisuton de Futtoba}}, ''Piston Blow-Away'') | ||
|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. | ||
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|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=Piston Thrust ({{ja|ピストンでふっとばす|Pisuton de Futtoba}}, ''Piston Blow-Away'') | ||
|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| | |dthrowname=Anvil Crush ({{ja|金床でつぶす|Kanatoko de Tsubusu}}) | ||
|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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===Tier placement and history=== | ===Tier placement and history=== | ||
Leading up to release, there was a lot of speculation for how Steve would work in ''Smash'' due to his unique moveset compared to the rest of the roster. Many players saw a lot of potential in him, with several players going as far as to call him top tier or outright broken due to his block-creating and crafting mechanics, his glide recovery that works similarly to the infamous [[glide]] mechanic in ''Brawl'', and his high power. After his release, players had mixed reactions to his viability. Some players such as {{Sm|ESAM}} and {{Sm|MkLeo}} believed that Steve was potentially high tier due to his incredible edge guarding and a great combo game. On the other hand, players such as {{Sm|Dabuz}} believed his weaknesses, especially his poor mobility, would make him more of a lower-mid tier character. | Leading up to release, there was a lot of speculation for how Steve would work in ''Smash'' due to his unique moveset compared to the rest of the roster. Many players saw a lot of potential in him, with several players going as far as to call him top tier or outright broken due to his block-creating and crafting mechanics, his glide recovery that works similarly to the infamous [[glide]] mechanic in ''Brawl'', and his high power. After his release, players had mixed reactions to his viability. Some players such as {{Sm|ESAM}} and {{Sm|MkLeo}} believed that Steve was potentially high tier due to his incredible edge guarding and a great combo game. On the other hand, players such as {{Sm|Dabuz}} believed his weaknesses, especially his poor mobility, would make him more of a lower-mid tier character. Due to the [[COVID-19|COVID-19 pandemic]], Steve's initial representation in competitive play was online. Although most of his initial success came from {{Sm|Salem}}, Steve gradually saw a larger playerbase that met with consistently high placements online. Most notably, {{Sm|Jake}} won several large weeklies, defeated several top 10 online players, and was ranked 1st on 2 iterations of the [[Panda Global Online Leaderboard]]. | ||
Following the return of offline competitive play, Steve established himself as a strong character right from the getgo, with successful performances from both Jake and {{Sm|yonni}}. His representation then greatly improved in the spring of 2022, owing to the rise of {{Sm|acola}} in Japan and {{Sm|Onin}} in North America, before exploding in the summer of 2022, with acola and Onin both winning several majors during this time: Onin especially won {{Trn|Super Smash Con 2022}}, the largest event of the year, and infamously 3-0d {{Sm|MkLeo}}, who at that time was still the best player in the world. These incredible performances effectively cemented Steve as the best character in the new metagame, and as such he was ranked 1st on the first tier list. This position only became even more unanimous as the metagame progressed: though Onin's results declined in the following year, acola rose to become the best player in the world, and several new Steve players were able to establish themselves in competitive play, including {{Sm|Syrup}} in the latter half of 2023 and {{Sm|crêpe salée}} in Europe, with crêpe salée becoming the only player to ever dethrone {{Sm|Glutonny}} on the [[European Ultimate Power Rankings]]. Most notably, Japan had a major Steve issue throughout 2023 and into 2024, with acola remaining one of the best players in the world, the rise of {{Sm|Carmelo}} and {{Sm|Raki}}, and several notable Japanese players maintaining a Steve secondary/counterpick, including {{Sm|Miya|p=Honshu}} and {{Sm|Rarikkusu}}. As such, Steve remains the unanimous best character in the game. | |||
===Ban discussion=== | ===Ban discussion=== |