Steve

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Steve info via Zeckemyro, Meshima, and Zapp Branniglenn.

Ground Attacks

Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Jab / Forward Tilt
4 (Gold: 3)
16 (Gold: 14)
--
Steve can walk, jump, and double jump during this move.
2.7 / 3.4 / 3.7 / 4.0 / 4.5 (Gold: 3.4)
5/5/5/5/6 (5)
2/2/2/2/2 (2)
Fist/wood/stone/iron/diamond (Gold)
-10 / (Gold: -9)
4—6 (Gold: 3—5)
10
Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Up Tilt
6 (Gold: 4)
16 (Gold: 12)
--
Steve can walk, jump, and double jump during this move (but it is NOT the same as Up Air).
(W/S/I/D/P/G) : 6.5%/7.15%/7.8%/8.775%/5.2%/6.5%
6/6/7/7/7 (6)
6/7/7/8/9 (7)
Fist/wood/stone/iron/diamond (Gold)
Punch -4 | Wood -3 | Stone -3 |Iron -2 | Gold -1 | Diamond -1
6—9 (Gold: 4—7)
7
NormalHitbox Image FallingHitbox Image
Down Tilt
12...
52
--
Flame has a general rehit rate of 6 frames. Flame is affected by Gravity and is absorbable and reflectable.
0.8 / 6.4
4/6
2/3
multi/final
+5
12—35(Rehit: 6)/36—39
13
Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Dash Attack
8 (Gold: 8)
31 (Gold: 28)
--
--
(W/S/I/D/P/G) (Early|Late) : 10.4%|8.4%/11.44%|9.24%/12.48%|10.08%/14.04%|11.34%/8.32%|6.72%/10.4%|8.4%
7/8/9/9/10 (8)
8/10/11/11/13 (10)
Early/Late
Punch -15 | Wood -13 | Stone -12 | Iron -12 | Gold -10 | Diamond -10
8—10/11—13
18
Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Forward Smash
13 (Gold: 10)
43 (Gold: 35)
--
Charge hold on frame 5
(W/S/I/D/P/G) : 15.0%/16.5%/18.0%/20.25%/12.0%/15.0%
10/10/11/12/13 (10)
8/10/11/12/13 (10)
Fist/wood/stone/iron/diamond (Gold)
Punch -22 | Wood -20 | Stone -19 | Iron -18 | Gold -15 | Diamond -17
13—15
28
Hitbox Image
Up Smash
8...
76
--
The final hit has a pickaxe sourspot. The sourspot isn't present if Steve has no pickaxe. The move doesn't use durability despite using a pickaxe.
1.0%/0.4%/14.0% PICKAXE SOURSPOT (W/S/I/D/G) : 7.4%/8.14%/8.88%/9.99%/7.4%
4/4/10
2/2/10
Launcher/Magma Block/Final
-11
8—9/8—48/49—50
26
NormalHitbox Image FallingHitbox Image
Down Smash
8...
51
--
Lava is affected by gravity but not much because it has few active frames. Absorbable and reflectable.
0.6% (Loop)/14.0%
*/10
*/10
front multi/front final/back multi/back final
-34/-16
8—11(Rehit: 2)/12—17 // 26—29(Rehit:2)/30—35
16

Aerial Attacks

Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Neutral Air
4 (Gold: 3)
17 (Gold: 15)
--
Steve can walk, jump, and double jump during this move. Identical to Jab. No autocancel window.
2.7 / 3.4 / 3.7 / 4.0 / 4.5 (Gold: 3.4)
**
**
Fist/wood/stone/iron/diamond (Gold)
-10 (Gold: -9)
4—6 (Gold: 3—5)
--
SH, FH, SHFF, FHFF
11
Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Forward Air
8
31/28
12
Frame 8 is a weak hit, frame 9 is a weak spike, frames 10-11 are a stronger spike. Autocancels on frame 1-2 and 20 onward (Gold autocancels 1-4 and 19 onward).
(W/S/I/D/P/G) (Early|Late) : 10.5%|12.0%/11.55%|13.2%/12.6%|14.4%/14.175%|16.2%/8.4%|9.6%/10.5%|12.0%
Punch 10/11 | Wood 11/12 | Stone 12/13 | Iron 13/14 | Gold 11/12 | Diamond 14/15
Punch 4/4 | Wood 5/5 | Stone 5/5 | Iron 5/5 | Gold 4/5 | Diamond 5/6
Early/Late
Punch -8/-8 | Wood -8/-7 | Stone -7/-7 | Iron -7/-7 | Gold -8/-7 | Diamond -7/-6
8—9/10—12 (Punch) // 8/9/10—12 (All Pickaxes)
--
SH, FH
--
Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Sword Forward Air (Short Hop Macro FAir)
4 (Gold: 3)
16 (Gold: 14)
-- (can only be done rising)
Only occurs out of a short hop macro. Shares frame data with jab but uses a sword instead of a pickaxe. No autocancel window.
2.7 / 3.4 / 3.7 / 4.0 / 4.5 (Gold: 3.4)
5/5/5/5/6
2/2/2/2/2
Fist/wood/stone/iron/diamond (Gold)
-- (can only be done rising)
4—6 (Gold: 3—5)
--
SH, FH, SHFF, FHFF
10
Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Back Air
12
47/41
12
Late hit is stronger. Autocancels on frame 1-4 and 22 onward (Gold autocancels 1-4 and 21 onward).
(W/S/I/D/P/G) (Early|Late) : 11.5%|13.0%/12.65%|14.3%/13.8%|15.6%/15.525%|17.55%/9.2%|10.4%/11.5%|13.0%
Punch 11/11 | Wood 12/13 | Stone 13/14 | Iron 14/15 | Gold 12/13 | Diamond 15/16
Punch 4/4 | Wood 5/5 | Stone 5/5 | Iron 5/6 | Gold 5/5 | Diamond 6/6
Early/Late
Punch -8/-8 | Wood -7/-7 | Stone -7/-7 | Iron -7/-6 | Gold -7/-7 | Diamond -6/-6
12—13/14—16
--
--
31
Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Sword Back Air (Short Hop Macro BAir)
4 (Gold: 3)
16 (Gold: 14)
-- (can only be done rising)
Only occurs out of a short hop macro. Shares frame data with jab but uses a sword instead of a pickaxe. No autocancel window.
2.7 / 3.4 / 3.7 / 4.0 / 4.5 (Gold: 3.4)
5/5/5/5/6
2/2/2/2/2
Fist/wood/stone/iron/diamond (Gold)
-- (can only be done rising)
4—6 (Gold: 3—5)
--
-, -
10
Wood/Stone/Iron/DiamondHitbox Image GoldHitbox Image PunchHitbox Image
Up Air
4 (Gold: 4)
13 (Gold: 11)
10
Gold is same startup but fewer total frames. Up Air is much faster overall than Up Tilt. This character is weird and makes no sense. Autocancels on frame 1 and 14 onward (Gold autocancels on frame 1 and 12 onward).
(W/S/I/D/P/G) : 6.5%/7.15%/7.8%/8.775%/5.2%/6.5%
6/6/7/7/7 (6)
6/7/7/8/9 (7)
Fist/wood/stone/iron/diamond (Gold)
Punch -4 | Wood -3 | Stone -3 | Iron -2 | Gold -1 | Diamond -1
4—8
--
SH, FH, SHFF, FHFF
5
Steve/AnvilHitbox Image Anvil OnlyHitbox Image
Down Air
20
59
18
Frame 25 is the earliest you can jump off (plus a 3 frame jumpsquat). If Steve lacks the materials, he has a 19 frame failure animation instead. Landing hit on frame 1 (whether or not Steve is still standing on it). Landing lag and advantage assumes Steve still is standing on it.
18.0/10.0
--
--
Normal/Projectile
-14
**
--
--
--

Special Attacks

Summon Crafting Table
**
7
--
Steve can use Crafting Table during shield and this ignores shield drop. Crafting Table's 7 frame startup is all that occurs, so he can effectively have a 7 frame shield drop by doing Crafting Table out of shield.
**
**
**
**
**
**
--
Neutral B (Mine)
**
45 (Diamond: 56)
--
Durability of tools: 28(wood)/34(stone)/38(iron)/28(gold)/38(diamond). For a list of durability loss, check Meshima's Tweet. For even more information, check @robthemechon / @Chesometer's tweet for a full overview of mining!. It takes 56 frames to craft diamond, 45 for anything else.
--
--
--
--
--
--
--
Hitbox Image
Place Block
4
15
--
Block Durability

Dirt
Block, on stage: 400 frames
Block, on stage, standing on: 70 frames
Block, off stage: 120 frames
Block, off stage, standing on: 35 frames

Wood
Block, on stage: 600 frames
Block, on stage, standing on: 95 frames
Block, off stage: 190 frames
Block, off stage, standing on: 40 frames

Stone
Block, on stage: 800 frames
Block, on stage, standing on: 120 frames
Block, off stage: 240 frames
Block, off stage, standing on: 50 frames

Iron
Block, on stage: 1000 frames
Block, on stage, standing on: 145 frames
Block, off stage: 275 frames
Block, off stage, standing on: 55 frames

Thanks to A_Vocaloid_Nerd for this Block Durability Info.

--
--
--
--
--
--
--
Steve RideHitbox Image Cart AloneHitbox Image
Side B (Minecart)
18
**
**
If Steve lacks the materials, he has a 15 frame failure animation instead. Damage depends on current speed. If traveling too slow, there's no hitbox. For Bailout, the jumping out animation is 5 frames before Steve can act. On frame 6 is when the cart can grab opponents. Armor notes: the minecart has 8.4HP and Steve himself has 60 knockback armor. The part of the armor that's hitpoint based can't drop to 0 during the first 17 frames.
**
**
**
--
**
18—...
--
Hitbox Image
Up B (Elytra)
28 (Ground) / 23 (Air)
--
**
--
**
**
**
--
**
28—37/38—44 (Ground) // 23—32/33—39 (Air)
--
Pressure Plate DetonateHitbox Image Non-Redstone DetonateHitbox Image
Down B (TNT)
**
**
--
**
28.0/14.0
**
**
--
**
**
--

Grabs / Throws

Hitbox Image
Grab
13
56
--
--
--
13—27
29
Hitbox Image
Dash Grab
16
62
--
--
--
16—30
32
Hitbox Image
Pivot Grab
17
59
--
--
--
17—31
28
Hitbox Image
Pummel
1
20
--
Total frames includes 14 frames of hitlag.
1.5
Hitbox Image
Forward Throw
13(14)
49
--
Throw hitbox on 13-14. Throws on 14.
3.0/6.0
Hitbox Image
Backward Throw
24
34
--
--
10.0
Hitbox Image
Up Throw
18(19)
47
--
Throw hitbox on 18-19. Throws on 19.
3.0/8.0
AnvilHitbox Image No AnvilHitbox Image
Down Throw
15(20)
29
--
Anvil active 15—22 but throws on frame 20. Without iron, the data is identical except for anvil's absense.
7.0/8.0 (anvil) // (8.0 no anvil)

Dodges / Rolls

Spot Dodge
20/25
--
Intangible on frame 3-17
Forward Roll
29
--
Intangible on frame 4-15
Backward Roll
34
--
Intangible on frame 5-16
Neutral Air Dodge
54
**
Intangible on frame 3-30
Air Dodge, Down
75
**
Intangible on frame 3-21
Air Dodge, Diagonally Down
82
**
Intangible on frame 3-21
Air Dodge, Left/Right
92
**
Intangible on frame 3-21
Air Dodge, Diagonally Up
108
**
Intangible on frame 3-21
Air Dodge, Up
121
**
Intangible on frame 3-21

Misc Info

Stats
Weight — 92
Gravity — 0.07
Walk Speed — 0.85
Run Speed — 1.45
Initial Dash — 1.45
Air Speed — 0.86
Total Air Acceleration — 0.5
SH / FH / SHFF / FHFF Frames — 33 / 40 / 22 / 27
Fall Speed / Fast Fall Speed — 1.42 / 2.272
Steve can use Crafting Table during shield and this ignores shield drop. Crafting Table's 7 frame startup is all that occurs, so he can effectively have a 7 frame shield drop by doing Crafting Table out of shield.
NAir, UAir, SH FAir, or SH BAir — 7 Frames
Up Smash — 8 Frames
FAir — 11 Frames
Shield Grab (Grab, post-Shieldstun) — 17 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
NormalHitbox Image ElytraHitbox Image
Ledge Hang
Hitbox Image
Getup Attacks
Facing UpHitbox Image Facing DownHitbox Image TripHitbox Image LedgeHitbox Image