Matchup Summary (Win Condition and Game Plan)
Steve bends midrange around mining, blocks, and Minecart, and the more iron or diamond he secures, the easier it becomes to turn one opening on Hero into real damage and kill pressure. Hero still has sword range, the Zap line, and Up B (3f) out of shield, and the frame table shows clear punishes on Jab, Dash Attack, every smash attack, Neutral Air, and Down Air, so Steve is most vulnerable before mining and right after spending materials. The win condition is not to be satisfied just breaking blocks, but to pressure Steve himself or the crafting table first, shift the mining spot, and carry him to the ledge with f-tilt, fair, bair, and the Zap line. Down B should be reserved for when you have real distance or after Steve is already offstage, because opening menu at close range in center stage is too unstable here. For kills, do not overchase. Stay at the ledge with fair, bair, up smash, and whichever high-damage spell is actually available while covering both Elytra landings and Minecart launches so Steve cannot reset tools.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Hero OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab | 4 (Gold: 3) | -10 / (Gold: -9) |
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| Up Tilt | 6 (Gold: 4) | Punch -4 | Wood -3 | Stone -3 |Iron -2 | Gold -1 | Diamond -1 |
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| Down Tilt | 12… | +5 |
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| Dash Attack | 8 (Gold: 8) | Punch -15 | Wood -13 | Stone -12 | Iron -12 | Gold -10 | Diamond -10 |
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| Forward Smash | 13 (Gold: 10) | Punch -22 | Wood -20 | Stone -19 | Iron -18 | Gold -15 | Diamond -17 |
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| Up Smash | 8… | -11 |
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| Down Smash | 8… | -34/-16 |
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| Neutral Air | 4 (Gold: 3) | -10 (Gold: -9) |
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| Forward Air | 8 | Punch -8/-8 | Wood -8/-7 | Stone -7/-7 | Iron -7/-7 | Gold -8/-7 | Diamond -7/-6 |
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| Back Air | 12 | Punch -8/-8 | Wood -7/-7 | Stone -7/-7 | Iron -7/-6 | Gold -7/-7 | Diamond -6/-6 |
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| Up Air | 4 (Gold: 4) | Punch -4 | Wood -3 | Stone -3 | Iron -2 | Gold -1 | Diamond -1 |
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| Down Air | 20 | -14 |
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| Neutral B | ** | — | ||
| Side B | 18 | ** | ||
| Up B | 28 (Ground) / 23 (Air) | ** | ||
| Down B | ** | ** | ||
| Grab | 13 | — | ||
| Dash Grab | 16 | — | ||
| Pivot Grab | 17 | — |
Win Condition Checklist
- Before mining starts, touch Steve or the crafting table with f-tilt, fair, bair, and the Zap line instead of ending the turn just by breaking blocks.
- If Jab, Dash Attack, Forward Smash, Up Smash, Down Smash, Neutral Air, or Down Air hits your shield, answer around Up B (3f) and extend to OOS Uair (9f), Grab (10f), OOS Nair (11f), and Up Smash (13f) when spacing allows so Steve cannot reset resources.
- Do not force in-place punishes on Forward Air, Back Air, Up Air, Up Tilt, or Down Tilt; cover the landing, retreat, or mining reset point first and take the second touch there.
- At kill percent, stay at the ledge and mix fair, bair, up smash, and high-damage spells so Elytra landing and Minecart are both covered.
Actions to Avoid
- Standing in front of blocks and spending time on long charge actions or Down B so Steve gets mining, crafting, and tool refresh for free.
- Jumping high over blocks every time and feeding directly into up tilt, up air, and anvil starters.
- Swinging immediately after shielding forward air, back air, or up air and getting reversed by Steve’s landing drift or Minecart.
- Chasing too far offstage for the kill and surrendering stage control to Elytra, blocks, and Minecart recovery branches.