Matchup Summary (Win Condition and Game Plan)
This matchup revolves around whether Sonic can keep Steve from mining in place and from slowing the game down behind blocks. Sonic’s ground speed lets him swap sides around Steve’s mining position almost instantly, so showing Spin Dash or Spin Charge from outside and then dashing past the front wall is often better than forcing a direct hit immediately. If Steve has to commit to jump, shield, or a preemptive swing first, Sonic usually gets the pace he wants.
Once Sonic gets in, it is more important to keep pushing Steve to ledge with Fair, Uair, Up Tilt, and Dash Attack than to overextend for extra damage in center stage. Steve is much scarier when he has room to mine, craft, and threaten Minecart from mid-stage, but he has far less freedom to reset resources once he is cornered. Sonic should aim to loop ledgetraps where jump and neutral getup can be covered by Bair, Up Smash, or turnaround Fair instead of giving Steve the space to rebuild.
The frame table shows that Steve’s Jab, Dash Attack, Forward Smash, Up Smash, Down Smash, Neutral Air, and Down Air are all clearly punishable by Sonic’s Up B into aerials, grab, and Up Smash. By contrast, Up Tilt, Up Air, shallow Fair or Bair, Side B, and Up B are hard to punish on the spot, so swinging after every shielded interaction often hands the turn back to Steve through Minecart, Anvil, or a fresh block.
Sonic’s win condition is not constant blind mining denial. It is to interrupt the moments right before Steve can comfortably mine again, cash out the guaranteed punishes that do exist, and keep repeating ledge pressure before the material gap grows too wide. Breaking blocks recklessly and eating Down B is worse than waiting outside, re-accelerating, and closing the stock before Steve fully stabilizes.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Sonic 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
- When Steve starts mining, do not rush straight in every time; show Spin Dash or Spin Charge from outside and force jump, shield, or a preemptive anti-air first.
- After the first hit, value stage push over extra center-stage damage and use Fair, Uair, Up Tilt, and Dash Attack to keep Steve pinned near the ledge.
- Punish Jab, Dash Attack, Forward Smash, Up Smash, Down Smash, Neutral Air, and Down Air on shield with the table’s confirmed options: Up B (4f), OOS Uair/Fair (8f), OOS Nair (9f), grab (10f), and Up Smash (14f).
- Do not autopilot a retaliatory swing after Up Tilt, shallow Fair or Bair, Side B, or Up B; stay ready for Minecart, Anvil, and block creation before chasing the next landing.
- Prefer ledgetrapping over deep edgeguards, and close stocks by covering jump and neutral getup with Bair, Up Smash, or Forward Smash.
Actions to Avoid
- Charging straight at every mining attempt and letting Steve’s blocks, Minecart, and Anvil catch the approach for free.
- Forcing punishes on Up Tilt, Up Air, or shallow aerials that are not really punishable and giving Steve room to reset the pace.
- Fixating on breaking blocks in place and allowing the match to slow down until the weapon and resource gap becomes too large.
- Chasing too far offstage for a kill and surrendering center stage to Steve’s recovery and reversal tools.