Smash Ultimate · High Tier

Steve Balance Changes

Blocks wall opponents off while Steve gathers resources or drags them into whichever directional combo kills fastest, and his upward and forward conversions kill at very low percents.

Tier High Tier
Direction Nerfs
Proposed changes 4 · 4 nerf

Balance Philosophy

Nerf around three moves per character that are too oppressive inside an already strong kit. Not every suggestion needs to be implemented.

Proposed Changes

Each entry lists the move or ability affected, the adjustment itself, and — where the analysis states one — the problem it is meant to solve and the reasoning behind it.

  1. Neutral special (Place Block)

    Nerf
    Proposed adjustment
    Start up increased to frame 6 for each block placement.
    Current issue
    Blocks stop opponents from hitting him while he gathers resources, or drag them into whichever directional combo gets the early kill.
  2. Up air

    Nerf
    Proposed adjustment
    Start up increased to frame 6.
    Current issue
    Very low end lag lets it combo continuously and potentially into up smash.
  3. Up smash

    Nerf
    Proposed adjustment
    Start up increased to frame 10.
    Current issue
    Good knockback and a good hitbox turn the up air strings into kill combos at very low percents.
  4. Forward air

    Nerf
    Proposed adjustment
    Start up increased to frame 10.
    Current issue
    It is great for drag-down combos and early kills.

Where The Source Is Unclear

  • The source's rationale also cites Steve's up tilt as having very low end lag, but no up tilt change is listed among the proposals.

Every Character In One Place

Steve is one of Smash Ultimate's entries — the full tier-by-tier breakdown covers the whole roster.