Steve (Life & Death)

Steve (スティーブ, Steve) is a playable character in Super Smash Bros. Life or Death. Alex (アレックス, Alex), a Zombie (ゾンビ, Zombie), and an Enderman (エンダーマン, Enderman) also appear as alternate costumes.
Steve is the default skin of the Player in Minecraft. The name Steve was invented by developer Markus "Notch" Persson as a joke and was often formatted as "Steve?" prior to being formally adopted as the default name of the avatar. Before this, the name "Mr. Minecraft" was used for a guest role in Super Meat Boy. The character of Steve, along with the rest of the Minecraft world, is intended to be gender-neutral so as to avoid forcing the player to make decisions about gender. Despite this, as Steve has a traditionally "masculine" appearance and name, a feminine alternative named Alex was introduced in 2014; choosing Alex adjusts the model's arm proportions to be thinner, which is officially referred to as a "slim" model.
Much like Minecraft, Steve, Alex, Zombie, and Enderman remain unvoiced. 
==How to Unlock==
Steve is available from the start of a new game and doesn't need to be unlocked.
==Moveset==
*Steve can crawl.
*Steve can tilt his head up and down by tilting the Control Stick in said direction when he is walking, jumping and creating blocks. This mechanic is purely aesthetic and reflects how the player's head moves in Minecraft.
*Steve possesses a unique "resource" mechanic, which allows him to carry resources to build blocks, use certain moves, or upgrade his tools. The resources that Steve can possess are dirt, wood, stone, iron, gold, diamond and redstone, all of which can be obtained through mining (detailed further below). Depending on the stage, dirt may be substituted with sand (such as on Tortimer Island and Coliseum), ice (such as on Summit), or wool (such as on Magicant and Living Room). All resources (except for redstone) are displayed above his in-game portrait, with a limit of 100 for block-building materials.
**Steve starts the game with 36 units of dirt, 18 units of wood, 3 units of iron and 2/3 redstone, the latter two of which are replenished should Steve lose a life without sufficient said material in stock.
**Gold and diamond are only shown when available by the right of the gauge, while iron, which occupies the right of the gauge, displays its exact quantity up to 8. Cheaper materials are displayed proportionally and make up the left of the gauge.
**Five tool materials exist: wood, stone, iron, gold and diamond. Except for gold, each material mentioned is incrementally more powerful and durable than the last. Gold weapons are weak and fragile, but attacks with them are faster than those with weapons made from other materials, making them ideal for combos, and outside of neutral attack, up tilt and up aerial, gold weapons have greater knockback scaling than the other tool tiers. The typical damages of each tool type are:
***No weapon: 0.8x damage
***Wood or gold: 1.0x damage
***Stone: 1.1x damage
***Iron: 1.2x damage
***Diamond: 1.35x damage
*With continuous use, Steve's sword, axe, pickaxe and shovel will use up durability points. Once all durability points for a set tool have been used up, it breaks apart and Steve can no longer use that tool. If Steve tries to use an attack that requires a weapon he does not have, he will perform a weak punch with minimal range instead. This prevents him from constantly brawling out at close range with his weapons, and every so often forces him to mine the ground for resources and craft new tools at a crafting table. The durability varies between tools made of different materials, with wood and gold being the least durable while diamond and iron are the most durable.
**As each tool has its own durability, Steve can have different levels of each tool during a stock (eg. crafting a diamond set, using up a diamond pickaxe, then crafting a gold pickaxe while retaining his other diamond tools).
*Steve's tools reset to wood when he is KO'd, though he keeps any resources throughout stocks. If he is KO'd with less than three units of iron, he will respawn with three.
 	Name 	Description
Neutral Attack 	N/A 	Steve quickly swings his sword in front of himself with short reach. He can repeat this attack by holding down the attack button, and can walk and jump, forward and backward, while doing this, making it functionally similar to Mega Man's Mega Buster and Min Min's Punch.
Forward Tilt 	N/A 	Same as neutral attack and neutral aerial. Steve can also use this attack while walking forward and backwards.
Up Tilt 	N/A 	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.
Down Tilt 	N/A 	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 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.
Dash Attack 	N/A 	A quick running strike with his pickaxe with high knockback.
Forward Smash 	N/A 	Rears back before performing a slower but strong inward swing with his sword, based on the sweep attack that swords possess from Minecraft: Java Edition. Decently fast for an attack of its kind. As the hitbox goes as far as the pixelated slash effect, and as Steve takes a step forward to attack, it has deceptively good range (having a longer range than most of his other moves). The charging animation can also dodge attacks with good timing, as Steve steps back slightly. Unique to this attack, the diamond sword variant has higher knockback scaling than the other tool tiers (apart from gold), rendering it extremely powerful for an attack of its type (while the gold sword does have the highest knockback scaling, its reduced damage output makes it overall less powerful).
Up Smash 	N/A 	Steve places a magma block above himself before breaking it with his pickaxe. The move has a flame effect, possesses great vertical range, and hits multiple times, similarly to Roy's up smash. It has a ground-level hitbox in front of Steve that scoops opponents into the block, making it effective out-of-shield or against landing opponents. This scooping hitbox will only hit grounded opponents. However, with the exception of the initial grounded launcher hitbox, it only hits directly above Steve, and despite its animation, Steve cannot move until well after the move is complete as he automatically breaks the block afterwards, with the move having very high ending lag. This move does not use up durability points. The pickaxe itself can also deal damage. Despite its unorthodox animation, it is incredibly powerful for a multi-hitting up smash, KOing Mario at ground level of Final Destination at 102%.
Down Smash 	N/A 	Steve pulls out a lava-filled bucket and pours lava on both sides of himself. Both hits have long lingering hitboxes (with each lasting 10 frames) and are powerful semi-spikes, which can be used efficiently for edge guarding. It is slightly affected by gravity near ledges, similarly to Steve's down tilt, although this is much less noticeable. This move does not use up durability points. The lava can be reflected and absorbed.
Neutral Aerial 	N/A 	A sword swing identical to neutral attack and forward tilt.
Forward Aerial 	N/A 	A pickaxe swing in front of himself. It is surprisingly fast and powerful, and can meteor smash if the opponent is hit near the end of the swing, though it has short range. It is able to combo from Steve's sword swinging moves, alongside up tilt and up air. If buffered out of a short hop, Steve will instead perform a sword swing that behaves like a neutral aerial but uses the forward aerial's animation and staleness.
Back Aerial 	N/A 	A pickaxe swing behind himself with powerful horizontal knockback but low range. The move is stronger during the later part of the swing. The power of the diamond variant puts it among the strongest back aerials in the game. If buffered out of a short hop, Steve will instead perform a sword swing that behaves like a neutral aerial but uses the back aerial's animation and staleness.
Up Aerial 	N/A 	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 Meta Knight's 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.
Down Aerial 	N/A 	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.
Grab 	N/A 	A tether-like grab using a fishing rod with a wide range. Unlike Isabelle's similar-looking Fishing Rod, it functions as an actual tether grab despite the lack of a grab aerial and tether recovery. Grounded grabbed opponents are trapped within a fence while Steve holds them. The grab itself starts up relatively fast, but has very 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.
Pummel 	N/A 	Punches the opponent while they are trapped in the fence.
Forward Throw 	N/A 	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.
Back Throw 	N/A 	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.
Up Throw 	N/A 	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.
Down Throw 	N/A 	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 King K. Rool's up throw which deals 16%). The anvil can be reflected.
Neutral Special	Mine/Craft/Create Block	Mine (ground): Steve mines the ground or wall in front of himself to gather resources using an axe, pickaxe, or shovel. As with using a sword, axe, or pickaxe during standard attacks, mining uses up the durability of the weapon used. The weapon used and the speed of mining are determined by the type of terrain being mined, and the longer it is mined, the higher the quality of materials collected, such as diamond. If Steve has no tools available, he will use his bare hands instead; however, this causes him to mine more slowly. Steve can mine miscellaneous cheap materials (dirt/sand/ice/wool, depending on the stage and changing along with Stage Morph), wood, stone, iron, gold, diamonds and redstone. Similarly to Olimar's Pikmin Pluck in Brawl, the resources that Steve obtains most often with this move are dependent on the type of terrain being mined, though there is a set order to the materials mined from each terrain. However, on Battlefield form and Ω form stages, materials will appear at a pre-determined rate regardless of the type of terrain, though the tool used will still reflect the material of the surface resources are gathered on. This was done in order to prioritize match quality for more serious players due to the popularity of both forms for competitive battles, and to reduce the factors of randomness. If Steve is standing on a block he placed using Create Block, he will instead break the block underneath him without gaining any resources.
Craft (crafting table): Steve uses his resources to craft a full set of tools (sword, axe, pickaxe and shovel), restoring their durability. Steve starts the battle with wooden tools, with a crafting table appearing at his starting point. The most valuable resources are prioritized when performing this move; for example, if Steve has both iron and stone, then his tools will be upgraded to iron. When upgrading to a new tier of tools, a Minecraft-styled progression bar appears above Steve, and Steve will flourish a new weapon after crafting completes. He is vulnerable to attacks throughout the upgrading animation but can cancel it during the early frames. The crafting table itself is considered a background object and will not interrupt player movement. It also has 30 HP, can be damaged (and thus cause hitlag), and can be destroyed by Steve or his opponents. If destroyed, the crafting table will respawn at Steve's location following a few seconds, and Steve can also summon the crafting table to his location by pressing the special move button while shielding, which uses a small amount of resources; if he does not have sufficient resources, he will not be able to spawn or move his crafting table. When summoned, it will have its HP restored. If multiple Steves are present, then they can use each other's crafting tables as well as their own.
Create Block (midair): Steve places a block directly beneath himself, which functions as a platform. If the special move button is held down while Steve is walking on a block or jumping, he can continue placing blocks directly beneath himself as he moves. He can only place blocks a certain distance around the stage, signified by a pink barrier that appears while placing blocks adjacent to the limit. Up to 8 blocks can be on-screen at the same time for each Steve in play, and placing excessive blocks cause the oldest blocks to disappear instantly. The blocks break slowly over time, but touching them or hitting them (including hitting the block on the underside while jumping) speeds this process up. Blocks placed either near the build limit or after Steve was knocked into the air and yet to recover flash like a helpless character and break faster than they would otherwise. Placed blocks can absorb incoming attacks, including projectiles, and can also be used to aid Steve's recovery or to edgeguard opponents. Blocks can be made using dirt, sand, wool, ice, wood, stone, or iron, and will break more slowly the more valuable the material they are made of is. Unlike Craft, the least valuable resources are prioritized when performing this move.
Side Special 	Minecart 	Steve hops into a minecart and rides around the stage, placing rails as he does so. If Steve has redstone and gold, he can use it to lay down powered rails (powered via a redstone torch), making the minecart faster and more powerful. He can push the special move again while in the Minecart to lay down powered rails again (if he has redstone and gold) to make the cart burst forward again. Steve can jump out of the minecart at any time, but it still moves forward a short distance afterwards, trapping other fighters within it should they make contact; a trapped fighter will be stuck in the minecart for longer the more damage they have, but can escape by button mashing. Both a ridden and empty minecart are considered projectiles. Steve needs sufficient iron to place the minecart, and sufficient materials to place rails. Each rail placed uses 1 unit of dirt/stone/wood/iron. If Steve has little/no wood or stone, he will still bring out the minecart but will stop moving almost immediately. Steve can jump back into an empty minecart, and can move so long as he has tracks; as a result, he can move indefinitely in an enclosed space (such as between two walls). Steve can hop in and out of his minecart a maximum of two times per spawn, and can break a stationary minecart to regain the iron used to craft it. If Steve has no iron, he will face the inputted direction and attempt to place a minecart, but fail. This can be used to change his direction while airborne.
Up Special 	Elytra 	Steve dons an elytra and propels himself forward, upward, or downward with a firework rocket. During his initial burst, Steve has a damaging hitbox. The mechanics of this move appear similar to Brawl's gliding mechanic, with Steve being able to control his trajectory while gliding. Its maximum horizontal distance is extremely high, but its vertical distance is poor in comparison without proper usage. He is also able to turn around during the startup of the move, but he cannot change directions or cancel the move once he starts flying. The elytra falls off after a few seconds of flight or if Steve hits a solid object in mid-glide, leaving Steve helpless; he can also cancel the move by pressing the shield or special attack button, though this will also put him in freefall. This move does not use up durability points.
Down Special 	TNT 	Steve lays a TNT block on the ground; this uses up 50 "points" of resources, with each resource giving incrementally bigger points (dirt = 2, wood/stone = 5, iron = 10). The TNT acts similarly to a Blast Box; it will fall downwards if placed in midair, can be detonated if hit for 20% damage, and takes double damage from flame attacks (but not immediately like the Blast Box), but also detonates after enough time passes. Its explosion is extremely powerful and causes Special Zoom on hit. If Steve holds down the special button after placing the TNT, he can place a trail of redstone, then a pressure plate upon letting go of the special button, which will manually detonate the TNT if stepped on and increases the power of the explosion. The redstone trail can be placed so long as Steve has redstone and is on the ground near a TNT block, but hitting the TNT block with enough knockback will move the block, and cause the redstone trail and pressure plate to disappear. The TNT affects both Steve and his opponents; however, if the TNT is triggered via a pressure plate, then the fighter who triggered the TNT takes reduced knockback from the explosion, allowing for creative traps. The TNT block can be mined to regain iron, redstone and rarer materials.
Final Smash 	House of Boom 	Steve places a giant piston in front of himself, which extends to catch his opponents in the attack. A cinematic plays where the affected fighter is launched into a dark building in a forest, resembling a Jungle Temple, filled with TNT, where they are attacked by Creepers and Zombies, resulting in the entire building exploding as Steve comically eats a so-called "victory steak". When the cinematic ends, the victim is sent flying while Steve repeatedly crouches. The piston can hit multiple fighters, but only the first one hit will appear in the cinematic, though the piston causes enough knockback to KO bystanders as well. This attack does not use up durability points.
===Durability System===
True to Minecraft, Steve's tools can break after a certain amount of use. While similar to the durability system of Robin, there are a few differences, including the lack of a hitbox upon a tool breaking, no visible durability indication, and the need to craft replacement tools.
====Tool Durability====
Weapon 	Wood/Gold	Stone	Iron/Diamond
Sword 	25 	40 	50
Axe/Pickaxe/Shovel	70 	85 	95
====Durability Cost====
Move 	Wood 	Stone/Iron/Diamond	Gold
Neutral Attack/Forward Tilt/Neutral Aerial	2 	2 	2
Forward Smash 	9 	14 	18
Ledge Attacks/Floor Attacks 	2 	2 	2
Up Tilt/Up Aerial 	5.5 	5.5 	5.5
Up Smash 	0 	0 	0
Dash Attack 	4.5 	4.5 	4.5
Forward Aerial/Back Aerial 	6.5 	6.5 	6.5
Mine 	2.5 (per resource)	2.5 (per resource)	2.5 (per resource)
==Other Animations==
Animation 	Description 	Notes
On-Screen Appearance 	Breaks stone blocks in front of him with his pickaxe while walking forward, with his crafting table appearing after the animation completes. Similar to Steve's initial reveal during his trailer. 	
Taunt 1 	Jumps twice, and while in midair, punches three times. Due to Steve jumping the same height that his short hop covers, he can dodge some attacks with lower-reaching hitboxes. This gesture can be found in the Minecraft community, where it can be a greeting.	
Taunt 2 	Pulls out and eats a Steak. 	
Taunt 3 	Sneaks (crouches) three times while looking toward the screen. This is another popular gesture found in the Minecraft community, where players crouch repeatedly as a sign of peace, friendship, or agreement. 	
Star KO 	 	
Screen KO 	 	
Character Selection Screen	 	
Crowd Chant 	Ste - vu! *claps 3 times*
Ale - xu! *claps 3 times*
Zooommm - bie!
En - der - man! 	
Victory Pose 1 	A Creeper is shown onscreen, which promptly explodes as Steve humorously lands directly in front of the camera without an animation. 	
Victory Pose 2 	Eats a Steak while the camera angle changes, and then burps while the steak vanishes. 	
Victory Pose 3 	Quickly builds a house similar to ones found in villages and stands outside of it, then closes the door. 	
==Role in Classic Mode==
Like all other fighters, Steve appears in Classic Mode. Steve's Mini-Boss is unknown. 
===Steve Ending===
=== Alex Ending ===
=== Zombie Ending ===
=== Enderman Ending ===
==Role in The Kiss of Death==
==Alternate Costumes==
Three of Steve's alternate costumes replace him with Alex, one replaces him with a Zombie, and one replaces him with an Enderman.
Image	Number	Color 	Notes 	Unlockable?
 	01 	Steve 	The first default player skin, with the beard from the early "Classic" builds of Minecraft. 	Default
 	02 	Alex 	The second default player skin, with a slightly thinner build. 	Default
 	03 	Steve White	Tennis Steve from the Default Skin Pack added in the first version of the "Legacy Console" edition. 	Default
 	04 	Alex White 	Tennis Alex from the Default Skin Pack added in the first version of the "Legacy Console" edition. 	Default
 	05 	Steve Black	Scottish Steve from the Default Skin Pack added in the first version of the "Legacy Console" edition. 	Default
 	06 	Alex Blue 	Swedish Alex from the Default Skin Pack added in the first version of the "Legacy Console" edition. 	Default
 	07 	Zombie 	A recurring hostile mob. This skin is also available as DLC in the "Bedrock" edition under "Skin Pack 1 - Classic." 	Default
 	08 	Enderman 	A recurring neutral mob. The limbs are shorter than in the original game to match Steve's physique, but retain the slim arms and legs that Endermen in Minecraft have. This skin is also available as DLC in the "Bedrock" edition under "Skin Pack 2 - Classic;" however, this skin does not make the player's arms and legs slim.	Default
 	09 	 	 	Unlockable
 	10 	 	 	Unlockable
 	11 	 	 	Unlockable
 	12 	 	 	Unlockable
 	13 	 	 	Unlockable
 	14 	 	 	Unlockable
==Smash Taunts==
===Palutena's Guidance===
===Snake's Codecs===
==Fighter Spirits==
Steve's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Steve in The Kiss of Death allows the player to preview the first spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Life & Death.
File:Steve.png.png
File:Alex SSBL.png
File:ZombieMinecraft.png
File:Enderman.png
==Trivia==
Category:Fighters in Super Smash Bros. Life or Death