nyuuzyou/wikis huggingface dataset:
Steel City Smash

thumb|Steel City Smash logo|300px
Steel City Smash is a mini-documentary directed by Sam DeGregorio. It is based around the Pittsburgh Melee Community and the rise of , a Luigi main smasher, during The Big House 5 who placed 7th in the tournament. Notable matchup of players seen against Abate include: , , , , and , , and . Other notable tournaments seen in the documentary includes Zenith 2013, Fight Pitt V and The Big House 4.
==External links==
*Official Version
*First Cut-Version
*Pittsburgh Melee Community
Category:Documentaries
Steel Diver

The Steel Diver (, Steel Diver) is a shooting item resembling a submarine that appears in Super Smash Bros. 4 and Super Smash Bros. Ultimate.
==Origin==
This item originates from the Nintendo 3DS title Steel Diver where players pilot submarines and fire torpedoes at enemies. When the torpedoes were fired, their speed started off slow but would speed up afterwards. In Super Smash Bros. 4, the particular submarine that is used in the design of the gun is the Blue Shark, and the torpedoes it launches in SSB4 behave the same as in Steel Diver.
==Overview==
When used, the Steel Diver will launch torpedoes that move extremely slowly for a moment before accelerating to high speed. The torpedoes inflict decent knockback that can KO around 160%. Only two torpedoes can exist at once; they can travel slightly less than the length of before exploding on their own. The Steel Diver holds ten shots. It is also available as an item in Smash Tour, and can be activated to hold one from the start of a battle.
===Damage===
Action 	SSB4
Torpedo 	14%
Drop 	7%
Forward tilt throw 	12%
Up tilt throw 	12%
Down tilt throw 	12%
Dash throw 	15%
Forward smash throw 	14%
Up smash throw 	15%
Down smash throw 	16%
Aerial drop 	9%
Aerial forward tilt throw 	10%
Aerial up tilt throw 	12%
Aerial down tilt throw 	13%
Aerial forward smash throw	10%
Aerial up smash throw 	12%
Aerial down smash throw 	13%
===Knockback===
 	Damage	Angle	Base knockback	Fixed knockback value	Knockback scaling	Radius	Effect	Trip chance	Hitlag	SDI 	Clang	Rebound	Shield damage	SFX type 	SFX level	Type 	Blockable	Reflectable	Absorbable	Rehit rate	Angle flipper
Gun 	3% 	361° 	10 	0 	100 	5.28 	Normal	0% 	1.0x 	1.0x	Yes 	No 	0 	Punch 	Small 	Weapon 	Yes 	Yes 	No 	180 	1 (Forwards)
Torpedo	14% 	361° 	20 	0 	90 	10 	Flame 	0% 	1.0x 	1.0x	No 	Yes 	0 	Explosion	Small 	Explosive	Yes 	Yes 	Yes 	30 	1 (Forwards)
==Trophy==
==Spirits==
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
1,257	 	 	★ 	2 	Steel Diver Equipped	Steel Diver Series	
In addition to the above, equipping the Dive Man or Bayonette support spirits will give the player a Steel Diver at a start of their stock.
No. 	Image	Name	Type	Class	Cost 	Ability 	Series
895 	 	 	★ 	2 	Steel Diver Equipped	Mega Man Series 	
1,163	 	 	★ 	2 	Steel Diver Equipped	Custom Robo Series	
==Names in other languages==
Category:Items (SSB4)
Category:Shooter items
Category:Trophies (SSB4-3DS)
Category:Trophies (SSB4-Wii U)
Category:Smash Tour items
Category:Steel Diver universe
Category:Spirits
Steelix (disambiguation)

Steelix is a Pokémon appearing as:
*A trophy in Super Smash Bros. Melee
*A trophy in .
*A spirit in Super Smash Bros. Ultimate.
*A background character in the Ironworks Chamber of Kalos Pokémon League.
Category:Background characters
Category:Pokémon
Category:Trophies (SSBM)
Category:Trophies (SSB4-Wii U)
Category:Spirits
Category:Pokémon (SSB4)
Category:Pokémon universe
Step dash

Step dash is an advanced technique exclusive to Super Smash Bros. 4. It involves exploiting the properties of a fighter's stepping animation to provided more movement options.
==How to perform==
To start the process, slightly tilt the analog stick to start the stepping animation, then immediately return the stick to the neutral position, then immediately tilt the stick again to start another step. The window to do this action is extremely strict and is character dependent, making this technique difficult to perform. If everything is done correctly, performing an action that does not stop a fighter's momentum will cause the fighter to slide a considerable distance while still being actionable. The step dash can be done multiple times consecutively, but only facing the right.
===Crouch slide===
During the second still, quickly pulling the stick to a downward angle will cause the fighter to slide. It is the simplest Step dash technique. It is recommended that the stick should be pulled straight down instead of at an angle for fighters that can crawl to avoid the crawling animation.
===Sliding attacks===
Any attack that does not stop momentum (i.e. dash attack, tilt attacks, and most grabs) can be done during a step dash. This can be very effective for offensive pressure and edgeguarding.
Category:Techniques (SSB4)
Category:Advanced techniques
Steve (SSBU)/Back aerial

==Hitbox visualizations==
Type 	No tool	Non-Gold tool	Gold tool
Pickaxe	 	 	
Sword 	 	 	
==Overview==
===Shorthop Sword===
Steve attacks with a rapid sword slash if the move is buffered as a short hop forwards or backwards aerial attack; otherwise, he attacks with a pickaxe. It is not possible for this attack to come out as a fullhop, as fullhop aerials cannot be buffered in Ultimate. This attack has great combo utility; it can combo into moves such as up-tilt at low percents for extended combos, and the backwards variant can combo in a regular back-air at higher percents for a kill confirm.
==Hitboxes==
Hitting with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword; hitting with a pickaxe instead uses up 6.5 durability points, out of a maximum of 70 for a Wood or Gold pickaxe, 85 for a Stone pickaxe, and 95 for an Iron or Diamond pickaxe.
===No pickaxe===
|}
===Wood pickaxe===
|}
===Stone pickaxe===
|}
===Iron pickaxe===
|}
===Gold pickaxe===
|}
===Diamond pickaxe===
|}
===No sword===
!Hitstun
!Shieldstun
|-10 frames
|0.25×
|-10 frames
|0.25×
|}
===Wood/Stone sword===
Base damage is increased to for a Stone sword.
!Hitstun
!Shieldstun
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|}
===Iron/Gold/Diamond sword===
Base damage is increased to for an Iron sword, and for a Diamond sword.
!Hitstun
!Shieldstun
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|}
==Timing==
===Pickaxe===
Initial autocancel 	1-4
Early hit 	12-13
Clean hit 	14-16
Ending autocancel (Not Gold, Gold)	22-, 21-
Interruptible (Not Gold, Gold) 	48, 42-
Animation length (Not Gold, Gold) 	47, 41
!rowspan=2|Not Gold 
|-
|-
!rowspan=2|Gold 
|-
===Sword===
Initial autocancel 	1-2
Hitboxes (Not Gold, Gold) 	4-6, 3-5
Ending autocancel (Not Gold, Gold)	9-, 8-
Interruptible (Not Gold, Gold) 	17, 15
Animation length (Not Gold, Gold) 	16, 14
!rowspan=2|Not Gold 
|-
|-
!rowspan=2|Gold 
|-
===Landing lag===
Interruptible 	13
Animation length	22
Category:Steve (SSBU)
Category:Back aerials (SSBU)
Steve (SSBU)/Back throw

Steve back throw hurtbox visualization	Steve back throw hurtbox visualization	Steve back throw hurtbox visualization	Steve back throw hurtbox visualization	Steve back throw hurtbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
|}
==Timing==
Invincibility 	1-24
Turnaround 	22
Throw release 	24
Interruptible 	35
Animation length	53
|-
Category:Steve (SSBU)
Category:Back throws (SSBU)
Steve (SSBU)/Dash attack

==Hitbox visualizations==
No pickaxe	Non-Gold pickaxe	Gold pickaxe
 	 	
==Overview==
==Hitboxes==
Each hit with a pickaxe uses up 4.5 durability points, out of a maximum of 70 for a Wood or Gold pickaxe, 85 for a Stone pickaxe, and 95 for an Iron or Diamond pickaxe.
===No pickaxe===
|}
===Wood===
|}
===Stone===
|}
===Iron===
|}
===Gold===
|}
===Diamond===
|}
==Timing==
Clean hit 	8-10
Late hit 	11-13
Interruptible (Not Gold, Gold) 	32, 29
Animation length (Not Gold, Gold)	42, 39
!Not Gold 
|-
!Gold 
Category:Steve (SSBU)
Category:Dash attacks (SSBU)
Steve (SSBU)/Down smash

==Overview==
==Update History==
 
*
==Hitboxes==
Both lava splashes use the same hitboxes. Steve does not turn around during the move, but the second lava splash is considered to be facing the opposite way for the purpose of its angle type.
|}
==Timing==
Charges between 	2-3
Front hits 1-2 	8-11 (rehit rate: 2)
Front hit 3 	12-17
Back hits 1-2 	26-29 (rehit rate: 2)
Back hit 3 	30-35
Interruptible 	52
Animation length	61
|-
==Lava parameters==
X/Y offsets 	[9, -0.01] (front)[-9, -0.01] (back)
Size multiplier	0.8
Gravity 	0.05
Falling speed 	1
Category:Steve (SSBU)
Category:Down smashes (SSBU)
Steve (SSBU)/Down throw

==Overview==
==Throw and Hitbox Data==
|}
|}
==Timing==
The move uses up one unit of iron, out of three Steve starts each stock with, and a maximum of 100 units shared with dirt, wood, and stone. The move still executes if used with no iron left, but the anvil does not appear.
Invincibility 	1-20
Anvil generated 	5
Anvil searchbox 	6-14, 23-37
Anvil hitbox 	15-22
Throw release 	20
Interruptible 	30
Animation length	38
|-
|-
==Anvil parameters==
Initial vertical speed	1.5
Gravity 	0.3
Falling speed 	3
==Trivia==
*The inert hitbox on the anvil prior to the main hitbox is a knockback-dealing windbox. This makes it the only inert hitbox in the game capable of dealing knockback.
Category:Steve (SSBU)
Category:Down throws (SSBU)
Steve (SSBU)/Down tilt

==Overview==
==Hitboxes==
|}
==Timing==
Multihits 	12-35 (rehit rate: 8)
Final hit 	36-39
Interruptible 	53
Animation length	56
|-
==Flame parameters==
X offset 	14u
Gravity 	0.05
Falling speed	1
Category:Steve (SSBU)
Category:Down tilts (SSBU)
Steve (SSBU)/Edge attack

==Overview==
==Hitboxes==
Each hit with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword.
|}
==Timing==
For each ledge grab without touching the ground or being hit, intangibility is reduced on subsequent ledge grabs, until it is lost entirely from the fourth grab onward. The hitbox visualization only shows intangibility for the first ledge grab.
Intangibility (1st grab)	1-26
Intangibility (2nd grab)	1-21
Intangibility (3rd grab)	1-13
Hitbox 	24-26
Interruptible 	56
Animation length 	55
!Hitbox 
|-
!1st grab 
|-
!2nd grab 
|-
!3rd grab 
Category:Steve (SSBU)
Category:Edge attacks (SSBU)
Steve (SSBU)/Final Smash

This article is about the hitbox analysis of Steve’s Final Smash in Super Smash Bros. Ultimate. For the move itself, see House of Boom.
==Overview==
==Hitboxes==
|}
|}
|}
==Timing==
===Attack===
Piston pushbox 	25-44
Launcher 	45-48
Throw 	45
Animation length	119
Category:Steve (SSBU)
Category:Final Smashes (SSBU)
Steve (SSBU)/Floor attack (back)

==Overview==
==Hitboxes==
Each hit with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword.
===Wood & Stone===
|}
===Iron, Gold & Diamond===
|}
===No sword===
|}
==Timing==
Intangibility 	1-25
Hit 1 	19-20
Hit 2 	24-25
Interruptible 	46
Animation length	49
|-
Category:Steve (SSBU)
Category:Floor attacks (SSBU)
Steve (SSBU)/Floor attack (front)

==Overview==
==Hitboxes==
Each hit with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword.
===Wood & Stone===
|}
===Iron, Gold & Diamond===
|}
===No sword===
|}
==Timing==
Intangibility 	1-22
Hit 1 	16-17
Hit 2 	21-22
Interruptible 	46
Animation length	46
|-
Category:Steve (SSBU)
Category:Floor attacks (SSBU)
Steve (SSBU)/Floor attack (trip)

==Overview==
==Hitboxes==
Each hit with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword.
===Wood & Stone===
|}
===Iron, Gold & Diamond===
|}
===No sword===
|}
==Timing==
Intangibility 	1-7
Hit 1 	19-20
Hit 2 	31-32
Interruptible 	50
Animation length	54
|-
Category:Steve (SSBU)
Category:Floor attacks (SSBU)
Steve (SSBU)/Forward aerial

==Hitbox visualizations==
Type 	No tool	Non-Gold tool	Gold tool
Pickaxe	 	 	
Sword 	 	 	
==Overview==
==Hitboxes==
Steve attacks with a sword if the move is buffered as a short hop aerial attack; otherwise, he attacks with a pickaxe. Hitting with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword; hitting with a pickaxe instead uses up 6.5 durability points, out of a maximum of 70 for a Wood or Gold pickaxe, 85 for a Stone pickaxe, and 95 for an Iron or Diamond pickaxe.
===No pickaxe===
|}
===Wood pickaxe===
|}
===Stone pickaxe===
|}
===Iron pickaxe===
|}
===Gold pickaxe===
|}
===Diamond pickaxe===
|}
===No sword===
!Hitstun
!Shieldstun
|-10 frames
|0.25×
|-10 frames
|0.25×
|}
===Wood/Stone sword===
Base damage is increased to for a Stone sword.
!Hitstun
!Shieldstun
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|}
===Iron/Gold/Diamond sword===
Base damage is increased to for an Iron sword, and for a Diamond sword.
!Hitstun
!Shieldstun
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|}
==Timing==
===No pickaxe===
Initial autocancel	1-2
Early hit 	8-9
Late hit 	10-12
Ending autocancel 	20-
Interruptible 	32
Animation length 	32
|-
===Pickaxe===
Initial autocancel 	1-2
Early hit 	8
Mid hit 	9
Late hit 	10-12
Ending autocancel (Not Gold, Gold)	20-, 19-
Interruptible (Not Gold, Gold) 	32, 29
Animation length 	32, 28
!rowspan=2|Not Gold 
|-
|-
!rowspan=2|Gold 
|-
===Sword===
Initial autocancel 	1-2
Hitboxes (Not Gold, Gold) 	4-6, 3-5
Ending autocancel (Not Gold, Gold)	11-, 10-
Interruptible (Not Gold, Gold) 	17, 15
Animation length (Not Gold, Gold) 	17, 15
!rowspan=2|Not Gold 
|-
|-
!rowspan=2|Gold 
|-
===Landing lag===
Interruptible 	13
Animation length	22
Category:Steve (SSBU)
Category:Forward aerials (SSBU)
Steve (SSBU)/Forward smash

==Hitbox visualizations==
No sword	Non-Gold sword	Gold sword
 	 	
==Overview==
==Hitboxes==
Each hit with a sword uses up durability points. More specifically:
*A Wood sword hit uses up 9 points, out of a maximum of 25.
*A Stone sword hit uses up 14 points, out of a maximum of 40.
*An Iron or Diamond sword hit uses up 14 points, out of a maximum of 50.
*An Gold sword hit uses up 18 points, out of a maximum of 25.
===No sword===
|}
===Wood===
|}
===Stone===
|}
===Iron===
|}
===Gold===
|}
===Diamond===
|}
==Timing==
Charges between 	5-6
Hitboxes (Not Gold, Gold) 	13-15, 10-12
Interruptible (Not Gold, Gold) 	44, 36
Animation length (Not Gold, Gold)	47, 38
!Not Gold 
|-
!Gold 
==Trivia==
*In competitive play, the diamond variant of the move is often nicknamed the "Jake Smash" due to its frequent usage by as a conditioning tool.
Category:Steve (SSBU)
Category:Forward smashes (SSBU)
Steve (SSBU)/Forward throw

Steve forward throw hurtbox and hitbox visualization	Steve forward throw hurtbox and hitbox visualization	Steve forward throw hurtbox and hitbox visualization	Steve forward throw hurtbox and hitbox visualization	Steve forward throw hurtbox and hitbox visualization
 	 	 	 	
==Overview==
==Throw and Hitbox Data==
The piston is considered a separate object from Steve. As a result, he does not experience hitlag from hitting bystanders with it (but still does from hitting the thrown opponent), and its damage is not affected by him being giant or tiny.
|}
|}
==Timing==
Invincibility 	1-14
Piston generated	6
Piston hitbox 	13-14
Throw release 	14
Interruptible 	50
Animation length	57
!Piston 
|-
!rowspan=2|Steve 
|-
Category:Steve (SSBU)
Category:Forward throws (SSBU)
Steve (SSBU)/Forward tilt

==Hitbox visualizations==
No sword	Non-Gold sword	Gold sword
 	 	
==Overview==
==Hitboxes==
Each hit with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword.
===No sword===
!Hitstun
!Shieldstun
|-10 frames
|0.25×
|-10 frames
|0.25×
|}
===Wood/Stone sword===
Base damage is increased to 3.74% for a Stone sword.
!Hitstun
!Shieldstun
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|}
===Iron/Gold/Diamond sword===
Base damage is increased to 4.08% for an Iron sword, and 4.59% for a Diamond sword.
!Hitstun
!Shieldstun
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|}
==Timing==
These timings are shared with Steve's . He can jump while using the move, transitioning into his . The move can be automatically repeated by holding the attack button.
Hitboxes (Not Gold, Gold) 	4-6, 3-5
Interruptible (Not Gold, Gold) 	17, 15
Animation length (Not Gold, Gold)	17, 15
!Not Gold 
|-
!Gold 
Category:Steve (SSBU)
Category:Forward tilts (SSBU)
Steve (SSBU)/Grab

==Overview==
==Grabbox Data==
Uniquely from other extended grabs, the fishing hook uses collision detection and can bounce off surfaces, therefore modifying its range, though its frame data remains unchanged.
===Standing Grab===
|}
===Dash Grab===
|}
===Pivot Grab===
|}
==Timing==
===Standing grab===
Grab 	13-16, 17-21, 22-23, 24-25, 26-27
Interruptible 	57
Animation length	68
===Dash grab===
Grab 	16-17, 18-24, 25-26, 27-28, 29-30
Interruptible 	63
Animation length	64
===Pivot grab===
Grab 	17-18, 19-25, 26-27, 28-29, 30-31
Interruptible 	60
Animation length	61
==Trivia==
*Masahiro Sakurai revealed in a YouTube video that he suggested the parabola of the fishing hook be changed to more easily grab opponents close-up.Odds and Ends of Supervising [Graphics]
==References==
Category:Steve (SSBU)
Category:Grabs (SSBU)
Steve (SSBU)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack Forward tilt (punch) 	Sword 	
Neutral attack Forward tilt (Wood/Stone/Iron/Diamond) 	Sword 	
Neutral attack Forward tilt (Gold) 	Sword 	
Up tilt (punch) 	Axe 	
Up tilt (Wood/Stone/Iron/Diamond) 	Axe 	
Up tilt (Gold) 	Axe 	
Down tilt 	Flint and Steel 	
Down tilt (falling) 	Flint and Steel 	
Dash attack (punch) 	Pickaxe 	
Dash attack (Wood/Stone/Iron/Diamond) 	Pickaxe 	
Dash attack (Gold) 	Pickaxe 	
Forward smash (punch) 	Sword 	
Forward smash (Wood/Stone/Iron/Diamond) 	Sword 	
Forward smash (Gold) 	Sword 	
Up smash 	Magma Block 	
Down smash 	Lava Bucket 	
Neutral aerial (punch) 	Sword 	
Neutral aerial (Wood/Stone/Iron/Diamond) 	Sword 	
Neutral aerial (Gold) 	Sword 	
Forward aerial (punch) 	Pickaxe 	
Forward aerial (Wood/Stone/Iron/Diamond) 	Pickaxe 	
Forward aerial (Gold) 	Pickaxe 	
Forward aerial (punch buffered) 	 	
Forward aerial (Wood/Stone/Iron/Diamond Pickaxe buffered)	 	
Forward aerial (Gold buffered) 	 	
Back aerial (punch) 	Pickaxe 	
Back aerial (Wood/Stone/Iron/Diamond) 	Pickaxe 	
Back aerial (Gold) 	Pickaxe 	
Back aerial (punch buffered) 	 	
Back aerial (Wood/Stone/Iron/Diamond buffered) 	 	
Back aerial (Gold buffered) 	 	
Up aerial (punch) 	Axe 	
Up aerial (Wood/Stone/Iron/Diamond) 	Axe 	
Up aerial (Gold) 	Axe 	
Down aerial 	Anvil 	
Down aerial (dropped) 	Anvil 	
Side special (ride) 	Minecart 	
Side special (free) 	Minecart 	
Up special 	Elytra 	
Down special 	TNT 	
Down special (Pressure Plate) 	TNT 	
Standing grab 	Fishing Rod 	
Dash grab 	Fishing Rod 	
Pivot grab 	Fishing Rod 	
Pummel 	 	
Forward throw 	Piston Thrust 	
Back throw 	Fishing Rod Throw	
Up throw 	Piston Thrust 	
Down throw 	Anvil Drop 	
Down throw (anvil) 	Anvil Drop 	
Getup attack front 	 	
Getup attack back 	 	
Getup attack trip 	 	
Ledge attack 	 	
Category:Steve (SSBU)
Category:Hitboxes (SSBU)
Steve (SSBU)/Neutral aerial

==Hitbox visualizations==
No sword	Non-Gold sword	Gold sword
 	 	
==Overview==
==Hitboxes==
Each hit with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword.
===No sword===
!Hitstun
!Shieldstun
|-10 frames
|0.25×
|-10 frames
|0.25×
|}
===Wood/Stone sword===
Base damage is increased to 3.74% for a Stone sword.
!Hitstun
!Shieldstun
|-7 frames
|0.25×
|-7 frames
|0.25×
|-7 frames
|0.25×
|-7 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|}
===Iron/Gold/Diamond sword===
Base damage is increased to 4.08% for an Iron sword, and 4.59% for a Diamond sword.
!Hitstun
!Shieldstun
|-7 frames
|0.25×
|-7 frames
|0.25×
|-7 frames
|0.25×
|-7 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|}
==Timing==
The move can be automatically repeated by holding the attack button, and Steve can jump during it. Unlike other aerials, this move lacks traditional landing lag or autocancels; upon landing, Steve instead transitions into his or , which continue from the latest frame with their own properties, much like air-to-ground transitions for special moves.
Hitboxes (Not Gold, Gold) 	4-6, 3-5
Interruptible (Not Gold, Gold) 	17, 15
Animation length (Not Gold, Gold)	17, 15
!Not Gold 
|-
!Gold 
==Trivia==
*Steve has a landing lag value of 6 frames coded for his neutral aerial in his character files, which is never used due to its unique properties.
Category:Steve (SSBU)
Category:Neutral aerials (SSBU)
Steve (SSBU)/Neutral attack

==Hitbox visualizations==
No sword	Non-Gold sword	Gold sword
 	 	
==Overview==
==Hitboxes==
Each hit with a sword uses up 2 durability points, out of a maximum of 25 for a Wood or Gold sword, 40 for a Stone sword, and 50 for an Iron or Diamond sword.
===No sword===
!Hitstun
!Shieldstun
|-10 frames
|0.25×
|-10 frames
|0.25×
|}
===Wood/Stone sword===
Base damage is increased to 3.74% for a Stone sword.
!Hitstun
!Shieldstun
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|}
===Iron/Gold/Diamond sword===
Base damage is increased to 4.08% for an Iron sword, and 4.59% for a Diamond sword.
!Hitstun
!Shieldstun
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-5 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|-3 frames
|0.25×
|}
==Timing==
Steve can walk (without turning around) and jump while using this move, transitioning into his or respectively. The move can be automatically repeated by holding the attack button.
Hitboxes (Not Gold, Gold) 	4-6, 3-5
Interruptible (Not Gold, Gold) 	17, 15
Animation length (Not Gold, Gold)	17, 15
!Not Gold 
|-
!Gold 
Category:Steve (SSBU)
Category:Neutral attacks (SSBU)
Steve (SSBU)/Side special

This article is about the hitbox analysis of Steve’s side special in Super Smash Bros. Ultimate. For the move itself, see Minecart.
==Overview==
==Update History==
 9.0.1
*
*
*
==Hitboxes==
===Ride===
! 
|60
|}
===Free===
! 
|60
|60
|60
|60
|60
|60
|60
|60
|60
|60
|60
|}
===Grabbox===
|}
Category:Steve (SSBU)
Category:Side special moves (SSBU)
Steve (SSBU)/Up aerial

==Hitbox visualizations==
No axe	Non-Gold axe	Gold axe
 	 	
==Overview==
==Hitboxes== 
Each hit with an axe uses up 5.5 durability points, out of a maximum of 70 for a Wood or Gold axe, 85 for a Stone axe, and 95 for an Iron or Diamond axe.
===No axe===
|}
===Wood Axe===
|}
===Stone Axe===
|}
===Iron Axe===
|}
===Gold Axe===
|}
===Diamond Axe===
|}
==Timing==
===Attack===
The move can be automatically repeated by holding the attack button. Unlike Steve's , he cannot jump while it is active, but a jump can still be buffered between repeated up aerials.
Initial autocancel 	1
Hitboxes 	4-8
Ending autocancel (Not Gold, Gold)	14-, 12-
Interruptible (Not Gold, Gold) 	14, 12
Animation length (Not Gold, Gold) 	25, 23
!rowspan=2|Not Gold 
|-
|-
!rowspan=2|Gold 
|-
===Landing lag===
Interruptible 	11
Animation length	16
==Trivia==
*This move is the most quickly interruptible aerial in Ultimate, as well as one of the fastest in the series as a whole, having a FAF of 14 by default that drops to an even lower 12 with a Gold axe. This has infamously drawn comparisons to 's Brawl , even to the point of controversy regarding whether Steve is broken or not.
Category:Steve (SSBU)
Category:Up aerials (SSBU)