MultiVersus

Steven Universe Guide: Best Combos and Perks

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Steven Universe is a Tank character in MultiVersus. Read on to find out how to play Steven Universe, Steven Universe's rating and basic info, as well as Steven Universe's moveset, best combos, best perks, and a list of skins available for Steven Universe!

Steven Universe Latest Buffs and Nerfs

Patch 1.3.3 Updates (October 15)

Steven Universe Changes
Spiky Bubble Image
Pop!
・On-whiff cancel window delayed 5 frames
・Charge max damage multiplier reduced to 2.0 from 3.0
・Fixed an issue where this attack would not destroy certain projectiles
Spiky Uppercut Image
Bubble Clap!
・Knockback scaling reduced to 16.5 from 18.5
Bubble Boy! Image
Bubble Boy!
・Knockback reduced to 1750 from 1800
・Knockback scaling reduced to 18.5 from 21
・Cooldown increased to 20 seconds from 16 seconds
Shield Stepper Image
Shield Stepper
・On-hit cancel window delayed 5 frames
・On-whiff cancel window delayed 5 frames

General Updates

1.2.2 ・Enemies can now knock back Steven to reduce stacks of bubble debuff
1.2.0 ・Fixed an issue where air neutral dodges were not consuming air evades
・Fixed an issue where certain animations had misaligned hurtboxes
1.1.5 ・Fixed an issue where Steven’s enemies could stack rose debuff on themselves by hitting each other
・Fixed an issue where dodge attack momentum was not properly conserved on grounded attacks

Passive Updates

1.1.5 ・Neutral dodge shield start-up increased to 20 frames from 8 frames; this adds a vulnerable window after a neutral dodge before shield begins
・Directional dodge shield start-up increased to 10 frames from 4 frames
・Bubble shield ammo cooldown increased to 13 seconds from 5 seconds

Bubble Boy!

1.3.3 ・Knockback reduced to 1750 from 1800
・Knockback scaling reduced to 18.5 from 21
・Cooldown increased to 20 seconds from 16 seconds

Bubble Clap!

1.3.3 ・Knockback scaling reduced to 16.5 from 18.5
1.3.0 ・Now maintains less momentum during attack start-up
1.1.1 ・Sweet spot hitbox delayed 1 frame later to match when Steven has his hands clapped together

Bubble Slam!

1.3.0 ・Now maintains more momentum during attack start-up
1.1.5 ・On-whiff branch window delayed 8 frames
・Hitbox start-up delayed 1 frame
・Repeat-move lockout increased to 16 frames from 8 frames
1.1.1 ・On-Hit cancel window delayed by 3 frames

Dynamic Entry!

1.2.0 ・First hit more reliably combos into second hit
・Second hit now comes out faster after first hit

Pop!

1.3.3 ・On-whiff cancel window delayed 5 frames
・Charge max damage multiplier reduced to 2.0 from 3.0
・Fixed an issue where this attack would not destroy certain projectiles
1.3.0 ・Now maintains more momentum when executed as part of a dodge attack

Spiky Uppercut

1.1.5 ・Charge knockback multiplier reduced
・Hitbox size adjusted so it is less likely for Steven to hit enemies behind him

Spiky Bubble

1.1.5 ・Attack no longer classified as a “projectile” hit, meaning it can no longer proc projectile effects like the “That’s Flammable, Doc!” perk
・On-whiff branch window delayed 8 frames

Shield-Breaker

1.2.2 ・Hitbox size reduced; now better matches visuals

Shield Stepper

1.3.3 ・On-hit cancel window delayed 5 frames
・On-whiff cancel window delayed 5 frames
1.2.2 ・Shield is considered an “untechable” surface
1.1.5 ・Now takes damage on fighter terrain bounce and will break after 3 bounces; behavior matches side special shield

Shield Wall, Activated!

1.2.2 ・Shield is considered an “untechable” surface
1.1.5 ・Spawned shield no longer counts as “solid ground” for beginning up special cooldown

Watermelon Steven, Go!

1.1.5 ・Fixed an issue where the animation would not cancel if Steven became airborne during the attack

X-Treme Moves!

1.2.2 ・Start-up window increased 6 frames
・Fall acceleration reduced slightly
・Hitbox active duration after landing reduced 6 frames
・Air on-hit cancel window delayed 2 frames
1.1.5 ・Hitbox size reduced once Steven has landed on the ground

Updates and Patch Notes

Steven Universe Rating and Basic Info

Steven Universe Basic Information

Steven Universe
Steven Universe.jpg
Tier Rating: C

Type: Tank/Mage
Fighting Style: Horizontal
Difficulty: Hard
Cost: 1000 Gleamium or 3000 Fighter Currency
Default Tags:
Animated, Human, Non-Human, Heroic

Character Tier List

Steven Universe Strengths and Weaknesses

Strengths Weaknesses
✔︎ Can create new avenues of attack and movement thanks to his platforms
✔︎ Can nullify the threat of projectiles thanks to his platforms and barriers
✔︎ Decent team utility thanks to his heals, armor, stun potential and summon
✖︎ Platforms can be too small to maximize their offensive knockback potential
✖︎ Rose's Gaze mechanic can be difficult to play around as it might interrupt key knockouts
✖︎ Some cooldown management is required for many of his most unique abilities

Steven Universe Moveset and Abilities

Ground Attacks

Command Move Description How to Use
Neutral
(Neutral + Attack)
Spiky Bubble - MultiVersus
Spiky Bubble
Effect: Charge, Rose's Gaze
Charge a forward spiky bubble punch. Applies Rose's Gaze
The easiest way to start accumulating Rose's Gaze stacks even without the full charge. Otherwise, use it as normal either mid-combo or as a knockout tool.
Side
(Side (Hold) + Attack)
Dynamic Entry! - MultiVersus
Dynamic Entry!
Steven floats forward while delivering two kicks. A decent distance closer and a viable knockback tool to stun opponents if they are near max stacks of Rose's Gaze.
Side
(Side + Attack)
Bubble Barrage - MultiVersus
Bubble Barrage
Effect: Combo
A combo of bubble punches.
Mix this with other moves for certain combos, adjusting the number of punches you do depending on if you want to mix in a neutral attack for horizontal launches, a down attack or up attack for vertical launches, or just want to horizontal launch with the full three-hit combo.
Up
(Up + Attack)
Spiky Uppercut - MultiVersus
Spiky Uppercut
Effect: Charge
Charge a bubble uppercut.
Use mid-combo to launch enemies, as a knkockout finisher, or just as a general way to apply knockback stacks for Rose's Gaze.
Down
(Down + Attack)
Blockade - MultiVersus
Blockade
Effect: Breaks Armor, Destroys Projectiles
Charge a gem barrier that knocks away nearby enemies, Breaks Armor and destroys Projectiles.
Depending on the situation, you can use this ability before or mid-combo to break armor, or as a quick defensive tool to hunker down and destroy projectiles.
Neutral
(Neutral + Special)
Bubble Boy! - MultiVersus
Bubble Boy!
Effect: Projectile, Rose's Gaze
Steven sends out a tether Projectile. After a few seconds, it hits enemies and applies a Rose's Gaze. The tether can attach to allies. Cooldown applies.
Use this as early as possible to start Rose's Gaze accumulation to debilitate opponents. Can be set up pre-combo as a launch tool, both for your own combos and for allies' if you attack the tether to them.
Side
(Side + Special)
Shield Wall, Activated! - MultiVersusShield Wall, Activated! - MultiVersus
Shield Wall, Activated!
Effect: Charge, Projectile
Steven Charges and fires a shield wall Projectile, blocking fighters. If the shield passes an ally it will grant them brief Armor. On cooldown, Steven will do a forward dash kick.
Can be used both mid-combo as a simple projectile and to set up combos that rely on terrain knockback. Also a nice saving tool to give an ally brief armor in a pinch. The dash kick does not have much distance or speed for it to be a good distance closing tool.
Up
(Up + Special)
Shield Stepper - MultiVersus
Shield Stepper
Effect: Platform
Steven holds his shield overhead and dashes upward, leaving a platform behind. Cooldown applies to creating the platform. Hold the input to glide.
Can be used mid-combo as a launcher whether or not the platform is on cooldown, but having the platform does allow you to jump up and try to do even more follow-up attacks. The glide is infinite, and a good horizontal ground attack evasion tool.
Down
(Down + Special)
Watermelon Steven, Go! - MultiVersusWatermelon Steven, Go! - MultiVersus
Watermelon Steven, Go!
Effect: Heal
Steven plants a watermelon, creating an area that will Heal allies over time. The watermelon then explodes into a Watermelon Steven that will assist Steven's allies as a fighter. Cooldown applies.
Use at the start of the fight to setup Watermelon Steven immediately as a nuisance to the enemy fighters. The healing period is short, so do not expect to use this as a camping tool.

Aerial Attacks

Command Move Description How to Use
Neutral
(Neutral + Attack)
Spiky Bubble - MultiVersus
Pop!
Effect: Charge
Charge a gem explosion Projectile. Charging increases the size of the explosion.
This move has more knockback than other air neutral attacks, so use this more as either a combo finisher or a knockout tool.
Side
(Side + Attack)
Bubble Barrage - MultiVersus
Shield-Breaker
Effect: Reflects
Steven projects a shield that Reflects and bounces him back on hit.
Use if you are wide open to parry projectiles. As an actual attack, the bounce does not give you much room to follow up with combos, so use it more as an interruption or poking tool.
Up
(Up + Attack)
Spiky Uppercut - MultiVersus
Bubble Clap!
Steven does a bubble clap overhead. Use to catch opponents mid-air or as part of a mid-air combo.
Down
(Down + Attack)
Blockade - MultiVersus
Bubble Slam!
Steven does a bubble slam downward. Use in conjunction with up attack or up special to initiate launches for mid-air combos, or as a mid-air knockout move off the ground.
Neutral
(Neutral + Special)
Bubble Boy! - MultiVersus
Bubble Boy!
Effect: Projectile, Rose's Gaze
Same as ground.
Same as ground.
Side
(Side + Special)
Shield Wall, Activated! - MultiVersusShield Wall, Activated! - MultiVersus
Shield Wall, Activated!
Effect: Charge, Projectile
Same as ground.
Same as ground.
Up
(Up + Special)
Shield Stepper - MultiVersus
Shield Stepper
Effect: Platform
Same as ground.
Same as ground
Down
(Down + Special)
Watermelon Steven, Go! - MultiVersusWatermelon Steven, Go! - MultiVersus
Watermelon Steven, Go!
Steven dives down, surfing on his shield. He bounces up if he hits an enemy, allowing him to combo into a dive kick. After landing, he slides on the ground. Use for quick mid-air or air to land combos using the shield and follow-up kick. Alternatively, the shield slide upon landing is a good way to horizontally reach a fighter due to its range and character-facing hitbox

Passive Abilities

Passive Effect
Unbreakable Bonds and Rose's Gaze Unbreakable Bonds: When Steven neutral dodges, he creates a bubble around himself and his ally that acts as Armor. The bubble has 3 ammo, but its durability is shared between Steven and his ally.
Rose's Gaze: Fighters effected by Rose's Gaze accrue stacks when receiving Knockback. Applies Bubbled at max stacks. Bubbled fighters become briefly both Stunned and Invulnerable. They can be broken out by an ally.

Steven Universe Best Perks and Signature Perks

Signature Perks

Perk and Rating Description Explanation
★★★☆☆
Well Rounded
You receive a 5% boost to damage dealt and defense. A universal signature perk that provides a small stat boost, but will not necessarily take advantage of the unique abilities of a character.
★★★☆☆
Bounce Bubble
Enemies have their hitstun extended and velocity increased after getting knocked into Steven's walls or platform shields. This perk gives more incentive to play around knocking enemies into Steven's platforms, but the issue is Steven's platforms are so short that it is difficult to knock enemies into his platforms and walls in the first place. Thus, unless you can restrict enemies around the platform during combos, it is hard to capitalize on this perk.
★★☆☆☆
Green Thumb
Watermelon Steven grows larger and deals more damage the longer he is alive. While this perk seems good on paper, Watermelon Steven is very easy for enemies to knockout with a simple charged attack, so it is rare that Watermelon Steven will last long enough to take advantage of this perk.

Universal Perks

Team Perk

Perk and Rating Description Explanation
★★★★☆
Stronger Than Ever
Your team receives armor for 2 seconds after respawning.
If your teammate also selects this perk, the armor duration is doubled.
Since Steven does not really benefit from most of the offense-oriented perks, you can take this as an extra layer of protection for your team when reinitiating fights.
★★★☆☆
Sturdy Dodger
Your team gains armor for 1 second after parrying a projectile.
If your teammate also selects this perk, the armor duration is doubled.
Steven's only manner of actually parrying projectiles is during his side air attack, but this is still a nice quality of life when the situation does arise to provide more armor to your team.

Strong Perk

Perk and Rating Description Explanation
★★★★☆
Air Walker
Inputting a neutral dodge in the air will spawn a platform below you. This platform consumes half of your dodge meter and overrides parry. Adding to the platforms Steven can make gives him even more options to expand movement and placement options on the arena, and also gives him more flexibility with how he places platforms if he wishes to put them mid-air.
★★★☆☆
Last Stand
While you have at least 100 damage, knocking back enemies applies Weakened. The conditions to activate this perk can be risky, but Steven has potentially more freedom with this perk due to his built-in protective tools and even a heal in case he wants to go under 100 damage once again. This will just require careful play, but it can be a great debuff tool for Steven to use for his team.
★★☆☆☆
Collateral Damage
You deal 1 additional damage when you knock back enemies into terrain. This is a very niche perk that can work specifically for Steven if you are able to take advantage of his platforms, since they count as terrain. The additional damage can stack up to accelerate knocking out your opponent, but only if you manage to use the platforms correctly.

Standard Perk

Perk and Rating Description Explanation
★★☆☆☆
Armor Killer
Hitting an armored enemy will briefly stop them from using armor. Steven is not technically meant to be a main damage dealer, rendering most of the other Standard Perks hard to justify using. Armor Killer will at least allow Steven to provide some utility against other Tanks.

Steven Universe Best Combos and Moves

Ground Smash to Air Combo

Aerial Down + Attack ► Aerial Up + Attack ► Aerial Up + Special ► Aerial Up + Attack
This simple and easy combo is great for building up damage while setting up a shield platform on the arena. You can use that platform to connect more attacks that may lead to ringouts.

Tether to Vertical Knockout Combo

Neutral + Special ► Side + Attack x2 ► Up + Attack ►Aerial Up + Special ► Aerial Up + Attack ► Aerial Up + Special
This combo builds on the previous one and sets an example of how Steven's tether delay can be used in a combo. Steven has to be mid-distance from the opponent to set up the tether at the right distance before closing in to pummel the opponent and continuously juggling them into the air. The final Aerial Up + Special only works if Steven lands on his created platform first so that he can jump again to the height necessary to hit the opponent again for the knockout.

Horizontal Wall Bounce Combo

Neutral + Special ► Side + Attack x2 ► Side + Special ► Hold Aerial Neutral + Attack ► Aerial Down + Attack ► Up + Special ► Aerial Up + Special
This is an advanced Steven Universe combo that relies on two major factors: proper tether placement, and proper Aerial charge attack positioning at the right time. The combo requires Steven to already be close to the opponent to initiate. Then, mid-combo, Steven must charge his aerial attack at the corner right above the opponent's hit box to get a trajectory that will bounce the opponent off of Steven's horizontal wall to set them up for finishers. This combo is difficult to master but powerful once you practice and master it, as it sets up both of Steven's platforms and deals up to 57 damage.

Shield Stepper and Shield Wall, Activated!

MultiVerse Steven rose shield wall.png

Steven's primary gimmick is his ability to place horizontal and vertical shields as walls or platforms for a variety of purposes, including blocking projectiles, giving new stepping locations for fighters, and creating new terrain for opponents to get knocked in to. Practice the variety of ways you can use these, and manage the cooldowns of the actual walls and platforms wisely.

Watermelon Steven, Go!

MultiVerse Steven Watermelon Steven Go.png

You can boost the survivability of your team by using Steven's Down + Special move for both the heal it provides and the Watermelon Steven that gets summoned as your third teammate. Just take note that Watermelon Steven is very easy for enemies to knockout, and should only be considered as a very temporary distraction to reorient your opponent's focus. The healing field is the more substantial and non-situational use of this ability.

Bubble Boy!

MultiVerse Steven Bubble Boy.png

Bubble Boy is a flexible tether projectile move with a delay that allows for planning around its detonation mid-combo, whether on its own or attached to an ally like a sticky bomb. Once you become familiar with the timing, range, and radius of this ability, it can be quite useful when incorporating it in combos or coordinated attacks.

How to Play Steven Universe

Protect Your Team

MultiVerse Steven shielder.png

Steven's kit is built to support your team and keep you all alive, be it directly through armor, healing, and platforms, or indirectly by stunning enemies through Rose's Gaze and giving them a third target to avoid. Manage your skills well so you always have a way to support your team, and keep going for knockback moves specifically on enemies to lock them out of the fight and disrupt their momentum.

Reshape the Arena with Platforms

MultiVerse Steven Wall

Steven's walls and platforms can open up new avenues of attack, or even act as sources of additional damage since enemies can be knocked into them as if they were terrain, though the second point is difficult to take advantage of because of how short the platforms are. Manage the platform cooldowns, and also watch out for them because the new platforms can also be used by enemies.

Steven Universe Skins (Variants)

Afterlife Steven UniverseAfterlife Steven Universe
(Uncommon)
Tags:
Heroic, Animated, Human, Non-Human
500 Gleamium
Batman 85th Steven UniverseBatman 85th Steven Universe
(Uncommon)
Tags:
Batman 85, Human, Non-Human, Heroic
500 Gleamium
Circuit Drone Steven UniverseCircuit Drone Steven Universe
(Uncommon)
Tags:
Villainous, Animated, Non-Human
500 Gleamium
Coach StevenCoach Steven
(Uncommon)
Tags:
Animated, Human, Non-Human, Heroic
500 Gleamium
Matrix Code StevenMatrix Code Steven
(Uncommon)
Tags:
Non-Human, Heroic
500 Gleamium
Pink Diamond StevenPink Diamond Steven
(Epic)
Tags:
Heroic, Animated, Human, Non-Human
Level 17 of Season 2 Battlepass
Shark Hat StevenShark Hat Steven
(Uncommon)
Tags:
Animated, Non-Human, Human, Heroic
500 Gleamium
Tiger MillionaireTiger Millionaire
(Epic)
Tags:
Animated, Human, Non-Human, Heroic
1500 Gleamium
Tooniverse StevenTooniverse Steven
(Uncommon)
Tags:
Human, Non-Human, Heroic, Animated
500 Gleamium

List of Skins (Variants)

Steven Universe Character Profile

Full Name Steven Quartz Universe
First Appearance Steven Universe “Pilot” (May 2013)
Voice Actor Daniel DiVenere

The only known hybrid of a human and a Gem, Steven was always destined to be special. He spent most of his childhood raised by a trio of Gems hiding out on Earth, but it wasn’t until he became a teenager that he started to grow into his own potential as a hero. With his big heart, unstoppable optimism, and incredible Gem powers; Steven will always save the day!

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