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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!
List of Contents
Steven Universe Changes | |
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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 |
Bubble Clap! |
・Knockback scaling reduced to 16.5 from 18.5 |
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 |
・On-hit cancel window delayed 5 frames ・On-whiff cancel window delayed 5 frames |
1.2.2 | ・Enemies can now knock back Steven to reduce stacks of bubble debuff |
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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 |
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 |
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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 |
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1.3.3 | ・Knockback scaling reduced to 16.5 from 18.5 |
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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 |
1.3.0 | ・Now maintains more momentum during attack start-up |
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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 |
1.2.0 | ・First hit more reliably combos into second hit ・Second hit now comes out faster after first hit |
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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 |
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1.3.0 | ・Now maintains more momentum when executed as part of a dodge attack |
1.1.5 | ・Charge knockback multiplier reduced ・Hitbox size adjusted so it is less likely for Steven to hit enemies behind him |
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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 |
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1.2.2 | ・Hitbox size reduced; now better matches visuals |
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1.3.3 | ・On-hit cancel window delayed 5 frames ・On-whiff cancel window delayed 5 frames |
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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 |
1.2.2 | ・Shield is considered an “untechable” surface |
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1.1.5 | ・Spawned shield no longer counts as “solid ground” for beginning up special cooldown |
1.1.5 | ・Fixed an issue where the animation would not cancel if Steven became airborne during the attack |
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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 |
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1.1.5 | ・Hitbox size reduced once Steven has landed on the ground |
Steven Universe | |
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Type: Tank/Mage Fighting Style: Horizontal Difficulty: Hard Cost: 1000 Gleamium or 3000 Fighter Currency Default Tags: Animated, Human, Non-Human, Heroic |
Strengths | Weaknesses |
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✔︎ 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 |
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
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! |
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 |
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 |
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 |
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! |
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! |
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 |
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! |
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. |
Command | Move | Description | How to Use |
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Neutral (Neutral + Attack) |
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) |
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) |
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) |
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! |
Effect: Projectile, Rose's Gaze Same as ground. |
Same as ground. |
Side (Side + Special) |
Shield Wall, Activated! |
Effect: Charge, Projectile Same as ground. |
Same as ground. |
Up (Up + Special) |
Shield Stepper |
Effect: Platform Same as ground. |
Same as ground |
Down (Down + Special) |
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 | Effect |
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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. |
Perk and Rating | Description | Explanation |
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★★★☆☆ 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. |
Perk and Rating | Description | Explanation |
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★★★★☆ 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. |
Perk and Rating | Description | Explanation |
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★★★★☆ 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. |
Perk and Rating | Description | Explanation |
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★★☆☆☆ 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. |
Aerial Down + Attack ► Aerial Up + Attack ► Aerial Up + Special ► Aerial Up + Attack |
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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. |
Neutral + Special ► Side + Attack x2 ► Up + Attack ►Aerial Up + Special ► Aerial Up + Attack ► Aerial Up + Special |
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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. |
Neutral + Special ► Side + Attack x2 ► Side + Special ► Hold Aerial Neutral + Attack ► Aerial Down + Attack ► Up + Special ► Aerial Up + Special |
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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. |
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.
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 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.
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.
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.
Afterlife Steven Universe
(Uncommon) Tags: Heroic, Animated, Human, Non-Human 500 Gleamium |
Batman 85th Steven Universe
(Uncommon) Tags: Batman 85, Human, Non-Human, Heroic 500 Gleamium |
Circuit Drone Steven Universe
(Uncommon) Tags: Villainous, Animated, Non-Human 500 Gleamium |
Coach Steven
(Uncommon) Tags: Animated, Human, Non-Human, Heroic 500 Gleamium |
Matrix Code Steven
(Uncommon) Tags: Non-Human, Heroic 500 Gleamium |
Pink Diamond Steven
(Epic) Tags: Heroic, Animated, Human, Non-Human Level 17 of Season 2 Battlepass |
Shark Hat Steven
(Uncommon) Tags: Animated, Non-Human, Human, Heroic 500 Gleamium |
Tiger Millionaire
(Epic) Tags: Animated, Human, Non-Human, Heroic 1500 Gleamium |
Tooniverse Steven
(Uncommon) Tags: Human, Non-Human, Heroic, Animated 500 Gleamium |
Full Name | Steven Quartz Universe | First Appearance | Steven Universe “Pilot” (May 2013) |
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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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