Steve counterplay

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This page is for Tekken 8. For Tekken 7, see Steve counterplay (Tekken 7).

General Advice

Steve's main gameplan is to figure out his opponents rhythm and use his strong counter hit moves (b1, df2) in order to get a lot of damage. As the opponent, you would want to avoid having predictable timing and also try to force steve approach you, because Steve's lows are mostly pokes (d1, d2,1) and db3,2 (which forces him into LH stance) only works at point blank range.

countering b1

Whilst being unpredictable with your approach, using high crushing moves to slip under b1 is also recommended. Whiff punishing a b1 is very difficult and even more so when steve goes into flicker stance. Be careful even when approaching after whiffing since b1 into flicker b2(power crushing high) is a common flowchart that catches many moves. Be ready to duck and punish when a steve tries to use and abuse this.

throws

Steve has a 2 break (qcb 2+4) and a 1+2 break (uf1+2)

heat throws

During heat, Steve can quickly go into EXT duck using df3+4 and go into his clinch (high). Once you are grabbed it is a mixup between the 1 break or 2 break. There is no visual indicator on how to break this throw. Important to know: his heat 1 throw can be very dangerous when his opponent's back is against a wall since steve can combo off of the throw.

Key Moves to Punish

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Sonic Fang
WS.1+2
32

1+2

m,​m
7,​21
-12
+18a (+11)
i14, i9-10
r31?
Knee Clipper
FC.db+2
48

db+2

l
21
-12
+1c
+14d
i26
cs6~
r30
Reactable low. Can be low parried.
Jump-in Foot Stomp Right Hook
64

uf+3,2

l,​h
20,​10
-6
+8
i15~16
r30? LNH
Duck on reaction and launch.
Beat Down
66

f,F+2

m
24
-13c
+12d
i14~17
Rocket Launcher
67

qcf+1

m
21
-10
+16a (+7)
i16
r29?
Wildman
76

WS.1,2

m,​m
12,​20
-13
+3c
+23d
i13~14
Double Stinger
80

LWV.1,1

m,​m
14,​22
-13
+28a (+19)
i24~26

Punishment

-15 or more standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
4th hit

df+1,​2~f+1+2,​1,1

m,​h,​h,​m,​m
12,​8,​12,​7,​8
-25
-17
i23~26
r
3rd hit

df+1,​2~f+1+2,1

m,​h,​h,​m
12,​8,​12,​7
-19
-8
i17~18
r

PAB.b+1

m
15
-19
-6
i17~18
Snake Charmer
122

SWY.2

m
30
-18
i17~18
cs1~
Dear Land of Hope

R.df+1+2

m,​t
55+
-15
+0d
i20
pc8~
r39
Dreadnought Uppercut
119

PAB.uf+2

m
23
-15
i17~19
js9~

-12,-13,-14 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

f+1+2

m,​h
10,​12
-14
-3
i15~16, i7~9
Burst Hammer
63

uf+2

m
20
-14
i22~25
js9~
Cromwell Combination
29

2,2

h,​m
12,​17
-14
+6
i22-24
Power Skyscraper
104

EXD.2

m
21
-14
+61a (+51)
i19
Quick Hook
51

b+1

h
10
-14
+2
i13
r38?
Gut Drill
88

RWV.2

m
22
-13
+10a (+1)
+31a (+5)
i15
Shotgun Combination
38

f+1+2,2

m,​h,​m
10,​12,​20
-13
+3d
i18~19
Stun Gun
50

db+1+2

m
21
-13
i28
pc7~
r38?
Wildman
76

WS.1,2

m,​m
12,​20
-13
+3c
+23d
i13~14
Double Stinger
80

LWV.1,1

m,​m
14,​22
-13
+28a (+19)
i24~26
Albion Combination
107

PAB.1,​2,1

h,​h,​m
10,​14,​21
-13
+8c
+44a
i18~20
PAB

PAB.f+2

m
18
-13
i18~19
PAB
Argos Rush
112

PAB.df+1,​1,​2,1

m,​m,​m,​m
12,​14,​12,​20
-13
+17d
i16
Swaying Hook
118

PAB.b+2

m
25
-13
+11a (+2)
i28~29

FLK.1,2

h,​m
14,​22
-12
+17a (+0)
i20~22
Sonic Fang
WS.1+2
32

1+2

m,​m
7,​21
-12
+18a (+11)
i14, i9-10
r31?
Gatling Gun
101

DCK.1+2,​1+2,​1+2,1+2

m,​m,​m,​m,​m,​m,​m,​m
3,​3,​3,​3,​2,​2,​2,​12
-12
+32a (+22)
i7, i9
Conqueror Combination
36

f+2,​2,1+2

m,​m,​m,​m,​m
11,​15,​5,​8,​20
-12
+5c
i18~19, i7~8, i16
Spiteful Combination
125

FLK.1,​1,​1,2

h,​h,​h,​m
14,​8,​8,​22
-12
+17a (+0)
i20~22

FLK.1,​1,2

h,​h,​m
14,​8,​22
-12
+17a (+0)
i20~22

-11, -10 standing

Name
Alt
Num

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

d+2,1

l,​m
11,​8
-11
-5
+0
i14~15

PAB.df+1,​1,2

m,​m,​m
12,​14,​12
-11
-3
i22
PAB
Vanguard Rush
28

2,​1,2

h,​h,​m
12,​14,​22
-11
+13a (+4)
i25

PAB.b+1,​1,2

m,​h,​m
15,​10,​12
-11
-5
i18~20
Crescent Hook
45

df+2

m
10
-11
+6
+8c
i16

PAB.df+1,1

m,​m
12,​14
-10
+1
i19~20
PAB
British Edge Combo
26

1,​2,​1,2

h,​h,​h,​m
5,​10,​15,​15
-10
+16a (+7)
i18-19
Lancaster Combination
117

PAB.b+1,​1,​2,1

m,​h,​m,​m
15,​10,​12,​21
-10
+16a (+7)
i21
Ducking Psyche-out Body
35

f+2,1~2

m,​m
11,​20
-10
i31
Uppercut Psyche-out Body
43

df+1,2~2

m,​m
12,​12
-10
i37
Rocket Launcher
67

qcf+1

m
21
-10
+16a (+7)
i16
r29?

LWV.1

m
14
-10
+1
i15