Steve movelist

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

Heat

Can use H.DCK.df+3+4
Can use Two-Faced (H.EXD.1+3_2+4)
Can parry mid attacks during LNH

H.EXD.1+3_2+4

h
i18
  • Unbreakable

H.EXDThrow.1

throw
15
+14
/
  • Press 1 for throw break

H.EXDThrow.2

throw
40
KND
/
  • Press 2 for throw break

n

1

h
5
+1
+8
i10

1,​1

h,​h
5,​7
-3
+3
  • Combo from 1st hit
  • Transition to LWV with 3 (-6/0/0)
  • Transition to RWV with 4 (-6/0/0)
  • Transition to SWY with b+3_4 (-6/0/0)
  • Transition to DCK with f+3_4 (-2/+4/+4)

1,​d+1

h,​m
5,​15
-6
0
+5
  • Transition to FLK with b (0/+6/+11)

1,​1,​d+1

h,​h,​m
5,​7,​15
-6
0
+5
  • Transition to FLK with b (0/+6/+11)

1,​1,​2

h,​h,​h
5,​7,​15
-7
+4
  • NC from first hit
  • Input 3 to LWV (-5/+6/+6)
  • Input 4 to RWV (-5/+6/+6)
  • Input b+3_4 SWY (-5/+6/+6)
  • Input f+3_4 DCK (-3/+8/+8)

1,​2

h,​h
5,​10
-3
+8
i10
  • Input 3 to LWV (-4/+7/+7)
  • Input 4 to RWV (-4/+7/+7)
  • Input b+3_4 to SWY (-4/+7/+7)

1,​2,​1

h,​h,​h
5,​10,​15
-3
+3
  • Input f to PAB (-2/+4/+4)
  • Input f to FLK (-1/+5/+5)

1,​2,​1,​2

h,​h,​h,​m
5,​10,​15,​15
-10
KND
  • Input f+3_4 to DCK (-4/KND/KND)

1,​2,​1,​d+2

h,​h,​h,​l
5,​10,​15,​19
-12
+1c
KND
  • Recover in crouch

2

h
12
-1
+5
i12

2,​1

h,​h
12,​14
-5
+6
  • Input f to PAB (+2/+13g/+13)
  • Input b to FLK (+3/+14g/+14)

2,​1,​2

h,​h,​m
12,​14,​22
-11
KND
  • Input f to PAB (+2/+13g/+13)
  • Input b to FLK (+3/+14g/+14)

2,​2

h,​h
12,​17
-14
+6
  • Input f to PAB (+2/+13g/+13)
  • Input b to FLK (+3/+14g/+14)

1+2

m,​m
7,​21
-12
KND/HE
i14
Heat Engager
  • In Heat input f to Heat dash (+5/KND/KND)

f

f+2

m
11
-6
+5
i21~22

f+2,​1

m,​h
11,​12
-5
+1
  • Input f to PAB (+0/+4/+4)
  • Input b to FLK (+1/+5/+5)

f+2,​1~2

m,​m
11,​20
-10
KND

f+2,​2

m,​m
1115
-6
+11
  • Transistion to LNH

f+2,​2,​1+2

m,​m,​m,​m,​m
1115,​5,​8,​20
-12
+5

f+1+2

m,​m
10,​12
-14
-3
i15

f+1+2,​2

m,​m,​m
10,​1220
-13
KND

df

d/f+1

m
12
-2
+4
i13
  • Input 3 to LWV
  • Input 4 to RWV
  • Input b+3_4 to SWY
  • Input f+3_4 to DCK (-5/+2/+2)

d/f+1,​2

m,​h
1213
-6
+3
+5
  • Input 3 to LWV (-16/-9/-9)
  • Input 4 to RWV (-16/-9/-9)
  • Input b+3_4 to SWY (-16/-9/-9)
  • Input f+3_4 to DCK (-14/-7/-7)

d/f+1,​2~1

m,​h
1220
-2
+2
Launch
  • Input b to FLK (0/+4/Launch)

d/f+1,​2~2

m,​m
1212
-10
KND
  • Input b to FLK (0/+4/Launch)

d/f+1,​2~1+2

m,​h,​h
12,​8,​12
-3
0
  • Input b to FLK (0/+4/Launch)

d/f+2

m
10
-11
+6
+8c
i16
  • Input 3 to LWV (-7/+10/+12)
  • Input 4 to RWV (-7/+10/+12)
  • Input b+3_4 to SWY (-7/+10/+12)
  • Input f+3_4 to DCK (-2/+15g/+17)

d

d+1

l
12
-13
-2
i16
cs6~
  • Recover in crouch

d+2

l
11
-18
-5
i17
cs6~

d+2,​1

l,​m
11,​8
-11
-5
0
  • Input 3 to LWV (-6/0/0)
  • Input 4 to RWV (-6/0/0)
  • Input b+3_4 to SWY (-6/0/0)
  • Input f+3_4 to DCK (-4/+2/+7)

d+2,​1,​2

l,​m,​h
11,​8,​17
-2
KND
Launch

db

d/b+1

sm
-5
+6
i10
cs4~

d/b+2

l
21
-12
+1c
KND
i26
cs6~
  • d or d/b to recover in crouch

d/b+3

l
10
-13
0
i16

d/b+3,​2

l,​h
10,​10
-6
+7
  • Transition to LNH

d/b+1+2

m
21
-13
+14
i28

b

b+1

h
10
-14
+2
Launch
i13
  • Input b to FLK (-1/+10/Launch)

b+1,​2

h,​h
10,​17
+3
+7
  • Transistion to LNH

b+1,​2~1

h,​m
10,​17
-8
+4
Launch
  • Transistion to LNH

b+1,​d+2

h,​l
10,​10
-11
0
  • Input f to PAB (-9/+2/+2)

b+1,​d+2,​1

h,​l,​m
10,​10,​10
-9
KND

b+2

m
15
-13
+14
i17

u

u/b+2

h
17
+3
+14
i17
Homing
  • Transition into LNH
  • Input b to cancel LNH

u/b+2~1

m
17
-8
+4
Launch
i30

u/b+1+2

m
70
KND
KND
i66

u/f+1

m
18
-6
+5
i19~21
js9~

u/f+2

m
20
-14
Launch
i22~25

u/f+3

l
20
-12
+9
i36

u/f+3,​2

l,​h
20,​10
-6
+7
  • Transition to LNH

u/f+4

m
20
-14
KND
Launch
i23

Motion Input

f,​f+2

m
24
-13c
KND
i14~17

qcf+1

m
21
-10
+17
i16
Heat Engager
  • Input b to FLK (-3/KND/KND)
  • Input f to Heat dash (+5/KND/KND)

qcf+2

l
18
-18
+2
i19
  • Input f to PAB

f,​f,​f+2

m
30
+6
+17
i20~24
Heat Engager
  • In heat input f to Heat dash (+5/Launch/Launch)

after_3steps+1

l
23
-12
KND
i16

Crouch

FC.df+1

l
11
-12
+2
i15
  • Transition to PAB

FC.df+2

m
20
-15
Launch
i18

WS

WS.1

m
12
-3
+3
+8
i11

WS.1,​1

m,​h
12,​7
-3
+3
  • Input 3 to LWV (-6/0/0)
  • Input 4 to RWV (-6/0/0)
  • Input b+3_4 to SWY (-6/0/0)
  • Input f+3_4 to DCK (-2/+4/+4)

WS.1,​2

m,​m
12,​20
-13
+3c
KND

WS.2

m
17
-7
+4
i13
  • Input 3 to LWV
  • Input 4 to RWV
  • Input b+3_4 to SWY
  • Input f+3_4 to DCK (-5/+6/+6)

WS.2,​2

mm
1715
-6
+11
  • Transition to LNH

LWV (Ducking Left)

Left Weave

3

sp

LWV.1

m
14
-10
+1
i15
  • Input b to FLK (-3/+8/+8)

LWV.1,​1

m,​m
1422
-13
KND

LWV.1,​f+1

m,​m
149
-3
+3

LWV.1,​f+1,​1

m,​m,​h
1498
+3
+7
Launch

LWV.1,​2

m,​h
1414
+3
+7
Homing
  • Transition to LNH

LWV.1,​2~1

m,​m
1417
-8
+4
Launch

LWV.2

m
13
-5
+4
i14~16
  • Input f to PAB (-1/+8/+8)

LWV.2,​1

mm
1321
-8
+4c
KND
  • Input f into PAB (-1/+8/+8)

RWV (Ducking Right)

Right Weave

4

sp

RWV.1

m
13
-5
+4
i14~16
  • Input f into PAB (-1/+8/+8)

RWV.1,​2

m,​h(?)
13,​17
+3
+7
Homing
  • Transition into LNH

RWV.1,​2~1

m,​m
13,​?
+8
+4
Launch

RWV.2

m
22
-13
KND
i15

SWY (Sway)

b+3_4

sp
  • Transition to SWY
  • Input 3 to LWV
  • Input 4 to RWV
  • Input f+3_4 to DCK

SWY.1

m
26
-1c
+14
i16

SWY.2

m
30
-18
Launch
i17

SWY.1+2

throw
+10
i10
  • +10 when opponent hits the wall if the throw is successful
  • Throw break 1+2

SWY.1+2~b_u_d

throw
+10
i10
  • +13 when opponent hits the wall after being rotated by < 90 degrees
  • +17 when opponent hits the wall after being rotated by > 90 degrees
  • Throw break 1+2

ALB (Quick Spin)

Albatross

3+4

sp
  • Transition into ALB
  • Input f into PAB
Albatross

ALB.2

m
22
-3
+17/KND
i23
Heat Engager
  • In heat input f into Heat dash (+5/Launch/Launch)
Albatross

ALB.d+2

l
17
-12
+1c
KND
i34
Albatross

ALB.d_u

sp
  • Input f into PAB
Albatross

ALB.d_u,​1

sp,​m
,​34
-3
KND
,i12
Albatross

ALB.d_u,​1

sp,​l
,​30
-12
KND
,i22

DCK (Ducking)

f+3_4

sp
  • Transition to DCK
  • Input 3 to LWV
  • Input 4 to RWV
  • Input f+3_4 to DCK

DCK.1

m
17
-7
KND
CH
i19

DCK.2

m
15
-14
Launch
i19

DCK.f+2

h
21
-3
KND
CH
i15
  • Input 3 to LWV (+1/KND/Launch)
  • Input 4 to RWV (+1/KND/Launch)
  • Input f+3_4 to DCK (+7/KND/Launch)

DCK.1+2

m,​m
3,​3
-9
+2
i16

DCK.1+2,​1+2

m,​m,​m,​m
3,​3,​3,​3
-9
+2

DCK.1+2,​1+2,​1+2

m,​m,​m,​m,​m,​m
3,​3,​3,​3,​2,​2
-9
+2

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
KND

DCK.f+3_4

sp
  • Transition to EXTDCK

EXD (Ducking In)

EXD.1

m
21
-7
+KND
Launch
i19

EXD.2

m
21
-14
Launch
i19

EXD.f+2

h
28
-+2
Launch
i15
  • Input 3 to LWV (+10/Launch/Launch)
  • Input 4 to RWV (+10/Launch/Launch)
  • Input b to SWY (+10/Launch/Launch)
  • Input f+3_4 to DCK (+12/Launch/Launch)

PAB (Peekaboo)

f+3+4

sp
  • Transition to PAB
  • Auto blocks high and mid

PAB.1

h
10
-2
+9
i12

PAB.1,​2

h,​h
1014
0
+8

PAB.1,​2,​1

h,​h,​m
101421
-13
+8
Launch

PAB.2

,​h
19
-3
+2
Launch
i14
Homing

PAB.1+2

45
KND
i11
  • 1+2 for throw break

PAB.f+2

m
18
-13
KND
i18

PAB.f+2,​1

m,​m
1824
+1
KND
  • Interruptible by i13 move

PAB.f+1+2

h,​h
12,​23
-5
KND
i12

PAB.d/f+1

m
12
-9
+2
i15

PAB.d/f+1,​1

m,​m
1214
-10
+1

PAB.d/f+1,​1,​2

m,​m,​m
121412
-11
-3

PAB.d/f+1,​1,​2,​1

m,​m,​m,​m
121412,​20
-13
KND

PAB.d/f+1,​2

m,​m,​h
1220
-6
+10

PAB.d/f+2

m
16
-10
Launch
i16

PAB.d+1

l
11
-12
+2
i15

PAB.d+2

l
25
-12
+7
Launch
i28

PAB.b+1

m
15
-19
-6
i17

PAB.b+1,​1

m,​h
15,​10
-7
-1
i17

PAB.b+1,​1,​2

m,​h,​m
15,​10,​12
-11
-5

PAB.b+1,​1,​2,​1

m,​h,​m,​m
15,​10,​12,​21
-10
KND
  • Input b to FLK (-3/KND/KND)

PAB.b+2

m
25
-13
KND
i28

PAB.uf+2

m
23
-15
Launch
i17

FLK (Flicker Stance)

b+3_4

sp
  • Transition to FLK
  • Auto blocks high and mid

FLK.1

h
14
-4
+7
i12
  • Input b to stay in FLK (-1/+10/+10)

FLK.1,​3+4

h,​sp
14,​14
+17g
+28g
+28
  • True +28 on CH
  • ALB 2 guaranteed

FLK.1,​1

h,​h
14,​8
-9
0
0
  • Input b to stay in FLK (-4/+5/+5)

FLK.1,​1,​3+4

h,​h,​sp
14,​8
+14g
+23g

FLK.1,​1,​1

h,​h,​h
14,​8,​8
-9
0
  • Input b to stay in FLK (-4/+5/+5)

FLK.1,​1,​f+1

h,​h,​m
14,​8,​17
-5
0

FLK.1,​1,​1,​3+4

h,​h,​h,​sp
14,​8,​8
+14g
+23g
+23
  • True +28 on CH
  • ALB 2 guaranteed

FLK.1,​1,​1,​2

h,​h,​h,​m
14,​8,​8
-12
KND
  • True +28 on CH
  • ALB 2 guaranteed

FLK.1,​f+1

h,​m
14,​17
-5
0

FLK.1,​d+1

h,​m
14,​23
0
+18g
Launch

FLK.1,​2

h,​m
14,​22
-13
KND

FLK.2

m
21
-5c
KND
Launch
i18

FLK.b+2

h
21
-9
KND
i4

FLK.1+2

throw
40
KND
i12
  • 1+2 for throw break

LNH (Lionheart)

u/b+3

sp
  • Transition to LNH
  • Input 3 to LWV
  • Input 4 to RWV
  • Input b+3_4 to DCK
  • Input f+3_4 to DCK

LNH.1

m
21
-9
+17/KND
14

LNH.2

m
22
-13
Launch
16

LNH.1+2

h
24
+12
KND
20
  • True frame advantage

Others

Opponent down d+1+2

l
14
i17
  • Recovers in crouch

b+1+3_b+2+4

sp
  • Parry h and m punches
  • Successful parry i14,30dmg (-12/KND/Launch)

Throws

1+3

throw
35
i12~14
  • Throw break 1 or 2

2+4

throw
35
i12~14
  • Throw break 1 or 2

Left throw

throw
40
i12
  • Throw break 1

Right throw

throw
40
i12
  • Throw break 2

Back throw

throw
55
i12
  • Unbreakable

u/f+1+2

throw
40
i12
  • 1+2 Throw break

qcb+2+4

throw
40
i12
  • 2 Throw break

10 Strings

External Links