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To practice, try doing SWY 1 (b3, 1) into this technique to get a ws1, 2 combo. It is fairly difficult. | To practice, try doing SWY 1 (b3, 1) into this technique to get a ws1, 2 combo. It is fairly difficult. | ||
=== Two-Faced (TFA) Setups === | |||
<syntaxhighlight lang="html">... T! (Heat Burst if not already in Heat) LWV.1,2~f+3 DCK.f+3 H.EXD.1+3_2+4</syntaxhighlight> | |||
Compared to the standard combo ender, this setup sacrifices about 7 damage for an opportunity at Two-Faced okizeme, which can net at least 50 damage. A successful TFA.1 does 15 damage and leaves you at +14 for a [[Steve_combos#Mini-combos|guaranteed follow-up]], while TFA.2 does 50 damage and swaps sides. | |||
This setup catches tech in all directions, since H.EXD.1+3 is homing, and counterhits mid wake-up kick. It loses to low get-up kick and whiffs on any option that leave the opponent on the ground (like side-roll.) However, you can do EXD.2 to counterhit and launch low get-up kick and also hit a grounded opponent for 16 damage. | |||
<gallery> | |||
File:(Steve) TFA setup vs mid getup kick and tech.mp4|Catches techs and mid wake-up kick | |||
File:(Steve) TFA vs low get up kick and no tech.mp4|Loses to low wake-up kick and staying grounded | |||
File:EXD.2 vs low getup kick and no tech.mp4|EXD.2 beats low wake-up kick and hits grounded opponents | |||
</gallery> | |||
[[File:(Steve) TFA1 wallbreak.mp4|thumb|right|TFA.1 guarantees iPKB.f+1+2 for a wallsplat/break]] | |||
This setup is useful if you want to leave your opponent just outside of Rage, after which a successful TFA.1 or 2 will almost certainly kill. It can also be used to try to force a mix-up when in range of a Stage Hazard when the standard combo wouldn't get the opponent to wallsplat regardless. Since TFA.1 leaves you +14, you can Sonic Fang into a Heat Dash followup, or even get iPKB.f+1+2 for a wallsplat if you're fast enough. TFA.2 does 50 damage, and the opponent may be less likely to break the 2 option with their back to the wall if they know you can wallsplat off of TFA.1. | |||
On the downside, if your opponent doesn't get up, does low get-up kick, or guesses correctly on the throw break, you've wasted a chunk of Heat and return to a neutral situation. Due to the opportunity cost, it's most likely not worth going for this setup very often, but it can be a good option to surprise your opponent with every once in a while. | |||
=== Hiding SWY.1+2 in LWV/RWV === | |||
<syntaxhighlight lang="html">LWV/RWV.b+3:n,1+2</syntaxhighlight> | |||
* [https://twitter.com/asapmarko/status/1830026548759380337 posted by asapmarko on Twitter] | |||
When done very quickly, the SWY animation is hardly noticeable but it will still look like a 1+2 break. Can be useful to trick people at the wall! | |||
== Outdated Tech == | |||
=== LNH Cancel === | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
<div style="">(removed in 1.0.4) Explanation:</div> | |||
<div class="mw-collapsible-content"> | |||
When Steve transitions into Lion Heart through db3,2; f2,2; ws2,2; b1,2 he cannot block. This allows the opponent to beat every option by using a armored move. | |||
There is a way to cancel Lion Heart by inputting f3~3+4 right when Steve's right arm moves down. This will transition Steve into PAB. | |||
This tech allows Steve to beat power crush moves by throwing (PAB 1+2). Also allows him to continue pressure by for example using PAB d1, PAB 2. | |||
The input is strict, there seems to be no input buffering. f3 must be held for exactly one frame before holding 3+4.</div> |
Latest revision as of 12:26, 2 September 2024
Steve |
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Tech (Tekken 8) |
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Tech broadly covers anything that doesn't fit elsewhere, such as:
- Notable tricks or niche uses for a string/move
- Execution tips for a particular technique
If a section gets too long, it might be sensible to move it to its own page.
Tech
Steve is a character that has a lot of available tech to be learned which will help you unlock his full potential as a char. While some of these are more optional the most important one to highlight is the DCK crouch cancel, which allows for Steve to open up a new series of pressure options and safe mixups.
DCK Crouch Cancel
Explanation : When Steve does DCK he is able to cancel the DCK animation into a crouch after a small window by holding down back (db) after performing the DCK. Usually you would then go from down back to back in order to begin blocking as normal.
While it may not seem like much at first, being able to pull this off as fast as possible allows two main pressure tools to be used safely; df+2 a fast counterhit mid check and d2,1 a safe low. If you do not perform a fast enough DCK crouch cancel after these two moves they become unsafe. You can also use this technique to enforce fast full crouch mixups with FC.df+ and ws1,1.
To practice, have the training dummy do df1 on block. Then try doing df2, DCK crouch cancel into the dummy. You will be able to block the mid if done correctly.
FLK Crouch Cancel
Explanation : In Tekken, it takes about 4-5 frames to achieve a while standing move. Steve can bypass this however by using a manual flicker (FLK) stance input, followed up by cancelling that stance with duck into a while standing move. The notation would be b3+4, db, neutral. Using this technique he is able to achieve a while standing move at about 3 frames. This used to be important for the well known "Shiro pickup" however since this isn't present in 8 it is less relevant. This technique can still be used in a couple of situations however and is important if you wish to save his heat while still dealing decent damage off certain situations like ub2 and SWY 1
To practice, try doing SWY 1 (b3, 1) into this technique to get a ws1, 2 combo. It is fairly difficult.
Two-Faced (TFA) Setups
... T! (Heat Burst if not already in Heat) LWV.1,2~f+3 DCK.f+3 H.EXD.1+3_2+4
Compared to the standard combo ender, this setup sacrifices about 7 damage for an opportunity at Two-Faced okizeme, which can net at least 50 damage. A successful TFA.1 does 15 damage and leaves you at +14 for a guaranteed follow-up, while TFA.2 does 50 damage and swaps sides.
This setup catches tech in all directions, since H.EXD.1+3 is homing, and counterhits mid wake-up kick. It loses to low get-up kick and whiffs on any option that leave the opponent on the ground (like side-roll.) However, you can do EXD.2 to counterhit and launch low get-up kick and also hit a grounded opponent for 16 damage.
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Catches techs and mid wake-up kick
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Loses to low wake-up kick and staying grounded
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EXD.2 beats low wake-up kick and hits grounded opponents
This setup is useful if you want to leave your opponent just outside of Rage, after which a successful TFA.1 or 2 will almost certainly kill. It can also be used to try to force a mix-up when in range of a Stage Hazard when the standard combo wouldn't get the opponent to wallsplat regardless. Since TFA.1 leaves you +14, you can Sonic Fang into a Heat Dash followup, or even get iPKB.f+1+2 for a wallsplat if you're fast enough. TFA.2 does 50 damage, and the opponent may be less likely to break the 2 option with their back to the wall if they know you can wallsplat off of TFA.1.
On the downside, if your opponent doesn't get up, does low get-up kick, or guesses correctly on the throw break, you've wasted a chunk of Heat and return to a neutral situation. Due to the opportunity cost, it's most likely not worth going for this setup very often, but it can be a good option to surprise your opponent with every once in a while.
Hiding SWY.1+2 in LWV/RWV
LWV/RWV.b+3:n,1+2
When done very quickly, the SWY animation is hardly noticeable but it will still look like a 1+2 break. Can be useful to trick people at the wall!
Outdated Tech
LNH Cancel
When Steve transitions into Lion Heart through db3,2; f2,2; ws2,2; b1,2 he cannot block. This allows the opponent to beat every option by using a armored move. There is a way to cancel Lion Heart by inputting f3~3+4 right when Steve's right arm moves down. This will transition Steve into PAB. This tech allows Steve to beat power crush moves by throwing (PAB 1+2). Also allows him to continue pressure by for example using PAB d1, PAB 2.
The input is strict, there seems to be no input buffering. f3 must be held for exactly one frame before holding 3+4.