Steve: Difference between revisions

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{{Navbox Steve}}
{{Navbox Steve}}
{{Infobox fighter
{{Infobox fighter
|launch=FC df2
|launch={{Plainlist|
* i22 – uf+2 ''(standing)''
* i16 – FC.df+2 ''(crouching)''
}}
|heat={{Plainlist|
|heat={{Plainlist|
* Access to an instant EXT DCK with df3+4.
* Access to an instant EXT DCK with df+3+4.
* Access to an unbreakable grab after EXT DCK (followups can be broken).
* Access to an unbreakable grab after EXT DCK (followups can be broken).
* LHN will automatically parry mids.}}
* LNH will automatically parry mids.}}
|heatSmash=Mid, i16, +8 (LHN)
|heatSmash=Mid, i16, +8 (LNH)
|heatEngagers={{Dotlist|
|heatEngagers={{Dotlist|
* 1+2
* 1+2
* qcf1
* qcf+1
* ALB 2
* ALB.2
* WR2
* f,f,F+2
* LHN 1}}
* LNH.1}}
|stances={{Plainlist|
|stances={{Plainlist|
* FLK ''(Flicker)'' – b+3+4
* FLK ''(Flicker)'' – b+3+4
Line 19: Line 22:
* WVE ''(Weave)'' – 3 and 4
* WVE ''(Weave)'' – 3 and 4
* SWY ''(Sway)'' – b+3 (or b+4)
* SWY ''(Sway)'' – b+3 (or b+4)
* LNH ''(Lionheart)'' – ub3}}
* LNH ''(Lionheart)'' – ub+3}}
|chLaunch=
|chLaunch=i13 – b+1
b1 – i13
|name=Steve
|name=Steve
|splat=QCF 1
|splat=i16 – qcf+1
|midCheck={{Plainlist|
* df+1 – i13 ''(standing)''
* ws1 – i11 ''(crouching)''
}}
|hopkick=uf+4 – i22
|slashKick=f,f,F+2 – i20
|lore=[[fandom:Steve Fox|Steve Fox]]
|twitter=T8_Steve
|twitter=T8_Steve
|discord=[https://discord.gg/3qRmSTj Dean "Steve Fox" Earwicker]
}}
}}
{{See other}}
{{See other}}


'''Steve''', The Counter-Punching Paragon. His nickname isn't for show, as he boasts some of the best counterhit tools such as the infamous Quick Hook, a 13 frame high counterhit launcher that is only -1 on block when cancelled into his Flicker (FLK) stance. This is complimented by his enormous movelist & general safety on many of his pokes, piling on mental stack on an unprepared player.
'''Steve''' is an unorthodox counterhit and rushdown character. As a boxer, he does not use kicks, with the kick buttons instead acting as evasive boxing weaves. He excels at suffocating his opponent with endless pokes and strings, chipping them down if they freeze up, and counterhitting them if they swing back in desperation. His infamous Quick Hook (b+1) is the best counterhit tool in Tekken 8, which combined with his many other counterhits off of strings and other moves, allow him to greatly benefit from getting a beat on his opponent's timing.


This is further helped with his multitude of stances which allow for a freeform style of play as he can cancel into many of them from his pokes or manually. He has 3 main stances in Flicker (FLK), Peekaboo (PKB) & Duck (DCK) which offer general safety on his main pokes. He also has 6 extra sub-stances in Sway (SWY), Albatross (ALB), Extended Duck (EXTDCK), Left Weave (LWV), Right Weave (RWV) & the new Lionheart Stance (LNH). All of these stances each have their own specific benefits & uses, which helps the freeform style of play Steve is generally good at.
Steve has one of the longest movelists in the game, with three primary stances and five secondary stances, giving him a very freeform and flexible approach towards structuring his offense. They are easy to transition into from moves and from other stances, and can be used to layer his mixups and pressure, to dart in and weave around his opponents, or to add safety to his moves. He can get by with small set of core tools, but will reward the specialist. A great Steve player will employ a highly unpredictable offense with his large amount of options to harass and annoy the opponent, goading them into fighting back, before catching their careless attempts at retaliation with a brutal, well-timed counter hit.


Steves weaknesses are generally apparent when you begin learning him. He lacks a standard i15 frame launcher, only being able to launch punish at i22 (not including instant stance cancels into PKB), meaning his block punishment is some of if not the worst in the game. while his lows are okay, many have either low damage, bad frame advantage on hit, or incredibly bad range (such as his main power low d/b+3,2).  That being said he has one of the few safe lows in the game with d2,1 which when cancelled into a DCK crouch cancel becomes safe.
Steve unorthodox nature extends to his punishment. Unlike almost all other characters, Steve cannot launch at -15 from either standing or crouching. With his damage mainly coming from counterhits, Steve can struggle to make comebacks against patient players unwilling to swing into him. His extensive movelist and unorthodox nature combine to make him fairly technical to pick up and play.
 
While Steve players can generally get by using only a good few of his core tools, mastering Steve pays off well, making your gameplan almost unpredictable when played right with his large amount of options to harass and annoy the opponent until they walk right into a well timed counterhit that will pile the hurt on them.


{{BlueRed
{{BlueRed
Line 40: Line 48:
|blue=
|blue=
* '''Counterhit Monster:''' Steves entire gameplan revolves around his abundance of safe counterhit tools, each leading into followups, or full combos.
* Some of the best counter hit tools in the game
* '''Safety:''' Thanks to the abilty to stance cancel, most of Steves mids and highs are generally unpunishable.
* Very difficult to whiff punish overall
* '''Stances & Stance Cancelling:''' Each stance has a multitude of uses that can be used to mix the opponent, give him better frames on block or evasion.
* Plethora of stances and strings to confuse and outwit opponents
* Great set of Heat Engagers
* Heat makes his strings even more oppressive with chip damage, and temporarily makes him a bonafide grappler
 
|red=
|red=
* '''Block Punishment''' while Steve has access to one of the best While Standing punishes in the game, he lacks a standard i15 launcher, meaning he gets lower reward from -15 moves than most of the cast.
* Beginner unfriendly with a deep learning curve
* '''Low Attacks''' Steves lows each have multiple flaws, bad frame advantage on hit, horrible range or being generally slow. This makes it harder for Steve to make comebacks than most of the cast.
* No standard i15 launcher (i16 crouch, i22 standing) makes for a fairly rigid counter hit fishing gameplan and allows other characters to be more liberal with their unsafe moves
* '''Unfortunately British'''
* Susceptible to punch-exclusive parries or sabakis
* Weak set of lows
* ''British''
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|Mashing|importance=5|value=5|dexterity=1|rhythm=2}}
{{KeyTech|Duck Cancel|importance=4|value=4|dexterity=3|rhythm=3}}
{{KeyTech|Blocking|importance=0|value=0|dexterity=5|rhythm=5}}
}}
}}
Key Moves
'''b1''' - ''Tracks -> Left'' Steve's key counter-hit tool. Extremely high reward counter hit with best in class safety due to having a cancel to flicker if you hold back which you should always do. This leaves you at only -1 on block in Steve's best stance. Use this tool to play keep-out, dissuade retaliation, or start pressure. Due to being only -1 in FLK, you can use Steve's wide array of evasion tools to begin mind games, even on block. Duck in to stop them from checking with jab, weave to the side to get around linear mids, and smoke quick mid checks with the incredibly strong FLK B2 powercrush.  Once they lock up, begin pressuring with flicker jabs. If you're ever confused on what to do, its a safe bet it should be B1.
'''1,2,1''' - ''Tracks -> Both Sides'' Steve's main jab string. All the hits jail and are guarenteed on counter-hit. Can be ended with cancels to duck, FLK, PDK, or weaves and even has both mid and low follow-ups (although the low is seeable and quite punishable). Use theses to mash out or begin pressure when b1 isn't quite fast enough, then cancel to flk B2 for more mindgames and PKB to begin pressure once they start second guessing how to respond.
'''DF2''' - ''Tracks -> Linear'' An infamous mid from T7 that is only a shadow of its former self. Still a great mid despite that as its safe with a duck cancel and creates soft mix ups on hit. The tracking has been removed so be careful if they begin to step you. Break this out in pressure when the opponent starts to duck, which they will to get around 1,2,1 and b1. Guaranteed duck cancel ws1,2 on counterhit.
'''D2,1''' - ''Tracks -> both sides'' One of the only safe lows in the tekken making it an incredible round closer and is a pesky move to deal with due to its high crush. Use this on enemies keen on side stepping and turtling to make them feel the need to be more active.
'''DF1''' - ''Tracks -> Unsure'' Its a df1. Fast mid check with high and mid followups. Steve's mid follow up is notably safe, but has a gap. Use this when they begin ducking or to check people in +3 situations.
== External links ==
* [http://example.com http://example.com]


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Latest revision as of 05:24, 29 September 2024

Steve
Heat
  • Access to an instant EXT DCK with df+3+4.
  • Access to an unbreakable grab after EXT DCK (followups can be broken).
  • LNH will automatically parry mids.
Heat Smash Mid, i16, +8 (LNH)
Heat Engagers
  • 1+2
  • qcf+1
  • ALB.2
  • f,f,F+2
  • LNH.1
Stances
  • FLK (Flicker) – b+3+4
  • PAB (Peekaboo) – f+3+4
  • DCK (Duck) – f+3 (or f+4)
  • WVE (Weave) – 3 and 4
  • SWY (Sway) – b+3 (or b+4)
  • LNH (Lionheart) – ub+3
Fastest
Launch
  • i22 – uf+2 (standing)
  • i16 – FC.df+2 (crouching)
CH launch i13 – b+1
Wall splat i16 – qcf+1
Archetypal moves
Mid check
  • df+1 – i13 (standing)
  • ws1 – i11 (crouching)
Hopkick uf+4 – i22
Slash kick f,f,F+2 – i20
Generic moves
Remapped (none)
Missing (none)
External links
Lore Steve Fox
Twitter #T8_Steve
Discord Dean "Steve Fox" Earwicker

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

Steve is an unorthodox counterhit and rushdown character. As a boxer, he does not use kicks, with the kick buttons instead acting as evasive boxing weaves. He excels at suffocating his opponent with endless pokes and strings, chipping them down if they freeze up, and counterhitting them if they swing back in desperation. His infamous Quick Hook (b+1) is the best counterhit tool in Tekken 8, which combined with his many other counterhits off of strings and other moves, allow him to greatly benefit from getting a beat on his opponent's timing.

Steve has one of the longest movelists in the game, with three primary stances and five secondary stances, giving him a very freeform and flexible approach towards structuring his offense. They are easy to transition into from moves and from other stances, and can be used to layer his mixups and pressure, to dart in and weave around his opponents, or to add safety to his moves. He can get by with small set of core tools, but will reward the specialist. A great Steve player will employ a highly unpredictable offense with his large amount of options to harass and annoy the opponent, goading them into fighting back, before catching their careless attempts at retaliation with a brutal, well-timed counter hit.

Steve unorthodox nature extends to his punishment. Unlike almost all other characters, Steve cannot launch at -15 from either standing or crouching. With his damage mainly coming from counterhits, Steve can struggle to make comebacks against patient players unwilling to swing into him. His extensive movelist and unorthodox nature combine to make him fairly technical to pick up and play.

Strengths
  • Some of the best counter hit tools in the game
  • Very difficult to whiff punish overall
  • Plethora of stances and strings to confuse and outwit opponents
  • Great set of Heat Engagers
  • Heat makes his strings even more oppressive with chip damage, and temporarily makes him a bonafide grappler
Weaknesses
  • Beginner unfriendly with a deep learning curve
  • No standard i15 launcher (i16 crouch, i22 standing) makes for a fairly rigid counter hit fishing gameplan and allows other characters to be more liberal with their unsafe moves
  • Susceptible to punch-exclusive parries or sabakis
  • Weak set of lows
  • British
Duck Cancel
importance
★★★★☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★★☆☆