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{{Navbox Steve}} | |||
{{Navbox counterplay}} | |||
{{See other}} | |||
=== General Advice === | === 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. | 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. | ||
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Whilst being unpredictable with your approach, using high crushing moves to slip under b1 is also recommended. Ā | Whilst being unpredictable with your approach, using high crushing moves to slip under b1 is also recommended. Ā | ||
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. | 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. |
Latest revision as of 20:38, 28 May 2024
Steve |
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Counterplay (Tekken 8) |
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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.