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)''
* i18 – 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
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* 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]]
|lore=[[fandom:Steve Fox|Steve Fox]]
|twitter=T8_Steve
|twitter=T8_Steve
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{{See other}}
{{See other}}


'''Steve''', the Counter-Punching Paragon. His nickname isn't just for show, as Steve boasts some of the best counterhit tools in Tekken 8. Most infamous among them is the Quick Hook (b1), a 13f high counterhit launcher that becomes only -1 on block when cancelled into his Flicker (FLK) stance. This is complimented by his enormous move list & general safety on many of his pokes, allowing Steve to overwhelm an unprepared opponent.
'''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. Steve has 3 main stances: Flicker (FLK), Peekaboo (PAB) & Duck (DCK), all of which offer more 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, affording Steve a wealth of options and versatility.
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's 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 PAB), 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 when cancelled with DCK.
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 players can generally get by using a small selection of his core tools, mastering Steve is well worth the effort. A great Steve player will employ an almost unpredictable offense with his large amount of options to harass and annoy the opponent, before catching them with a brutal, well-timed counter hit when they get frustrated and make a reckless attempt to retaliate.  


{{BlueRed
{{BlueRed
Line 42: Line 48:
|blue=
|blue=
* '''Counter-hit Monster:''' Steve's entire gameplan revolves around his abundance of safe counter-hit tools, each leading into followups, or full combos.
* '''Counter Punching Paragon:''' Steve's entire gameplan revolves around landing his safe, rewarding counter-hit tools, which are arguably some of the best in the game.
*  '''Safety:''' Thanks to the ability to stance cancel, particularly into FLK, most of Steve's mids and highs are generally safe and even hard to whiff punish.
*  '''Safety:''' With the ability to stance cancel his mids and highs, Steve is not only very safe but also quite hard to whiff punish.
* '''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.
* '''Flexible Stances:''' Steve's many stances have multiple purposes, and can be freely cancelled into each other, allowing unique offensive/defensive scenarios and boundless player expression.
 
|red=
|red=
* '''Block Punishment:''' While everything from i10 to i13 is fine, his launchers do not come out until i18 from crouching and a whopping i22 for standing. Instant PAB uf+2, which is i18 on paper, requires considerable practice and concentration to do after blocking.
* '''No Free Launch:''' Uniquely, Steve lacks a standard i15 launch punisher, only able to launch at i16 from crouching and a whopping i22 for standing, making him very unorthodox and uncomfortable for a new player, as well as significantly limiting his block punishment.
* '''Low Attacks:''' Steve's 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 compared to the rest of the cast.
* '''Boxer Lows:''' Steve's lows each have multiple flaws ranging from poor frame advantage, safety, range, and speed. This makes it significantly harder for Steve to chip away at an opponent's health and make comebacks compared to the rest of the cast.
* '''Unfortunately British:''' Haha funny accent.
* '''Advanced:''' Steve's lack of a standard i15 launch, his kick buttons being stances, his numerous stances and extensive movelist, and his reliance on landing counterhits all combine to make Steve a fairly difficult character for Tekken newcomers to pick up and play.
* ''British''
}}
}}


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{{KeyTech|Duck Cancel|importance=4|value=4|dexterity=3|rhythm=3}}
{{KeyTech|Duck Cancel|importance=4|value=4|dexterity=3|rhythm=3}}
}}
}}
== External links ==
* [http://example.com http://example.com]


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

Latest revision as of 02:13, 22 August 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)
  • i18 – 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
  • Counter Punching Paragon: Steve's entire gameplan revolves around landing his safe, rewarding counter-hit tools, which are arguably some of the best in the game.
  • Safety: With the ability to stance cancel his mids and highs, Steve is not only very safe but also quite hard to whiff punish.
  • Flexible Stances: Steve's many stances have multiple purposes, and can be freely cancelled into each other, allowing unique offensive/defensive scenarios and boundless player expression.
Weaknesses
  • No Free Launch: Uniquely, Steve lacks a standard i15 launch punisher, only able to launch at i16 from crouching and a whopping i22 for standing, making him very unorthodox and uncomfortable for a new player, as well as significantly limiting his block punishment.
  • Boxer Lows: Steve's lows each have multiple flaws ranging from poor frame advantage, safety, range, and speed. This makes it significantly harder for Steve to chip away at an opponent's health and make comebacks compared to the rest of the cast.
  • Advanced: Steve's lack of a standard i15 launch, his kick buttons being stances, his numerous stances and extensive movelist, and his reliance on landing counterhits all combine to make Steve a fairly difficult character for Tekken newcomers to pick up and play.
  • British
Duck Cancel
importance
★★★★☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★★☆☆