Steve: Difference between revisions

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* i22 – uf+2 ''(standing)''
* i22 – uf+2 ''(standing)''
* i18 – FC.df+2 ''(crouching)''
* i16 – FC.df+2 ''(crouching)''
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{{See other}}
{{See other}}


'''Steve''', the ''Counter-Punching Paragon'', is a boxer with some of the best counterhit tools in Tekken 8. True to his fighting discipline, he does not kick, with his two kick buttons largely acting as stance transition buttons, rather than the conventional kick attack binds. He boasts one of the largest movelists in the game, allowing for flexibility in keep out, [[pressure]], and general player expression.  
'''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 is (in)famous for his Quick Hook (b+1), an i13 counterhit launcher that, upon being cancelled into Steve's Flicker (FLK) stance, leaves Steve at only -1 on block. Pairing this with its fast whiff recovery, large hitbox, and deadly combo damage on successful counter hit makes Steve a deadly character to carelessly button into.  
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.


All three of his primary stances, Flicker (FLK), Peekaboo (PAB), and Duck (DCK) permit Steve a very freeform approach to combat, and being able to seamlessly transition between the three on the fly is a powerful ability to master. He has a further five secondary stances in Sway (SWY), Albatross (ALB), Left Weave (LWV), Right Weave (RWV), and Extended Duck (EXTDCK), that, in tandem with the rest of his kit allow him to slink away from danger at a moment's notice, or quickly dart in from afar. New to Tekken 8 is his Lionheart (LNH) stance, that serves to both mix-up or keep out the opponent.
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.
 
Steve's weaknesses are readily apparent. He lacks a standard i15 frame launcher, only being able to launch punish at i22, 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 db+3,2). That being said, he has one of the few safe lows in the game in d+2,1 when properly DCK cancelled.
 
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 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.  


{{BlueRed
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* '''Counter Punching Paragon:''' Steve's entire gameplan revolves around landing his safe, rewarding counter-hit tools, which are arguably the best in the game.
* Some of the best counter hit tools 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.
* Very difficult to whiff punish overall
* '''Flexible Stances:''' Steve's many stances have multiple purposes, and can be freely cancelled into each other, allowing limitless player expression.
* 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=
* '''No Free Launch:''' Uniquely, Steve lacks a standard i15 launch punisher, only able to launch at i18 from crouching and a whopping i22 for standing, making him very unorthodox and uncomfortable for a new player.
* Beginner unfriendly with a deep learning curve
* '''Cannot Comeback:''' 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.
* 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
* '''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.
* Susceptible to punch-exclusive parries or sabakis
* '''Unfortunately British'''
* Weak set of lows
* ''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 ==


{{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
★★★☆☆