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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* '''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.
* 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 unique offensive/defensive scenarios and boundless 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


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* '''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.
* Beginner unfriendly with a deep learning curve
* '''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.
* 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
* Weak set of lows
* ''British''
* ''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}}
}}
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== External links ==
* [https://www.youtube.com/watch?v=0zOq2GXkl94 Steve Fox Combo Guide | TEKKEN 8] by RyzingSol


{{Navbox fighters}}
{{Navbox fighters}}
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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
★★★☆☆