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Latest revision as of 16:24, 28 November 2024
Steve |
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Movelist & frame data (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Steve movelist (Tekken 7).
Heat
Input
2+3
- Cancel to r45 with b,b
- 3 chip damage on block
- 12 chip damage on hit
- Only deals recoverable damage
- Cannot cause a K.O.
H.2+3
- 14 Chip Damage on block
- Alternate input: H.FLK.2+3 or H.PAB.2+3
H.LNH
- Parries mid attacks
- Transitions to TFA after successful parry
TFA.1
- Press 1 for throw break
- Partially uses remaining heat time
TFA.2
- Press 2 for throw break
- Partially uses remaining heat time
f,f,F+2
- 9 Chip Damage on block
- 12 Chip Damage on block while in heat
n
Input
1,1
- Combo from 1st hit
- Transition to LWV with 3 (-6/+0/+0)
- Transition to RWV with 4 (-6/+0/+0)
- Transition to SWY with b+3_4 (-6/+0/+0)
- Transition to DCK with f+3_4 (-2/+4/+4)
1,1,d+1
- Transition to FLK with b (+0/+6/+11)
1,1,2
- Combo from 1st hit
- Input 3 to LWV (-5/+6/+6)
- Input 4 to RWV (-5/+6/+6)
- Input b+3_4 SWY (-5/+6/+6)
- Input f+3_4 DCK (-3/+8/+8)
1,2
- Input 3 to LWV (-4/+7/+7)
- Input 4 to RWV (-4/+7/+7)
- Input b+3_4 to SWY (-4/+7/+7)
- Input f+3_4 DCK (-2/+9/+9)
1,2,1
- Combo from 1st CH or 2nd CH
- Input f to PAB (-2/+4/+4)
- Input b to FLK (-1/+5/+5)
1,2,1,2
- Combo from 3rd CH
- Transition to LWV with 3 (-6/+20a (+11)/+20a (+11))
- Transition to RWV with 4 (-6/+20a (+11)/+20a (+11))
- Transition to SWY with b+3_4 (-6/+20a (+11)/+20a (+11))
- Input f+3_4 to DCK (-4/+22a (+13)/+22a (+13))
1,2,1,d+2
2,1
- Combo from 1st hit
- Input f to PAB (+2/+13g/+13)
- Input b to FLK (+3/+14g/+14)
f
Input
f+2,1
- Combo from 1st hit
- Input f to PAB (+0/+4/+4)
- Input b to FLK (+1/+5/+5)
f+2,2
- Combo from 1st hit
- Transistion to LNH
- Input b to cancel LNH (-10/+7/+7)
f+2,2,1+2
- Combo from 2nd CH
df
Input
df+1
- Input 3 to LWV (-7/0/0)
- Input 4 to RWV (-7/0/0)
- Input b+3_4 to SWY (-7/0/0)
- Input f+3_4 to DCK (-5/+2/+2)
df+1,2
- Combo from 1st hit
- Input 3 to LWV (-16/-9/-9)
- Input 4 to RWV (-16/-9/-9)
- Input b+3_4 to SWY (-16/-9/-9)
- Input f+3_4 to DCK (-14/-7/-7)
df+1,2~1
- Input b to FLK (+0/+4/+63a)
df+1,2~f+1+2
- Input 3 to LWV (-4/-1/-1)
- Input 4 to RWV (-4/-1/-1)
- Input b+3_4 to SWY (-4/-1/-1)
- Input f+3_4 to DCK (-2/+1/+1)
df+2
- Input 3 to LWV (-7/+10/+12)
- Input 4 to RWV (-7/+10/+12)
- Input b+3_4 to SWY (-7/+10/+12)
- Input f+3_4 to DCK (-2/+15g/+17)
d
Input
d+2,1
- Combo from 1st CH
- Input 3 to LWV (-6/+0/+0)
- Input 4 to RWV (-6/+0/+0)
- Input b+3_4 to SWY (-6/+0/+0)
- Input f+3_4 to DCK (-4/+2/+7)
db
Input
db+3,2
- Combo from first hit
- -27 on block after blocking first hit
- Transition to LNH
- Input b to cancel LNH (-31/-10/+4/+4)
b
Input
b+1,2
- Combo from 1st hit
- Transitions to LNH
- Input b to cancel LNH (-1/+4/+4)
b+1,d+2,1
- Combo from 2nd CH
u
Input
ub+2
- Causes Strong Aerial Tailspin
- Transition into LNH
- Input b to cancel LNH (+3/+14/+14)
uf+3,2
- Combo from 1st hit
- -27 on block after blocking 1st hit
- Transition to LNH
- Input b to cancel LNH (-31/-10/+4/+4)
Motion Input
Input
f,f,F+2
- 9 Chip Damage on block
- 12 Chip Damage on block while in heat
Crouch
Input
WS
Input
WS.1,1
- Combo from 1st hit
- Input 3 to LWV (-6/+0/+0)
- Input 4 to RWV (-6/+0/+0)
- Input b+3_4 to SWY (-6/+0/+0)
- Input f+3_4 to DCK (-2/+4/+4)
WS.2
- Input 3 to LWV (-7/+4/+4)
- Input 4 to RWV (-7/+4/+4)
- Input b+3_4 to SWY (-7/+4/+4)
- Input f+3_4 to DCK (-5/+6/+6)
WS.2,2
- Combo from 1st hit
- Transition to LNH
- Input b to cancel LNH (-10/+7/+7)
LWV (Ducking Left)
Input
LWV.1,f+1,1
- Combo from 1st or 2nd hit
- Input b to FLK (+4/+3/+68a)
LWV.1,2
- Combo from 1st hit
- Transition to LNH
- Input b to cancel LNH (-1/+4/+4)
LWV.2,1
- Combo from 1st CH
RWV (Ducking Right)
Input
RWV.1,2
- Combo from 1st hit
- Transition into LNH
- Input b to cancel LNH (-1/+4/+4)
SWY (Swaying)
Input
b+3
- Transition to SWY
- Input 3 to LWV
- Input 4 to RWV
- Input f+3_4 to DCK
SWY.1+2
- +10 when opponent hits the wall, if the throw is successful
- Throw break 1+2
SWY.1+2~b_u_d
- +13 when opponent hits the wall after being rotated by < 90 degrees
- +17 when opponent hits the wall after being rotated by > 90 degrees
- Throw break 1+2
ALB (Quick Spin)
Input
DCK (Ducking)
Input
f+3_4
- Transition to DCK
- Input u+3_4 to LWV
- Input d+3_4 to RWV
- Input b+3_4 to SWY
- Input f+3_4 to DCK
- Input db to FC
DCK.f+2
- Input 3 to LWV (+1/+17d/+57a)
- Input 4 to RWV (+1/+17d/+57a)
- Input b+3_4 to SWY (+1/+17d/+57a)
- Input f+3_4 to DCK (+3/+19d/+59a)
DCK.1+2,1+2,1+2
- Combo from 1st hit
DCK.1+2,1+2,1+2,1+2
- Combo from 1st hit
EXD (Ducking In)
Input
EXD.f+2
- Input 3 to LWV (+10/+59a/-)
- Input 4 to RWV (+10/+59a/-)
- Input b+3_4 to SWY (+10/+57a/-)
- Input f+3_4 to DCK (+12/+59a/-)
PAB (Peekaboo)
Input
PAB.1,2,1
- Combo from 2nd CH
PAB.2
- Punch parry
+0d and 25 damage on a successful parry
PAB.f+2,1
- Combo from 1st hit
- Interruptible by i16 or faster moves
PAB.f+1+2
- Combo from 1st hit
PAB.df+1,1,2,1
- Combo from 3rd hit
PAB.df+1,2
- Combo from 1st hit
- 6 Chip Damage on block
- 8 Chip Damage on block in heat
PAB.b+1,1,2,1
- Combo from 3rd hit
- Input b to FLK (-3/+23a (+14)/-)
FLK (Flicker Stance)
Input
FLK.1
- Input b to stay in FLK (-1/+10/+10)
- Input 3+4 to ALB (+17g/+28g/+28)
FLK.1,1
- Combo from 1st CH
- Input b to stay in FLK (-4/+5/+5)
- Input 3+4 to ALB (+17g/+28g/+28)
FLK.1,1,1
- Combo from 2nd CH
- Input b to stay in FLK (-4/+5/+5)
- Input 3+4 to ALB (+17g/+28g/+28)
FLK.1,1,1,2
- Combo from 3rd hit
FLK.1,1,2
- Combo from 2nd CH
- Same hit as (FLK.1,1,1),2
FLK.1,1,f+1
- Combo from 2nd CH
- Same hit as (FLK.1),f+1
FLK.1,1,d+1
- Combo from 2nd CH
- Same hit as (FLK.1),d+1
LNH (Lionheart)
Input
ub+3
- Transition to LNH
- Input 3 to LWV
- Input 4 to RWV
- Input b+3_4 to SWY
- Input f+3_4 to DCK
H.LNH
- Parries mid attacks
- Transitions to TFA after successful parry
Others
Input
b+1+3_b+2+4
- Parry h and m punches
- Successful parry i14,30dmg (-12/+24a (+18)/+26a (+16))
Throws
Input