Steve combos (Tekken 7): Difference between revisions

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== Combo Theory ==
== Combo Theory ==
==== Common Starters ====
'''CH B+1'''
Up there with Steve's best moves, B+1 is a safe poke, keepout tool, frame trap tool, and mash button on occassion. Hold back when doing it every time, since this leaves you in Flicker stance, giving more safety on whiff and block.
On counter hit, B+1 leads to extremely rewarding combos that can get 90+ damage depending on walls and distance.
'''DCK.2'''
If you can duck under a high poke and punish with this, you get decent reward. The launch is good enough to juggle with B+2 for good damage, then continue with a standardized route. It's unsafe on block but the opponent might not be ready for the pushback.
'''B+2'''
Steve's fastest normal hit mid launcher out of neutral stance, at 18 frames it works as a decent whiff punisher. However, the knockdown leads to an awkward juggle - you need to screw straight away to get the opponent in a normal position, either with B+1,2 for the easy but lower damage route, or with instant FLK.1,D+1 for more damage but a higher execution requirement.
'''PAB.DF+2'''
An important launcher for Steve since it's an elbow, meaning Peekaboo DF+2 can't be caught by most parries. At -10 it's reasonably safe too, and due to its speed the opponent will have to be sharp to nail the punish consistently. To easily standardize the combo, crouch cancel out of Peekaboo and do an instant WS+1, then continue to a standard juggle.
'''UF+2'''
A lesser-used launcher, Steve's "orbital punch" is a much worse version of Bryan or Leroy's orbital heel moves. Unlike those moves, this one is unsafe on block, being -14 at worst, and is relatively slow at i22 minimum. Still, if you know for sure that the opponent is going low, this will get much better reward than a low parry.
'''Low Parry'''
Obviously a universal starter, but especially important for Steve whose best low crush option is UF+1, which leads to no combos. Gives the same juggle as UF+2, where you can juggle with a quick DCK.1 into a standard combo.
==== Combo Chunks ====


== Bread n' butter ==
== Bread n' butter ==

Revision as of 11:55, 2 December 2022

Combo Theory

Common Starters

CH B+1

Up there with Steve's best moves, B+1 is a safe poke, keepout tool, frame trap tool, and mash button on occassion. Hold back when doing it every time, since this leaves you in Flicker stance, giving more safety on whiff and block. On counter hit, B+1 leads to extremely rewarding combos that can get 90+ damage depending on walls and distance.

DCK.2

If you can duck under a high poke and punish with this, you get decent reward. The launch is good enough to juggle with B+2 for good damage, then continue with a standardized route. It's unsafe on block but the opponent might not be ready for the pushback.

B+2

Steve's fastest normal hit mid launcher out of neutral stance, at 18 frames it works as a decent whiff punisher. However, the knockdown leads to an awkward juggle - you need to screw straight away to get the opponent in a normal position, either with B+1,2 for the easy but lower damage route, or with instant FLK.1,D+1 for more damage but a higher execution requirement.

PAB.DF+2

An important launcher for Steve since it's an elbow, meaning Peekaboo DF+2 can't be caught by most parries. At -10 it's reasonably safe too, and due to its speed the opponent will have to be sharp to nail the punish consistently. To easily standardize the combo, crouch cancel out of Peekaboo and do an instant WS+1, then continue to a standard juggle.

UF+2

A lesser-used launcher, Steve's "orbital punch" is a much worse version of Bryan or Leroy's orbital heel moves. Unlike those moves, this one is unsafe on block, being -14 at worst, and is relatively slow at i22 minimum. Still, if you know for sure that the opponent is going low, this will get much better reward than a low parry.

Low Parry

Obviously a universal starter, but especially important for Steve whose best low crush option is UF+1, which leads to no combos. Gives the same juggle as UF+2, where you can juggle with a quick DCK.1 into a standard combo.

Combo Chunks

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to Ā§ Staples.

CH b+1,B
[53] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! b+1,B FLK.1,B+3+4 ALB.2
[52] EXTDCK.1 df+1,[2~1],B FLK.1,B FLK.1,d+1 S! df+1+2
[52] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! b+1,B DCK.cc ws1,2
[50] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
[50] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! PAB.f+2,1
[50] EXTDCK.1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2[1]
[49] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! SSR f+2,1,B DCK.1
[48] EXTDCK.1 df+1,[2~1],B FLK.1,d+1 S! df1+2
[25] CH FLK.2
[25] CH PAB.(1,2),1
[22] CH PAB.2
[20] uf+2
[20] CH ws2,DCK
[+49] DCK.1 df+1,[2~1],B FLK.1,B FLK.1,d+1 S! df+1+2
[+47] DCK.1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
[+47] DCK.1 df+1,[2~1],B FLK.1,d+1 S! PAB.f+2,1
[+47] DCK.1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2[1]
[+45] DCK.1 df+1,[2~1],B FLK.1,d+1 S! df1+2
[+46] DCK.cc ws1 df+1,[2~1],B DCK.f+2,EXTDCK.1 PAB.f2,1[1]
[+44] DCK.cc ws1 df+1,[2~1],B FLK.1,d+1 S! FLK.1,1,B+3+4 ALB.2
[+44] DCK.cc ws1 df+1,[2~1],B DCK.f+2,EXTDCK.1 df+1+2
Crouching recovery (e.g. CH FUFT.3)
combo here

Mini-combos

DCK.1 FF+2
DB+3,2 DB+2 [2]
CH DF+2,F+3~DB FC DF+2

This is a decent replacement for the extremely hard DCK.1+2 full combo extension. You get a flip-over and okay damage. FF+2 is also a good mini-ender for the knockdown that CH DF+2 provides, which is the same knockdown as EXTDCK.1.

EXTDCK.1 FF+2

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
df+2
combo for df+2 here

Wall

Regular carry (30% scaling)
combo here

Float

1
combo when you anti-air with jab here

Stage break

Howard Estate
big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the Ā§ Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

External links

  1. ā†‘ 1.0 1.1 1.2 Delay inputs from DCK stance as long as possible to increase consistency. Required for smaller characters.
  2. ā†‘ Only works when starting with the opponent's back to the wall.