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''', 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 (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.  


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.
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'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'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 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.  
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
{{BlueRed
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|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 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 limitless 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 i18 from crouching and a whopping i22 for standing, making him very unorthodox and uncomfortable for a new player.
* '''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.
* '''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.
* '''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.
* '''Unfortunately British'''
}}
}}


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== External links ==
== External links ==
* [http://example.com http://example.com]


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

Revision as of 18:44, 25 March 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, 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 (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.

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'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.

Strengths
  • Counter Punching Paragon: Steve's entire gameplan revolves around landing his safe, rewarding counter-hit tools, which are arguably 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 limitless player expression.
Weaknesses
  • 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.
  • 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.
  • 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.
  • Unfortunately British
Duck Cancel
importance
★★★★☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★★☆☆

External links