Steve tech: Difference between revisions

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(→‎LH Cancel: precision the tech is removed in 1.0.4)
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To practice, try doing SWY 1 (b3, 1) into this technique to get a ws1, 2 combo.  It is fairly difficult.
To practice, try doing SWY 1 (b3, 1) into this technique to get a ws1, 2 combo.  It is fairly difficult.


=== LH Cancel ===
==== LNH Cancel ====
(removed in 1.0.4)
<div class="toccolours mw-collapsible mw-collapsed">
 
<div style="">(removed in 1.0.4) Explanation</div>
Explanation: When Steve transitions into Lion Heart through db3,2; f2,2; ws2,2; b1,2 he cannot block. This allows the opponent to beat every option by using a armored move.  
<div class="mw-collapsible-content">
When Steve transitions into Lion Heart through db3,2; f2,2; ws2,2; b1,2 he cannot block. This allows the opponent to beat every option by using a armored move.  
There is a way to cancel Lion Heart by inputting f3~3+4 right when Steve's right arm moves down. This will transition Steve into PAB.
There is a way to cancel Lion Heart by inputting f3~3+4 right when Steve's right arm moves down. This will transition Steve into PAB.
This tech allows Steve to beat power crush moves by throwing (PAB 1+2). Also allows him to continue pressure by for example using PAB d1, PAB 2.
This tech allows Steve to beat power crush moves by throwing (PAB 1+2). Also allows him to continue pressure by for example using PAB d1, PAB 2.
The input is strict, there seems to be no input buffering. f3 must be held for exactly one frame before holding 3+4.
The input is strict, there seems to be no input buffering. f3 must be held for exactly one frame before holding 3+4.</div>

Revision as of 17:01, 1 September 2024

Tech broadly covers anything that doesn't fit elsewhere, such as:

  • Notable tricks or niche uses for a string/move
  • Execution tips for a particular technique

If a section gets too long, it might be sensible to move it to its own page.

Tech

Steve is a character that has a lot of available tech to be learned which will help you unlock his full potential as a char. While some of these are more optional the most important one to highlight is the DCK crouch cancel, which allows for Steve to open up a new series of pressure options and safe mixups.

DCK Crouch Cancel

Explanation : When Steve does DCK he is able to cancel the DCK animation into a crouch after a small window by holding down back (db) after performing the DCK. Usually you would then go from down back to back in order to begin blocking as normal.

While it may not seem like much at first, being able to pull this off as fast as possible allows two main pressure tools to be used safely; df+2 a fast counterhit mid check and d2,1 a safe low. If you do not perform a fast enough DCK crouch cancel after these two moves they become unsafe. You can also use this technique to enforce fast full crouch mixups with FC.df+ and ws1,1.

To practice, have the training dummy do df1 on block. Then try doing df2, DCK crouch cancel into the dummy. You will be able to block the mid if done correctly.

FLK Crouch Cancel

Explanation : In Tekken, it takes about 4-5 frames to achieve a while standing move. Steve can bypass this however by using a manual flicker (FLK) stance input, followed up by cancelling that stance with duck into a while standing move. The notation would be b3+4, db, neutral. Using this technique he is able to achieve a while standing move at about 3 frames. This used to be important for the well known "Shiro pickup" however since this isn't present in 8 it is less relevant. This technique can still be used in a couple of situations however and is important if you wish to save his heat while still dealing decent damage off certain situations like ub2 and SWY 1

To practice, try doing SWY 1 (b3, 1) into this technique to get a ws1, 2 combo. It is fairly difficult.

LNH Cancel

(removed in 1.0.4) Explanation

When Steve transitions into Lion Heart through db3,2; f2,2; ws2,2; b1,2 he cannot block. This allows the opponent to beat every option by using a armored move. There is a way to cancel Lion Heart by inputting f3~3+4 right when Steve's right arm moves down. This will transition Steve into PAB. This tech allows Steve to beat power crush moves by throwing (PAB 1+2). Also allows him to continue pressure by for example using PAB d1, PAB 2.

The input is strict, there seems to be no input buffering. f3 must be held for exactly one frame before holding 3+4.