Steve: Difference between revisions

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{{KeyTech|Blocking|importance=0|value=0|dexterity=5|rhythm=5}}
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Key Moves
b1


== External links ==
== External links ==

Revision as of 15:16, 7 February 2024

Steve
Heat
  • Access to an instant EXT DCK with df3+4.
  • Access to an unbreakable grab after EXT DCK (followups can be broken).
  • LHN will automatically parry mids.
Heat Smash Mid, i16, +8 (LHN)
Heat Engagers
  • 1+2
  • qcf1
  • ALB 2
  • WR2
  • LHN 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)
  • LHN (Lionheart) – ub3
Fastest
Launch FC df2
CH launch b1 – i13
Wall splat QCF 1
Archetypal moves
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
Missing (none)
External links
Lore {{{lore}}}
Twitter #T8_Steve

This page is for Tekken 8. For Tekken 7, see Steve (Tekken 7).

Steve, The Counter-Punching Paragon. His nickname isn't for show, as he boasts some of the best counterhit tools such as the infamous Quick Hook, a 13 frame high counterhit launcher that is only -1 on block when cancelled into his Flicker (FLK) stance. This is complimented by his enormous movelist & general safety on many of his pokes, piling on mental stack on an unprepared player.

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. He has 3 main stances in Flicker (FLK), Peekaboo (PKB) & Duck (DCK) which offer general 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, which helps the freeform style of play Steve is generally good at.

Steves 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 PKB), 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 which when cancelled into a DCK crouch cancel becomes safe.

While Steve players can generally get by using only a good few of his core tools, mastering Steve pays off well, making your gameplan almost unpredictable when played right with his large amount of options to harass and annoy the opponent until they walk right into a well timed counterhit that will pile the hurt on them.

Strengths
  • Counterhit Monster, will make your opponent look dumb for even attempting to hit a button
  • Main pokes are very safe & have good tracking
  • Stances & Stance Cancelling to keep your opponent guessing & keeping Steve safe.
Weaknesses
  • Block Punishment is miserable when trying to launch your opponent
  • Low options are weak to good movement or don't do enough damage to mount a comeback
  • Unfortunately British
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

Key Moves

b1

External links