Steve: Difference between revisions

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Revision as of 00:34, 18 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)
  • LNH (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
Discord [1]

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: Steves entire gameplan revolves around his abundance of safe counterhit tools, each leading into followups, or full combos.
  • Safety: Thanks to the abilty to stance cancel, most of Steves mids and highs are generally unpunishable.
  • 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.
Weaknesses
  • Block Punishment: while Steve has access to one of the best While Standing punishes in the game, he lacks a standard i15 launcher, meaning he gets lower reward from -15 moves than most of the cast.
  • Low Attacks: Steves 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 than most of the cast.
  • Unfortunately British: Haha funny accent.
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

Key Moves

b1 - Tracks -> Left Steve's key counter-hit tool. Extremely high reward counter hit with best in class safety due to having a cancel to flicker if you hold back which you should always do. This leaves you at only -1 on block in Steve's best stance. Use this tool to play keep-out, dissuade retaliation, or start pressure. Due to being only -1 in FLK, you can use Steve's wide array of evasion tools to begin mind games, even on block. Duck in to stop them from checking with jab, weave to the side to get around linear mids, and smoke quick mid checks with the incredibly strong FLK B2 powercrush. Once they lock up, begin pressuring with flicker jabs. If you're ever confused on what to do, its a safe bet it should be B1.

1,2,1 - Tracks -> Both Sides Steve's main jab string. All the hits jail and are guarenteed on counter-hit. Can be ended with cancels to duck, FLK, PDK, or weaves and even has both mid and low follow-ups (although the low is seeable and quite punishable). Use theses to mash out or begin pressure when b1 isn't quite fast enough, then cancel to flk B2 for more mindgames and PKB to begin pressure once they start second guessing how to respond.

DF2 - Tracks -> Linear An infamous mid from T7 that is only a shadow of its former self. Still a great mid despite that as its safe with a duck cancel and creates soft mix ups on hit. The tracking has been removed so be careful if they begin to step you. Break this out in pressure when the opponent starts to duck, which they will to get around 1,2,1 and b1. Guaranteed duck cancel ws1,2 on counterhit.

D2,1 - Tracks -> both sides One of the only safe lows in the tekken making it an incredible round closer and is a pesky move to deal with due to its high crush. Use this on enemies keen on side stepping and turtling to make them feel the need to be more active.

DF1 - Tracks -> Unsure Its a df1. Fast mid check with high and mid followups. Steve's mid follow up is notably safe, but has a gap. Use this when they begin ducking or to check people in +3 situations.

External links