Steve: Difference between revisions

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(aligned Peekaboo abbreviation with movelist version)
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{{KeyTechs|
{{KeyTechs|
{{KeyTech|Mashing|importance=5|value=5|dexterity=1|rhythm=2}}
{{KeyTech|Duck Cancel|importance=4|value=4|dexterity=3|rhythm=3}}
{{KeyTech|Blocking|importance=0|value=0|dexterity=5|rhythm=5}}
}}
}}



Revision as of 08:45, 6 March 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 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. 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 (PAB) & 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.

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 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
  • Counter-hit Monster: Steve's entire gameplan revolves around his abundance of safe counter-hit tools, each leading into followups, or full combos.
  • 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.
  • 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 everything from i10 to i13 is generally 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.
  • 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 than most of the cast.
  • Unfortunately British: Haha funny accent.
Duck Cancel
importance
★★★★☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★★☆☆

External links