Steve strategy: Difference between revisions

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== Key Moves ==
== Key Moves ==


'''b+1''' - ''Tracks -> Left.'' Steve's key counter-hit tool. Extremely high reward counter hit with best in class safety due to having a cancel to FLK 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 against opponents rushing you down, 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 b+2 powercrush.  Once they lock up, begin pressuring with flicker jabs. If you're unsure on what to do, throwing out b+1 is usually a safe bet as a starting point.
'''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 FLK 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 against opponents rushing you down, 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 unsure on what to do, throwing out b+1 is usually a safe bet as a starting point.


'''1,2,1''' - ''Tracks -> Both Sides.'' Steve's main jab string. All the hits jail and are guaranteed on counter-hit. Can be ended with cancels to duck, FLK, PAB, or weaves and even has both mid and low follow-ups (although the low is seeable and quite punishable). Use this string to mash out or begin pressure when b+1 isn't quite fast enough, then cancel to FLK b+2 for more mindgames and PAB to begin pressure once they start second guessing how to respond.  
'''1,2,1''' - ''Tracks -> Both Sides.'' Steve's main jab string. All the hits jail and are guaranteed on counter-hit. Can be ended with cancels to duck, FLK, PAB, or weaves and even has both mid and low follow-ups (although the low is seeable and quite punishable). Use this string to mash out or begin pressure when b+1 isn't quite fast enough, then cancel to FLK b2 for more mindgames and PAB to begin pressure once they start second guessing how to respond.  


'''df+2''' - ''Tracks -> Linear.'' An infamous mid from T7 that is only a shadow of its former self. Still a great mid despite that as it is made 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 b+1. With a duck cancel, df+2 has these guaranteed counterhit follow-ups, ordered from easiest to hardest: mash 1+2/ws1,2/ws2,2. The ws2,2 option is worth learning as it leaves Steve in LNH stance for a mix-up.
'''df2''' - ''Tracks -> Linear.'' An infamous mid from T7 that is only a shadow of its former self. Still a great mid despite that as it is made 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 b+1. With a duck cancel, df2 has these guaranteed counterhit follow-ups, ordered from easiest to hardest: mash 1+2/ws1,2/ws2,2. The ws2,2 option is worth learning as it leaves Steve in LNH stance for a mix-up.


'''d2,1''' - ''Tracks -> Both Sides.'' One of the only safe lows in Tekken making it an incredible round closer and is a pesky move to deal with due to its high crush property. Use this on enemies keen on side stepping and turtling.
'''d2,1''' - ''Tracks -> Both Sides.'' One of the only safe lows in Tekken making it an incredible round closer and is a pesky move to deal with due to its high crush property. Use this on enemies keen on side stepping and turtling.


'''df+1''' - ''Tracks -> Unsure.'' It's a df+1. 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.
'''df1''' - ''Tracks -> Unsure.'' It's 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.

Revision as of 20:58, 6 March 2024

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 FLK 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 against opponents rushing you down, 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 unsure on what to do, throwing out b+1 is usually a safe bet as a starting point.

1,2,1 - Tracks -> Both Sides. Steve's main jab string. All the hits jail and are guaranteed on counter-hit. Can be ended with cancels to duck, FLK, PAB, or weaves and even has both mid and low follow-ups (although the low is seeable and quite punishable). Use this string to mash out or begin pressure when b+1 isn't quite fast enough, then cancel to FLK b2 for more mindgames and PAB 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 it is made 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 b+1. With a duck cancel, df2 has these guaranteed counterhit follow-ups, ordered from easiest to hardest: mash 1+2/ws1,2/ws2,2. The ws2,2 option is worth learning as it leaves Steve in LNH stance for a mix-up.

d2,1 - Tracks -> Both Sides. One of the only safe lows in Tekken making it an incredible round closer and is a pesky move to deal with due to its high crush property. Use this on enemies keen on side stepping and turtling.

df1 - Tracks -> Unsure. It's 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.