Steve strategy

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Revision as of 16:20, 2 March 2024 by Kalki (talk | contribs) (Created page with "{{Steve}} {{Navbox strategy}} == 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 game...")
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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.