Steve

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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 just for show, as Steve boasts some of the best counterhit tools in Tekken 8. Most infamous among them is the Quick Hook (b1), a 13f high counterhit launcher that becomes only -1 on block when cancelled into his Flicker (FLK) stance. This is complimented by his enormous move list & general safety on many of his pokes, allowing Steve to overwhelm an unprepared opponent.

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. Steve has 3 main stances: Flicker (FLK), Peekaboo (PAB) & Duck (DCK), all of which offer more 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, affording Steve a wealth of options and versatility.

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 when cancelled with DCK.

While players can generally get by using a small selection of his core tools, mastering Steve is well worth the effort. A great Steve player will employ an almost unpredictable offense with his large amount of options to harass and annoy the opponent, before catching them with a brutal, well-timed counter hit when they get frustrated and make a reckless attempt to retaliate.

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 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 compared to the rest of the cast.
  • Unfortunately British: Haha funny accent.
Duck Cancel
importance
★★★★☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★★☆☆

External links