Steve movetable

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Revision as of 15:43, 7 March 2024 by Kaladin (talk | contribs) (Created page with "{{Navbox Steve}} {{Navbox movetable}} == Full MoveTable == {{MoveTable|strings=yes}} == String Extensions Excluded == {{MoveTable}}")
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Full MoveTable

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Steve-1 i10 h 5 +1 +8
Steve-1,1 i15 ,h ,7 -3 +3
  • Combo from 1st hit
  • Transition to LWV with 3 (-6/+0/+0)
  • Transition to RWV with 4 (-6/+0/+0)
  • Transition to SWY with b+3_4 (-6/+0/+0)
  • Transition to DCK with f+3_4 (-2/+4/+4)
Steve-1,1,2 i13-14 ,h ,15 -7 +4
  • Combo from 1st hit
  • Input 3 to LWV (-5/+6/+6)
  • Input 4 to RWV (-5/+6/+6)
  • Input b+3_4 SWY (-5/+6/+6)
  • Input f+3_4 DCK (-3/+8/+8)
Steve-1,1,d+1 i25 ,m ,15 -6 +0 +5
  • Transition to FLK with b (+0/+6/+11)
Steve-1+2 i14 m,m 7,21 -12 +18a (+11)
Heat Engager
Heat Dash (+5/+35d/-)
Steve-1,2 i10 ,h ,10 -3 +8
  • Input 3 to LWV (-4/+7/+7)
  • Input 4 to RWV (-4/+7/+7)
  • Input b+3_4 to SWY (-4/+7/+7)
  • Input f+3_4 DCK (-2/+9/+9)
Steve-1,2,1 i14 ,h ,15 -3 +3
  • Combo from 1st CH or 2nd CH
  • Input f to PAB (-2/+4/+4)
  • Input b to FLK (-1/+5/+5)
Steve-1,2,1,2 i18-19 ,m ,15 -10 +16a (+7)
Balcony Break
  • Combo from 3rd CH
  • Transition to LWV with 3 (-6/+20a (+11)/+20a (+11))
  • Transition to RWV with 4 (-6/+20a (+11)/+20a (+11))
  • Transition to SWY with b+3_4 (-6/+20a (+11)/+20a (+11))
  • Input f+3_4 to DCK (-4/+22a (+13)/+22a (+13))
Steve-1,2,1,d+2 i26-27 ,l ,19 -12 +1c +14d cs10~
Steve-1+3 i12~14 throw 35
Homing
  • Throw break 1 or 2
Steve-1,d+1 i25 ,m ,15 -6 +0 +5
  • Transition to FLK with b (+0/+6/+11)
Steve-2 i12 h 12 -1 +5
Steve-2,1 i19 ,h ,14 -5 +6
  • Combo from 1st hit
  • Input f to PAB (+2/+13g/+13)
  • Input b to FLK (+3/+14g/+14)
Steve-2,1,2 i25 ,m ,22 -11 +13a (+4)
Balcony Break
  • Combo from 2nd CH
Steve-2,2 i22-24 ,m ,17 -14 +6
Tornado
Steve-2+3 i16 m [12;12] +1 +2c pc7~16
Heat Burst
  • Cancel to r45 with b,b
  • 3 chip damage on block
  • 12 chip damage on hit
  • Only deals recoverable damage
  • Cannot cause a K.O.
Steve-2+4 i12~14 throw 35
Homing
Floor Break
  • Throw break 1 or 2
Steve-3 sp
Steve-3+4 sp
  • Transition into ALB
  • Input f into PAB
Steve-4 sp
Steve-after-2steps+1 i16 l 23 -12 +17d cs6~
Steve-ALB.2 i23 m 22 -3 +16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/-)
Balcony Break
Steve-ALB.d+2 i34 l 17 -12 +1c +14d cs6~
Steve-ALB.d_u sp
  • Input F to transition PAB
Steve-ALB.d_u,1 ,i12 ,m ,34 -3 +16a (+7)
Balcony Break
Steve-ALB.d_u,d+1 ,i22 ,l ,30 -12 +14d cs6~
Steve-b+1 i13 h 10 -14 +2 +61a
  • Input B to FLK (-1/+10/+69)
Steve-b+1,2 i17~18 ,h ,17 +3 +8
Homing
Strong Aerial Tailspin
  • Combo from 1st hit
  • Transitions to LNH
  • Input b to cancel LNH (-1/+4/+4)
Steve-b+1,2~1 i30~31 ,m ,17 -8 +4 +63a
Steve-b+1+3_b+2+4 sp ps5?
  • Parry h and m punches
  • Successful parry i14,30dmg (-12/+24a (+18)/+26a (+16))
Steve-b+1,d+2 i27~28 ,l ,10 -11 +0 cs13~
  • Combo from 1st hit
  • Input F to PAB (-9/+2/+2)
Steve-b+1,d+2,1 i25~27 ,m ,10 -9 +35a (+20a)
Tornado
  • Combo from 2nd CH
Steve-b+2 i17 m 20 -13 +14
  • Can evade highs
Steve-b+3 sp cs1~
  • Transition to SWY
  • Input 3 to LWV
  • Input 4 to RWV
  • Input f+3_4 to DCK
Steve-b+3+4 sp
  • Transition to FLK
  • Auto blocks high and mid
  • Can perform an i5? cancel to r35? LWV/RWV with input 3 or 4
Steve-Back throw i12 throw 55
  • Unbreakable
Steve-d+1 i16 l 12 -13 -2 cs6~
Steve-d+2 i17 l 11 -18 -5 cs6~
Steve-d+2,1 i14~15 ,m ,8 -11 -5 +0
  • Combo from 1st CH
  • Input 3 to cancel into LWV (-6/+0/+0)
  • Input 4 to cancel into RWV (-6/+0/+0)
  • Input b+3_4 to cancel into SWY (-6/+0/+0)
  • Input f+3_4 to cancel into DCK (-4/+2/+7)
Steve-d+2,1,2 i24~25 ,h ,17 -2 +27a (+18) +56a
Balcony Break
  • Combo from 2nd CH
Steve-db+1 i10 sl 5 -5 +6 cs4~
  • Transition to Standing with f
Steve-db+1+2 i28 m 21 -13 +14 pc7~
Steve-db+2 i26 l 21 -12 +1c +14d cs6~
  • d or db to recover in crouch
Steve-db+3 i16 l 10 -13 +0
Steve-db+3,2 i15~16 ,h ,10 -6 +8
  • Combo from first hit
  • -27 on block after blocking first hit
  • Transition to LNH
  • Input b to cancel LNH (-31/-10/+4/+4)
Steve-DCK.1 i19 m 17 -7 +58a (+27) +34a (+24)
Steve-DCK.1+2 i16, i7 m,m 3,3 -9 +2
Steve-DCK.1+2,1+2 i5, i2 ,m,m ,3,3 -9 +2
  • Combo from 1st hit
Steve-DCK.1+2,1+2,1+2 i5, i2 ,m,m ,2,2 -9 +2
  • Combo from 1st hit
Steve-DCK.1+2,1+2,1+2,1+2 i7, i9 ,m,m ,2,12 -12 +32a (+22)
  • Combo from 1st hit
Steve-DCK.2 i19 m 15 -14 +35a (+25)
Steve-DCK.f+2 i15 h 21 -7 +9d +49a
  • Input 3 to LWV (+1/+17d/+57a)
  • Input 4 to RWV (+1/+17d/+57a)
  • Input b+3_4 to SWY (+1/+17d/+57a)
  • Input f+3_4 to DCK (+3/+19d/+59a)
Steve-DCK.f+3_4 sp
  • Transition to EXTDCK
Steve-df+1 i13 m 12 -2 +5
  • Input 3 to LWV (-7/0/0)
  • Input 4 to RWV (-7/0/0)
  • Input b+3_4 to SWY (-7/0/0)
  • Input f+3_4 to DCK (-5/+2/+2)
Steve-df+1,2 i19 ,h ,13 -6 +3 +5
  • Combo from 1st hit
  • Input 3 to cancel into r16? LWV (-16/-9/-9)
  • Input 4 to cancel into r16? RWV (-16/-9/-9)
  • Input b+3_4 to cancel into SWY (-16/-9/-9)
  • Input f+3_4 to cancel into DCK (-14/-7/-7)
Steve-df+1,2~1 i30~31 ,h ,20 -2 +2 +61a
  • Input b to r14? FLK (+0/+4/+63a)
Steve-df+1,2~2 i37 ,m ,12 -10 +36d (+28)
Balcony Break
Steve-df+1,2~f+1+2 i34, i9 ,h,h ,8,12 -3 +0
  • Input 3 to LWV (-4/-1/-1)
  • Input 4 to RWV (-4/-1/-1)
  • Input b+3_4 to SWY (-4/-1/-1)
  • Input f+3_4 to DCK (-2/+1/+1)
Steve-df+2 i16 m 10 -11 +6 +8c
  • Input 3 to LWV (-7/+10/+12)
  • Input 4 to RWV (-7/+10/+12)
  • Input b+3_4 to SWY (-7/+10/+12)
  • Input f+3_4 to DCK (-2/+15g/+17)
Steve-EXD.1 i19 m 21 -7 +44d (+36) +41a (+31)
Steve-EXD.2 i19 m 21 -14 +61a (+51)
Steve-EXD.f+2 i15 h 28 +2 +49a
  • Input 3 to LWV (+10/+59a/-)
  • Input 4 to RWV (+10/+59a/-)
  • Input b+3_4 to SWY (+10/+57a/-)
  • Input f+3_4 to DCK (+12/+59a/-)
Steve-f+1+2 i15~16, i7~9 m,h 10,12 -14 -3
  • Jails from 1st hit
Steve-f+1+2,2 i18~19 ,m ,20 -13 +3d
  • Combo from 1st hit
Steve-f+2 i21~22 m 11 -6 +5
Steve-f+2,1 i15 ,h ,12 -5 +1
  • Combo from 1st hit
  • Input f to r15? PAB (+0/+4/+4)
  • Input b to r14? FLK (+1/+5/+5)
Steve-f+2,1~2 i31 ,m ,20 -10 +36d (+28)
Balcony Break
Steve-f+2,2 i16~17 ,m ,15 -6 +11g
  • Combo from 1st hit
  • Transistion to LNH
  • Input b to cancel LNH r29? (-10/+7/+7)
Steve-f+2,2,1+2 i18~19, i7~8, i16 ,m,m,m ,5,8,20 -12 +5c
  • Combo from 2nd CH
Spike
Floor Break
Steve-f+3+4 sp
  • Transition to PAB
  • Auto blocks high and mid
Steve-f+3_4 sp cs1~
  • Transition to DCK
  • Input u+3_4 to LWV
  • Input d+3_4 to RWV
  • Input b+3_4 to SWY
  • Input f+3_4 to DCK
  • Input db to FC
Steve-FC.df+2 i16 m 20 -15 +34a (+24)
Tornado
Steve-f,F+2 i14~17 m 24 -13c +12d
Spike
Steve-f,f,F+2 i20~24 m 30 +6 +10d js9~
Heat Engager
Heat Dash (+5/+67a (+50)/-)
Balcony Break
Spike
  • 9 Chip Damage on block
  • 12 Chip Damage on block while in heat
Steve-FLK.1 i12 h 14 -4 +7
  • Input b to stay in FLK (-1/+10/+10)
  • Input 3+4 to ALB (+17g/+28g/+28)
Steve-FLK.1,1 i15 ,h ,8 -9 +0
  • Combo from 1st CH
  • Input b to stay in FLK (-4/+5/+5)
  • Input 3+4 to ALB (+17g/+28g/+28)
Steve-FLK.1,1,1 i15 ,h ,8 -9 +0
  • Combo from 2nd CH
  • Input b to stay in FLK (-4/+5/+5)
  • Input 3+4 to ALB (+17g/+28g/+28)
Steve-FLK.1,1,1,2 i20~22 ,m ,22 -12 +17a (+0)
  • Combo from 3rd hit
Steve-FLK.1,1,2 i20~22 ,m ,22 -12 +17a (+0)
  • Combo from 2nd CH
  • Same hit as (FLK.1,1,1),2
Steve-FLK.1,1,d+1 i15~17 ,h ,23 +0 +18g +42a
  • Combo from 2nd CH
  • Same hit as (FLK.1),d+1
Steve-FLK.1,1,f+1 i15 ,m ,17 -5 +0 +10d
Spike
  • Combo from 2nd CH
  • Same hit as (FLK.1),f+1
Steve-FLK.1+2 i12~14 th 40 -6 +0d
  • 1+2 for throw break
Steve-FLK.1,2 i20~22 ,m ,22 -12 +17a (+0)
  • Combo from 1st CH
  • Same hit as (FLK.1,1,1),2
Steve-FLK.1,d+1 i15~17 ,h ,23 +0 +18g +42a
  • Combo from 1st CH
Steve-FLK.1,f+1 i15 ,m ,17 -5 +0 +10d
Spike
  • Combo from 1st CH
Steve-FLK.2 i18~19 m 21 -5c +7d +42a
Spike
Steve-FLK.b+2 i14~15 h 21 -9 +35d (+27) pc8~
Tornado
Balcony Break
Steve-H.2+3 i16 m,th 10,4,2,3,3,3,25 +8 LNH +0
Heat Smash
Floor Break
Spike
  • 14 Chip Damage on block
  • Alternate input: H.FLK.2+3 or H.PAB.2+3
Steve-H.df+3+4 sp cs
  • Transitions to EXD
  • Partially uses remaining heat time
Steve-H.EXD.1+3 i18 h (th)
Homing
  • Unbreakable
  • Transitions to TFA
Steve-H.EXDThrow.1 th 15 +0 +14
  • Press 1 for throw break
  • Partially uses remaining heat time
Steve-H.EXDThrow.2 th 50 +0 +0d
  • Press 2 for throw break
  • Partially uses remaining heat time
Steve-H.LNH sp, m, h (th) 15 ps
  • Parries mid attacks
  • Transitions to TFA after successful parry
Steve-Left throw i12 throw 40
  • Throw break 1
Steve-LNH.1 i14-15 m 21 -4 +9/HE
Heat Engager
Heat Dash +5g +43a(+35)
Homing
Steve-LNH.1+2 i18-19 h 24 [[Steve combos#Mini-combos|+12]] +51a (+31)
Guard Break
Reversal Break
Balcony Break
  • Chip damage on block
Steve-LNH.2 i16-17 m 22 -13 +61a (+51)
Tornado
Steve-LWV.1 i15 m 14 -10 +1
  • Input b to r18? FLK (-3/+8/+8)
Steve-LWV.1,1 i24~26 ,m ,22 -13 +28a (+19)
Strong Aerial Tailspin
Balcony Break
  • Combo from 1st hit
Steve-LWV.1,2 i22~23 ,h ,14 +3 +8
Strong Aerial Tailspin
Homing
  • Combo from 1st hit
  • Transition to LNH
  • Input b to cancel LNH (-1/+4/+4)

More...

String Extensions Excluded

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Steve-1 i10 h 5 +1 +8
Steve-1+2 i14 m,m 7,21 -12 +18a (+11)
Heat Engager
Heat Dash (+5/+35d/-)
Steve-1+3 i12~14 throw 35
Homing
  • Throw break 1 or 2
Steve-2 i12 h 12 -1 +5
Steve-2+3 i16 m [12;12] +1 +2c pc7~16
Heat Burst
  • Cancel to r45 with b,b
  • 3 chip damage on block
  • 12 chip damage on hit
  • Only deals recoverable damage
  • Cannot cause a K.O.
Steve-2+4 i12~14 throw 35
Homing
Floor Break
  • Throw break 1 or 2
Steve-3 sp
Steve-3+4 sp
  • Transition into ALB
  • Input f into PAB
Steve-4 sp
Steve-after-2steps+1 i16 l 23 -12 +17d cs6~
Steve-ALB.2 i23 m 22 -3 +16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/-)
Balcony Break
Steve-ALB.d+2 i34 l 17 -12 +1c +14d cs6~
Steve-ALB.d_u sp
  • Input F to transition PAB
Steve-b+1 i13 h 10 -14 +2 +61a
  • Input B to FLK (-1/+10/+69)
Steve-b+1+3_b+2+4 sp ps5?
  • Parry h and m punches
  • Successful parry i14,30dmg (-12/+24a (+18)/+26a (+16))
Steve-b+2 i17 m 20 -13 +14
  • Can evade highs
Steve-b+3 sp cs1~
  • Transition to SWY
  • Input 3 to LWV
  • Input 4 to RWV
  • Input f+3_4 to DCK
Steve-b+3+4 sp
  • Transition to FLK
  • Auto blocks high and mid
  • Can perform an i5? cancel to r35? LWV/RWV with input 3 or 4
Steve-Back throw i12 throw 55
  • Unbreakable
Steve-d+1 i16 l 12 -13 -2 cs6~
Steve-d+2 i17 l 11 -18 -5 cs6~
Steve-db+1 i10 sl 5 -5 +6 cs4~
  • Transition to Standing with f
Steve-db+1+2 i28 m 21 -13 +14 pc7~
Steve-db+2 i26 l 21 -12 +1c +14d cs6~
  • d or db to recover in crouch
Steve-db+3 i16 l 10 -13 +0
Steve-DCK.1 i19 m 17 -7 +58a (+27) +34a (+24)
Steve-DCK.1+2 i16, i7 m,m 3,3 -9 +2
Steve-DCK.2 i19 m 15 -14 +35a (+25)
Steve-DCK.f+2 i15 h 21 -7 +9d +49a
  • Input 3 to LWV (+1/+17d/+57a)
  • Input 4 to RWV (+1/+17d/+57a)
  • Input b+3_4 to SWY (+1/+17d/+57a)
  • Input f+3_4 to DCK (+3/+19d/+59a)
Steve-DCK.f+3_4 sp
  • Transition to EXTDCK
Steve-df+1 i13 m 12 -2 +5
  • Input 3 to LWV (-7/0/0)
  • Input 4 to RWV (-7/0/0)
  • Input b+3_4 to SWY (-7/0/0)
  • Input f+3_4 to DCK (-5/+2/+2)
Steve-df+2 i16 m 10 -11 +6 +8c
  • Input 3 to LWV (-7/+10/+12)
  • Input 4 to RWV (-7/+10/+12)
  • Input b+3_4 to SWY (-7/+10/+12)
  • Input f+3_4 to DCK (-2/+15g/+17)
Steve-EXD.1 i19 m 21 -7 +44d (+36) +41a (+31)
Steve-EXD.2 i19 m 21 -14 +61a (+51)
Steve-EXD.f+2 i15 h 28 +2 +49a
  • Input 3 to LWV (+10/+59a/-)
  • Input 4 to RWV (+10/+59a/-)
  • Input b+3_4 to SWY (+10/+57a/-)
  • Input f+3_4 to DCK (+12/+59a/-)
Steve-f+1+2 i15~16, i7~9 m,h 10,12 -14 -3
  • Jails from 1st hit
Steve-f+2 i21~22 m 11 -6 +5
Steve-f+3+4 sp
  • Transition to PAB
  • Auto blocks high and mid
Steve-f+3_4 sp cs1~
  • Transition to DCK
  • Input u+3_4 to LWV
  • Input d+3_4 to RWV
  • Input b+3_4 to SWY
  • Input f+3_4 to DCK
  • Input db to FC
Steve-FC.df+2 i16 m 20 -15 +34a (+24)
Tornado
Steve-f,F+2 i14~17 m 24 -13c +12d
Spike
Steve-f,f,F+2 i20~24 m 30 +6 +10d js9~
Heat Engager
Heat Dash (+5/+67a (+50)/-)
Balcony Break
Spike
  • 9 Chip Damage on block
  • 12 Chip Damage on block while in heat
Steve-FLK.1 i12 h 14 -4 +7
  • Input b to stay in FLK (-1/+10/+10)
  • Input 3+4 to ALB (+17g/+28g/+28)
Steve-FLK.1+2 i12~14 th 40 -6 +0d
  • 1+2 for throw break
Steve-FLK.2 i18~19 m 21 -5c +7d +42a
Spike
Steve-FLK.b+2 i14~15 h 21 -9 +35d (+27) pc8~
Tornado
Balcony Break
Steve-H.2+3 i16 m,th 10,4,2,3,3,3,25 +8 LNH +0
Heat Smash
Floor Break
Spike
  • 14 Chip Damage on block
  • Alternate input: H.FLK.2+3 or H.PAB.2+3
Steve-H.df+3+4 sp cs
  • Transitions to EXD
  • Partially uses remaining heat time
Steve-H.EXD.1+3 i18 h (th)
Homing
  • Unbreakable
  • Transitions to TFA
Steve-H.EXDThrow.1 th 15 +0 +14
  • Press 1 for throw break
  • Partially uses remaining heat time
Steve-H.EXDThrow.2 th 50 +0 +0d
  • Press 2 for throw break
  • Partially uses remaining heat time
Steve-H.LNH sp, m, h (th) 15 ps
  • Parries mid attacks
  • Transitions to TFA after successful parry
Steve-Left throw i12 throw 40
  • Throw break 1
Steve-LNH.1 i14-15 m 21 -4 +9/HE
Heat Engager
Heat Dash +5g +43a(+35)
Homing
Steve-LNH.1+2 i18-19 h 24 [[Steve combos#Mini-combos|+12]] +51a (+31)
Guard Break
Reversal Break
Balcony Break
  • Chip damage on block
Steve-LNH.2 i16-17 m 22 -13 +61a (+51)
Tornado
Steve-LWV.1 i15 m 14 -10 +1
  • Input b to r18? FLK (-3/+8/+8)
Steve-LWV.2 i14~16 m 13 -5 +4
  • Input f to PAB (-1/+8/+8)
Steve-OTG.d+1+2 i17 l 14 -11c +2 +2 cs
  • Recovers in crouch
Steve-PAB.1 i12~13 h 10 -2 +9
Steve-PAB.1+2 i11 th 45 0 +0d
  • 1+2 for throw break
Steve-PAB.2 i14 h 19 -3 +2 +58a ps
Homing
  • Punch parry

+0d and 25 damage on a successful parry

Steve-PAB.b+1 i17~18 m 15 -19 -6
Steve-PAB.b+2 i28~29 m 25 -13 +11a (+2)
Balcony Break
  • Backswing Blow
Steve-PAB.d+1 i15~16 l 11 -12 +2 cs6~
  • Alternate input: FC df1
Steve-PAB.d+2 i28~29 l 25 -12 +7 +32a cs6~
  • Transition to FC with D
Steve-PAB.df+1 i15~16 m 12 -9 +2
Steve-PAB.df+2 i16~17 m 16 -10 +31a (+21)
Elbow
Steve-PAB.f+1+2 i12, i15~16 h,h 12,23 -5 +24a (+15)
Balcony Break
  • Combo from 1st hit
Steve-PAB.f+2 i18~19 m 18 -13 +31a (+16)
Steve-PAB.uf+2 i17~19 m 23 -15 +34a (+24 js9~
Tornado
Steve-qcb+2+4 i12 throw 40
  • 2 Throw break
Steve-qcf+1 i16 m 21 -10 +16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/+36a (+26))
Balcony Break
  • Input B to FLK (-3/+23a (+14)/+23a (+14))
Steve-qcf+2 i19 l 18 -18 +2c cs10~
  • Input F transitions to PAB
Steve-R.df+1+2 m -15
Rage Art
Removes Recoverable Health
Steve-Right throw i12 throw 40
  • Throw break 2
Steve-RWV.1 i14~16 m 13 -5 +4
  • Input f into PAB (-1/+8/+8)
Steve-RWV.2 i15 m 22 -13 +10a (+1)
Balcony Break
Steve-SWY.1 i16~17 m 26 -1c +14c
  • Can be +15c at farther ranges
Steve-SWY.1+2 i10~15 th -2 +1 / +10wc
  • +10 when opponent hits the wall, if the throw is successful
  • Throw break 1+2
Steve-SWY.1+2~b_u_d i10~15 th -2 +1 / +13~17wc
  • +13 when opponent hits the wall after being rotated by < 90 degrees
  • +17 when opponent hits the wall after being rotated by > 90 degrees
  • Throw break 1+2
Steve-SWY.2 i17~18 m 30 -18 +36a cs1~
Steve-ub+1+2 i66~69 ub(m) 70 +12a (+1) +12a (+1)
Balcony Break
Steve-ub+2 i17 h 17 +3 +14
Strong Aerial Tailspin
Homing
  • Causes Strong Aerial Tailspin
  • Transition into LNH
  • Input b to cancel LNH (+3/+14/+14)
Steve-ub+2~1 i30~31 m 17 -8 +4 +63a
Steve-ub+3 sp
  • Transition to LNH
  • Input 3 to LWV
  • Input 4 to RWV
  • Input b+3_4 to SWY
  • Input f+3_4 to DCK
Steve-uf+1 i19~21 m 18 -6 +5 js9~
Spike
Steve-uf+1+2 i12 throw 40
  • 1+2 Throw break
Steve-uf+2 i22~25 m 20 -14 +52a js9~
Spike
Steve-uf+3 i36~37 l 20 -12 +9 js9~
Steve-uf+4 i23 m 20 -9 +22a (+5) +36a (+26) js9~
Balcony Break
Steve-WS.1 i11~12 m 12 -3 +3 +8
Steve-WS.1+2 i14, i9-10 m,m 7,21 -12 +18a (+11)
Heat Engager
Heat Dash (+5/+35d/-)
Steve-WS.2 i13~15 m 17 -7 +4
  • Input 3 to LWV (-7/+4/+4)
  • Input 4 to RWV (-7/+4/+4)
  • Input b+3_4 to SWY (-7/+4/+4)
  • Input f+3_4 to DCK (-5/+6/+6)