Steve (Tekken 7)

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Steve
Key techniques
  • iWS from DCK
  • Stance transitions into DCK cancels
  • CH d/f+2 pickup
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch
  • i17 – b+2 (standing)
  • i18 – FC d/f+2 (crouching)
CH launch
  • i13 – b+1 (high)
  • i16 – d/f+2 (mid)
Wall splat
  • i13 – b+1,2
  • i14 – d/f+1+2
  • i16 – qcf+1
Archetypal moves
Parry b+1+2 (high or mid punches)
Mid check
  • d/f+1 (standing)
  • ws1 (crouching)
Power low d/b+3,2
Generic moves
Remapped
  • d+1 → d/b+1
Missing
  • d+4
External links
Lore {{{lore}}}
Twitter #{{{twitter}}}

Pugilist. Counter hit, the character. Steve is characterized by his general safety, tracking and strong presence in neutral. This makes his low risk high reward playstyle a tournament favourite.

Strengths & weaknesses

Strengths:

  • Counter hit tools
  • Safety in frames and tracking
  • Great pokes
  • Amazing wall pressure
  • Best Rage Drive in the game (RD2)
  • Evasiveness using weaves

Weaknesses:

  • Poor comeback potential without Rage
  • Lack of threatening mixups outside of wall
  • Lackluster block punishment (no i15 launchers)
  • Can't punish FUFT 4 wakeup kick
  • Poor (but consistent) whiff punishment without Rage
  • Poor ground hitting moves
  • Vulnerable to punch parries

External links