It'll Be Done Before You Know It -- The Steve Fox Combo Thread

^ keep in mind if you can manage to time it right im sure you can do the sway 2 combo(mk lp m/hp) to punish early jump ins. Although the sway 1 and 2 are really good if you can predict the mid/high attacks of someone close range, pissed off a ryu player who kept throwing a normal lp mp starter in close range with lk mk. Also been experimenting a bit but im fairly certain sway 1 and 2 can be used to nullify a tatsumaki(not sure about ex ive usually been comboed into it so yeah) so if you cant duck that first hit in time try sway 2 punish instead of blocking to make em think twice.

Oh and dont forget sway back(the quarter back kick) i’ve punished a lot of juris with the invincibility it gives.

also can anyone confirm if hk will dodge low attack/fireballs?

It doesn’t course i did managed to slip through a juri players leg sweepy projectile thingy but I think i got lucky cause of it dissolving effect.

has anyone had any luck comboing gatling gun with or without ex ducking?

only ask because of the way his 3rd sway plays out is an entire body sway, so yeah now I dont feel stupid from jumping over low tigers and low juri projectiles.

lol no worries at first i had kinda the same reaction to command grabbers like zangief and hugo but the peek-a-bo stance and its grab invunerability made them punching bags for me ^___^

oh wow I didnt even know peekaboo had invulnerability to grabs. that will make things interesting.

Just wanted to note that you can get some pretty ridiculous damage by tagging off his the ducking grab (qcf+k~hp). Just tag on the first hit, then your partner has a solid three seconds to do whatever while the opponent is held in place. Not sure the move itself is that good, but if there’s a reasonably reliable way to land it from time to time, it more than makes up for it in damage.

combine that with trial 20 and you got a sweet combo

@ogrim yup the only problem is it won’t combo into anything so you gotta be sneaky with it I.E. hitting a tagged in partner, projectile spammer.I havent caught many people with it online so i tend to use it sparingly

Yeah, since his low option is pretty weak, I use this to make up for it. Instead of tagging them with a sweep or something, ducking>grab for me. Or if I can train them to block an overhead or something. I like to tag in, and then do three jumping attacks, and then a ground juggle as they get launched.

Also, I like Peekaboo’s LP because if you can do cl.HP xx Peekaboo, then to the LP, because of the armor, if they throw out a poke or crouchtech, you’ll take it and own their face. It’s awesome.

That’s a good idea, I usually use Patella Smasher on wake up but peekaboo cancels after a tick fierce is a pretty tasty lookin bag of beans. Thanks man.

the problem with the peekaboo lp is that if they DONT throw out a poke or crouch tech its negative four hundred million frames on block you basically can’t press a button for the rest of the round it feels like lol

strongest meterless combo i think? in corner j.HK, FFF xx qcfk>>mp, s.HP xxx qcfk>>lp, s.(or c.)HP flicker cancel c.HP xx sonic fang. 507 damage. 487 without the jumpin, and 557 off fox hunt crouching counterhit. and everything after scyscraper can be applied to the bnb 1 bar combo in the corner for 560++ ish damage, timing is a bit different tho. i believe that was mentioned somewhere on here

other random stuff

you can cancel ducking into peekaboo. dont really know if this is worth anything tho

f.mp/hp>>lp xx flicker cancel s.HP is and easier link than c.HP it feels like to me, though its trickier to do since you have to let go of downback at the right time, otherwise you’ll stay in flicker. good thing about it though is that you can get FFF straight from f.mp/hp>>lp if get the timing down. which for me is good, cuz i’d rather not spend meter in a combo with ducking body/ducking hook, scales really bad.

for those fellow ryu players who dont already know, you can tag cancel the first hit of ryu’s overhead into FFF xx whatever u want for great damage off an overhead
thats it for my random thoughts, back to the lab…

might be good for tricking an abusive shota spammer. duck past a projectile, cancel into peekabo and lp just a thought but I would imagine the insta inyoface ducking can give would make them want to hit you fast enough, and doing the lp gives you an armor so thats at least a double brain fuck.

Had to learn this the hard way, steves weaving a and b can cause regular throws to whiff but his roundhouse spinning can be grabbed at any stage (which really sucks).Not apart of steve but iv noticed alot of the normal grabs are pretty OP i got grabbed out of a ex sonic fang and an ex hellfire recently, hopefully capcom can balance them out.

getting grabbed out of moves is nothing new and grabs are hardly overpowered in this game

i’ve been grabbed out of weave, it isn’t throw immune, and isn’t even immune to mids and high attacks, it’s ONLY upper body immune.

oh sorry i meant to edit that post last night i was facing a person laggy connection and they spammed throws so whenever i weaved they whiffed but the grabbed out of ex fang was in a great connection match ,i was grabbed in when the second punch was coming down i understand getting grabbed out of startup but during the move itself?

I apologize if its been posted already but I was messing around in training and found out that you can cancel cl.hp & cr.hp into peekaboo mp. Im not sure if theres any proper advantage to it besides doing “swag” combos. Also a shameless bump for random Steve bnb’s I recorded

[media=youtube]39sFN-3NFgo[/media]

0:53 has a combo featuring the cr.hp -> peekaboo mp

Who were you playing against? Were they a character with a command grab?

Also, the only moves that are fully invincible to grabs is Steve’s peekaboo stance.

Optimization: This is going to get important fast. Things like the cr.hp flicker juggle x4 in the corner should be subbed for cr.hp flicker x2, lp flicker jab, cr.hp xx mp sonic fang. This ending is the maximum meterless damage post juggle in the corner.

Midscreen BnB off 1 meter should be changed to: hit confirm(HP flicker cr.hp, cr.mp x2) xx foxhunt xx EX Hellfire dash cancel, hp flicker walk(counter hit) hp flicker, cr.hp xx skyscraper, if in corner use above combo, if midscreen use 2 more skyscrapers, ducking body tc, lp flicker jab.

It’s more execution intensive, but if it’s learned, it allows for massive reset opportunity and higher damage overall (specifically the portion after the EX hellfire dash cancel, seriously people, learn this now, start setting up gatling off of it!!)

Posted a video of that combo earlier in the thread. But I ended with hp. flicker jab for corner to corner carry.


and for your corner combo, doing cr. hp, flicker jab, cr. hp flicker cr. hp xx mp sonic fang. should do more since less scaling on the flicker. But if you scour the thread, There are more optimal corner combos.

Is no one updating the OP? i may write up a post to consolidate all the information on steve combos thus far, but if I can’t keep it updated after that would it be worth it.

Never end combos in Sonic Fangs. Honestly there is no reason to, you add what 10 damage over a sonic fang ender over flicker? Flicker leads to hard knockdowns and gives you free tagins to your partner, that extra 10-20 damage is meaningless in a real match. Always end the combos in flicker, it’s more optimal and limits your opponents options in a knockdown(removes quick tech), and gives you more choices on what to do.