can Steve get anything off cr.LP other than boost into EX sonic fang?
You can link it into close standing fierce if you are in their face, so technically you could do crouch jab > st.fierce xx flicker cancel > walk st. fierce/crouch fierce.
Steve can benefit from soft knockdowns too if you set up meaties off of it. This is the exact same thing with Dudley in SF4. If you finish a midscreen combo with crouch forward/strong xx roundhouse ducking and the opponent quickstands, you are right in their face and get to do a meaty. You can do a similar thing with Sonic Fang.
Well I’ll be damned, you’re right. I got 1 more damage out of it XD What a strange character this is. I’ve had so much trouble standardizing everything for regular use. Also, I didn’t see your earlier video, it is the same general idea, there is far greater reset opportunities with this than the standard bnbs I’ve seen/used (ex sonic fang starters) Flicker walk is a very real and necessary thing imo.
Awesome thread but it really needs to be more organized. Mad king should organize it into meterless combos and metercombos etc and try to list the best ones he can find (whenever he can of course). I like the pro tips and all but the point of a combo thread is combos.
Also if anyone would be so kind as to give me 2 steve flickerless combos (one easy and one advanced) and 1steve flicker combo (one to practice/learn flickers).
I’m guessing the one on the front is pretty advanced.
Finally what are his block strings and hitconfirms?
Thanks for any help.
My Basic BnBs(You can subsitute any version of MP(Cl,st,cr) into crMP):
Off a tag in
crHP xx skyscrapper, f+MP~LP, any version of flicker
Corner Tag in
ClHP xx LP flicker, Flicker cancel, crHP xx LP flicker.
Midscreen meterless
crlp x2, chain crMP, Launcher
CrMP x2, chain crHK( only go for this if your partner is very low on life, and you want to charge a counterhit)
CrMP x2, Launcher(Unscaled 100 damage launcher, note even stHP will whiff on max range, so this both optimal and safer)
CrMP x2 xx foxhunt
crMP x2 xx Sonic Fang
clHP, Flicker Cancel, Crouch HP xx skyscrapper, MK skyscrapper, MK skyscrapper, f+MP~LP~b, any version of flicker
F+LP~MP, CrMP into any of the above
F+MP~LP~b, crLP , crMP into Launcher
F+MP~LP~b, crMP or CRHP into anything(tight link)
Albion Combination, crHP xx skyscrapper, f+MP~LP, any version of flicker
StMK~LP~HP, crHP xx skyscrapper, f+MP~LP, any version of flicker
Midscreen 1 meter
crMP x2 xx ducking xx Foxhunt xx
Same as above, but post EX Sonic Fang do clMP xx ducking LP, crMK xx Sonic Fang(Does not hardknockdown or give free tagins)
clHP, Flicker Cancel, Crouch HP xx Foxhunt XX EX Sonic Fang, cr HP Sky Scraper, F+MP~LP~b, any version of flicker
If skyscrapper puts you in the corner, omit f+MP~LP, and go for crHP into Sonic fang or LP Flicker.
Corner Combos-
Post Cutting Elbow/EX Fang/ Skyscrapper/EX Flicker or Tag in
CLHP or Crouch HP xx LP Flicker, Flicker cancel, Crouch HP xx LP Flicker OR Sonic fang
clMP, clHP xx LP flicker, Flicker cancel, Launcher(only meterless safe tag in corner)
Corner loop(meter dependent + you need to be exactly at the corner + standing opponent)
Anything ending in foxhunt xx EX Hellfire, link crHP xx foxhunt xx EX hellfire(if you have meter to continue), if meter is done crHP xx skyscrapper, cl HP xx LP flicker, flicker cancel, crHP xx LP flicker. Does insane damage depending on meter and starter, use hcf instead of qcf to avoid getting EX fang out.
Counterhit Combos
Counterhit Foxhunt, Foxhunt, EX Sonic Fang, CrHP, Skyscrapper, f+MP~LP~b, flicker
Counterhit Overhead, CrHP into LP Flicker, or CrHP xx Sonic Fang
Air to air Couterhit, CrHP xx LP flicker, CrHp xx Sonic Fang
It is worth supering or tag canceling off air to air counterhits or crouching counterhit overhead
Also after any midscreen F+MP/ LP Flicker etc you can do super, although the damage is generally not worth it.
When hit confirming with Steve, its generally very useful to use the counterhit signal to hit confirm during any part of his combos, considering how +frame his Mediums and flicker canceled Fierces are on block you will get a lot of counterhits, and you can use the signals to easily hit confirm at any point. You also have to mix your game up with throws a lot to land those counterhits.
MP/HP Flickers give you free hard tag(especially worth it if your partner is a zoner) , LP Flicker is better for meaty setups(also gives a free hard tag, useful if your partner is a mixup char), Sonic Fang maximizes damage(but doesnt add enough to make it worth using over flicker imo).
Things you need to tag cancel to combo off
Mid Screen LP Flickers(Usually never worth it, too much damage scaling, only use when you are sure you will get the kill)
Counter(Leads to juicy damage off tag cancels)
Gatling Gun(Command grab off ducking, most basic combo and usually most efficent is charge into super, some characters can do much more, but it’s team specific)
These are my Steve BnBs, they aren’t the most optimized or the flashiest, but are very practical and really hard to drop and do pretty decent damage. I like to save my meter for super usage for utility in the neutral game(for anti airing, whiff punishing, punishing chains), with super steve is a much more threatening of a character and that is your best use of meter, and for EX fang confirms( double the damage of steve’s solo output off MPs from 200ish to 450+, and add 80 damage to his HP confirms). It’s important to note if you have a hard damaging tag in partner, ie Hugo or Xiaoyu, you can do pretty good damage meterless off his 100 damage unscaled launcher off his MP.
Also, the core of Steve’s damage and his most damaging parts are the foxhunt(120 damage) into EX fang (110 damage), so the faster you confirm into those moves, the less the scaling and higher the damage ouput. In this game due to the scaling, you do not get rewarded for the flashier stuff, and the more meter you put into Steve’s combos late into the combo less the reward, but putting in meter early with foxhunt EX hellfire loops adds a lot of damage to Steve in the corner, but generally tagging in a super late in the combo adds no damage sadly.
Steve has fancy advanced combos with his clHP loop, although I dont think the effort and damage reward is worth it for those combos, however, mastering flicker cancels does wonders for his neutral frame trap pressure game though and that is worth mastering.
Ducking body, Ducking hook is an easy hit confirm if you can flicker cancel. Crouch strong x2 is a hit confirm. Close fierce xx flicker cancel > crouch fierce is a hit confirm.
God bless you sir. This should be on the front page of the steve combo thread.
Thank you very much.
I forgot one that is important.
crouch short > close stand fierce flicker cancel is a hit confirm and it’s basically Steve’s only way to get big damage from okizeme. On hit go into crouch fierce.
Gotta correct this after experimenting, off EX.sonic fang/skyscraper, the most powerful version starts with lp.flicker jab, then cr,hp xx lp flicker jab, cr.hp xx mp sonic fang. Doesn’t work off launcher though.
I mentioned that earlier. But i do believe that the third option from my earlier post is still the most damaging option available.
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Is the dlc out yet or am I just silly.
Very nice video btw.
Nope, DLC isn’t out, I’m the silly one, but I don’t care anymore. The characters are finished, and until Capcom actually releases their game, so am I. The other characters are too damn fun…
Wow amazing video. . . .dude if that was all by hand, then your execution rivals desk! lol Great vid
It was all done by hand, and I’m damn proud XD. No, but seriously, this took a long time to make. That’s a damn high compliment mate, thank you
ARE YOU A WIZARD!? Omg I want to play dudley so bad now lmao.
Nah, not a wizard, just a guy that likes execution, boxers, music, and mad style
First off, Holy crap man, how did you not end up with your fingers tied around the stick?
Second order of business: I’m having trouble linking Steve’s qcf. k -> m.p (forgot what the move was called, lol) into itself. what’s the timing on that exactly?