guys whats the optimal combo for steve when he gets a wall bounce? mostly talking about when i get a crouching counter hit off of HK-MP, thanks!
“Skyscraper”
First skyscraper can be done with any of the kick buttons, however the the 2nd skyscraper has to be done with the medium kick, otherwise you won’t hit it.
So example: cr.hp xx qcf+k>mp, qcf+mk>mp.
You can cr.mk xx sonic fang after the second skyscraper, however not after the third one, there you have to end it with f.mp>lp xx flicker.
If you already were doing this, basically it comes down to doing it as fast as possible.
Thanks for the help, I’m still pretty new with Steve, and his BnB is pretty tricky for me to pull off in an actual match. I’ll keep working on it though.
You have to do qcf MK into MP as soon as he recovers, the timing is strict, but you can confirm the timing visually or by audio cue(crush you), practice it first without canceling into it, then try combos of HPs into it. I think it’s the most damaging meterless combo midscreen with the best corner carry in the game for Steve.
As for the best combo off a wall bounce you can do F+MP~LP into LP flicker x2, it’s weird, but Steve can do LP flicker x2 midscreen after a wall bounce, not sure if there are better combos off the wall bounce though.
Hmm, after checking Steve can do LP Flicker X2 off any wall bounce tag cancel midscreen.
i remember a combo vid a while back do mk into shoulder (miss) so he can hit with the uppercut and then go into typical bnb of cr.HP idk if its worth it or if you can do it on reaction but i’ll try your combo out it seems easier. and i could also hit the second skyscraper with qcf-HK skycraper, but i guess mk skyscraper is more reliable? also that combo can only come from cr.hp since cr.mp doesn’t stun long enough for skycraper to hit right?
colonel! go back to the general thread and answer my questions dammit! lmaoo i’d appreaciate it its like u totally forgot about that thread.
Hmm. I couldn’t get that work. And it doesnt look to be hit confirmable. I found out that you could also use LK Ducking into skyscrapper f+MP~LP Flicker, and that has better corner carry and does around the same damage. You are right that it doesnt matter what skyscrapper you use unless it’s lk where it wont work. And as far as I know you can’t link Skyscrappers off medium’s but you can do chain into crHP or clHP into ex ducking into skyscrapper. Yeah I had my finals so I didnt look at that.
I saw Ryan Hunter hit cl.hp very consistently after Steve’s f.mp>lp on Jibbo’s stream, so i tested it out, and to my surprise it is pretty easy. It’s one frame slower than cr.lp, so it’s a 3 frame link? Timing is a bit wierd in the beginning, but basically you hold downback long enough after f.mp>lp to do a flicker cancel, and then let go into neutral, you can wait pretty damn long to be honest and still link cl.hp.
Cl.hp opens up ALOT more options after f.mp>lp, and there is simply no reason not to do it. Only downside is that the f.mp>lp needs to get you close enough to do a cl.hp, but you more often get the lp in f.mp>lp to whiff than you would get a far hp anyway, so it’s not really something to worry about.
Also if you happen to connect a cr.hp xx skyscraper and you end up near the corner, but not close enough for cr.hp loop or not far away enough for f.mp>lp just immediately do lp flicker after the skuscraper. It will most likely hit and you can connect cr.mp xx whatever afterward.
This goes for any skyscraper you hit in the corner btw, always immediately go into lp flicker, you end up doing more damage anyway(only slightly though, but still)
so for the corner: Skyscraper, lp flicker, cr.hp xx lp flicker, cr.hp xx sonic fang.
Ryan also uses raw launcher sometimes in his juggle combos when he doesn’t want to waste meter, in corner and midscreen and it doesn’t even do significantly less damage. Midscreen after the f.mp>lp, and in corner after a lp flicker, example: whatever into Skyscraper, lp flicker, cr.hp, cr.hp xx lp flicker, launcher. Just mash the launcher.
Also seen the cl.hp flicker loop done in juggle combos midscreen, and it is more damaging than the one starting from Skyscraper. So cl.hp forward flicker cancel, cl.hp flicker cancel, cr.mp xx sonic fang. It’s surprisingly easy if you hit the initial cl.hp close enough and the opponent is high enough.
So for people who still play Steve and this game, there you have it. Seriousely though, i’ve said it before but really look at Ryan Hunter his Steve, it’s something else.
are these combos optimal?
basically I was going to ask if someone could post his best hit confirm, his best corner combo, his best combo off a boost chain, and his best midscreen combo, all meterless and solo (aside from the boost chain one)
if these combos listed are optimal, ill just stick with them. If not, could someone please post up the combos I requested? I would appreciate it a lot. I know steve is a combo monster.
By the way, I literally just picked him up 10 minutes ago fort the first time, and jesus H christ, ive found my anchor character. good god this dude is awesome.
bonus question:
any good frametraps / what they lead to ?
<333
I don’t play this game anymore but I might pick it up at 2013. The combos I posted iirc are not optimized for damage output but do close to max damage, they are optimized for positioning and setups as :lp: :mp: :hp: Flickers allow you to hard tag characters in to zone if you are playing Sagat/Guile for example, :lp: flicker gives Steve a charge up himself, and also gives him a hard tag post it. I’m also not sure if they removed his unscaled 100 damage launcher glitch in any updates.
As for frame traps your best options are:
-clHP Flicker Cancel clHP, or clHP flicker cancel crHP
-clMP, crMP
-crMP x2
-crHP, flicker cancel crMP
All of those lead to 450+ damage with 1 bar, the clHP frame traps do that much damage meterless.
thank you sir
Want to give Steve a try again in 2013, this thread will be one of my bibles. lol
i just bought sfxt again to give it a 2nd chance with the 2013 update, and omg those update changes fixed everything i thought was wrong with the character, but my question is what do you guys do after counterhit overhead, im doing CH overhead f.mp>lp FLK cancel cr.hp FLK jab. does about 315+oki, anything that i could be doing that is better?
Yes, the 2013 update is absolutely amazing indeed.
It’s situational for me. I can’t recall the exact damage output ATM, but I usually go for f.mp>lp FLK cancel cr.HP Ducking MP (Skyscraper) f.mp>lp FLK cancel LP (Hard knockdown). If I’m in need of corner carry + slight optimization, I use CH overhead cr.HP Ducking MP (Skyscraper) x2 f.mp>lp FLK cancel LP (Hard knockdown). Alternatively for (not recommended unless ending the round) damaging endings, I end either combos with Sonic Fang.