You need to hold back after doing the FLK 1 to go back into flicker stance, then cancel the stance into the albatross spin. Good moves for going into PAB are 2,1 or 1,2,1 for quick jab shit and 3,2 or 4,1.
Can anyone give me some good examples of what i can get off the CH 3,1,2? Right now I’m doing f2,1 x3 just for now to get some extra damage, but i know there is some better things i can follow up with.
What’s been working for me so far.
Some things that have been working for me in on line matches:
Jab, Jab, Jab, Jab, Jab, Jab… you get the idea. Steve’s Jab frustrates the hell out of your opponent. Especially players who like to win by button mashing-steve’s jab is a nice and easy way to beat them at their game. They just can’t accept that they need to stop trying to hit you back and block for a second to stop getting tagged with it, therefore, if it keeps landing, keep throwing it, or use 1,2,1,2,1 combo for good damage on people who just don’t block (easy win). I’ve literally won on line rounds with nothing but jabs. Hey, if it aint broke…
When they do wise up to your jab and start defending, they’ll either block it, duck it, or parry it. If they parry it then they are probably pretty good players and your on your own , if they duck it, you need to block low also because they’ll probably be ready to hit back at that point, but if they simply block it, which is usually the case…that’s a good thing for you because you’ve got them right where you want them…hesitating. If they block the jab you have lot’s of options. My favorite is the low right hook that sweeps them (db right punch). It has decent damage and if you do it right away it’ll usually beat whatever your apponent is about to try. Before they can stand up, do it again! Also on apponent’s wake up, df right punch is a good quick powerful 1-2 that works nicely. But usually you don’t have the close range needed for that one so do the ff right punch move where steve runs and does that overhand right. Man that’s a great move. Use that whenever you’ve got some distance. It knocks back even if they block and that gives you a chance to use that right hand sweep just like after they block a jab. Other things that seem to work when there’s distance is the flicker stance 1112 combo. But it’s not as effective as the running rp. Peekaboo stance is great but to me it’s kind of slow and I only use it when my apponent is defensive because I don’t want to waste time with slow power punches if i’m expecting alot of incoming combos from a button masher.
Correction
Correction to my last post. On wake up, I said df rp was a good tactic. What I meant was df-both punches (sonic fang move). Wich is also a great move when they are crouching because I believe it hits mid first. Anyone feel free to correct me if that isn’t the case.
What are some setups for switching to PAB?
1,2,1 while holding forward is a basic, safe set up into PAB. I prefer using peekaboo when my apponents are turtling though because against fast aggressive players pab is a little too slow for my tastes. That being said, when I do decide to use PAB I usually just go straight into the stance from a distance (forward + both kicks) and then start pressuring in with strong combos that hit hight and low.
A bump to steve for a video. If anyones trying to learn combos etc this is a combo video displaying every hit that he can combo off of and the follow up:
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you must be getting your ass kicked with that strat! awful lol
2,1 pab
4,1 pab
3,2 pab
what you need to do on hit\block is different. the shoulder, pab transition is much better on block than 2,1 pab. 2,1 pab is good because it ends in a safe mid. On hit, all 3 these setups is a free mixup. Also, shoulder PAB has options on block. It requires you to anticipate what your opponent will throw so watch out.
I don’t really like 121 pab. Duckable\ss iirc, the 3rd hit can be blocked on regular hit and you can be punished. Might be good as an interupter string to transition into offense. Like if your opponent had a hi,hi,mid and that mid could be stuffed early with a 1. That would be a good time to use 121, pab. I rarely use that shit for a lead in.
hey this video was very useful, thank you. Do these combo’s work on every character?
some q’s
I see you doing launch, dwnfwd+1, 21, FLK, bck+1, fwd 2, 1, then I think its FLK, fwd+3 or 4, IWS 1, 2
does that flk, bck+1 make the IWS @ the end easier to do? any tips on fwd+2, 1, FLK, fwd+3\4, IWS 1,2 for combo’s? I find it very hard to time properly and end up settling for a smaller combo. Sorry for my crappy tekken notation, I picked up the game not to long ago.
on that bck+1, 2,1 combo, the one that starts @ 105, is that his most damaging combo of bck+1 no wall?
I made that video very shortly after i got the game (within 24 hours pretty much) Miguel is a semi big, so theres about 3-4 combos that dont work on smalls in there.
And nah, the flk bck+1 doesnt make it easier to do the IWS at the end easier, it just does more damage.
The forward duck IWS combos are rough to get used to, you just have to duck cancel later than you’re probably trying. F+3 > d/b and as soon as you crouch go to neutral and hit 1
i like steve, i switch between him and law as my main. steve is more for playing against scrubs cuz im not as good with him as a am law but he sure is lots of fun to pay with.
finnally got my arcade stick for ps3 and i can finnally start playing as steve.
I like using the df rp in the corner which makes it virtually unblockable, also I’ve found that the only character that gives me a bit of a headache is bruce and because of his speed, fox’s ch is rendered almost useless, anybody having or experiencing similar matches online and offline?
I started using steve since dr and havent picked up anybody else although I do play raven from time to time.
Steve rulez!
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how to light dash please!!!
f3-db