he can do a light sonic fang off of a crouch jab, but ive found it to be pretty inconsistent
Steves crouching normals in general seem pretty…bad…
st. fierce feint pressure seems epic tho, also steves best anti air is the team super, (it actually has a purpose!!!)
Team supers are great. More people need to use them, instant 400+ damage + gets rid of the opponents recoverable health. Nothing bad about this.
What are you guys using as hit-confirms? I’m so ass at this game it seems non of my old SSF4 skills translated :wasted:
What gems are people using for Steve? Attack, Def, Meter?
cr mp, crmk,? his jabs dont lead to as much damage… i personally like doing st. fierce feint over and over again like a jab
cr mp links into itself too you can use that for hitconfirms into Fox Hunt
You can also do st lpx2 > st mp, but I’m p.sure it’s crouchable so not too useful.
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Just for fun~
stand fierce > stance > stance cancel > down fierce
i myself have been using power gems since steve seems like he really makes good use of them, but my whole philosophy on gems and characters is “find who does x, and then add x gems, to make them even better at what they already do really well”
Anyone notice if you walk towards your opponent then tap b+kkk steve wont go into flicker stance but instead he’ll go into peekabo stance. Shit is annoying as hell. You basically cannot have any f direction input a few frames before you attempt to go into flicker stance.
and some frame datas for answering any combo questions you might have.
Played about 100 games with Steve over the last 2 days.
He has TERRIBLE anti airs. Dudley had the beautiful st.MK by comparison to deal with jump ins. Using counter or weave as an anti air is suicide.
He has terrible air-to-airs. The hitboxes on his jump normals are tiny. j.HK, his best jump in, whiffs so often its not even funny. He has an 11f cr.HK so whiff punishing those cr.MKs that own your soul is pretty tough. People can react to f+MP/HP using a standing light kick and chain it into a 300dmg combo cos it is slow as hell. It’s at least half decent for whiff punishing cr.MKs but suffers the same as cr.HK. Slow.
Doing 500dmg in combos is meaningless if you have no mix up to open them up. Dudley’s high low game in SF4 was scary. Heichachi’s high low mix up in SFxT is TERRIFYING. Steve has NO mix up. Holding down back as he pushes himself out of throw range with his blocked normals after finally get in has no down side. Cos taking the throw is hardly scary.
I am 100% certain in earlier builds Sonic Fang was an overhead and they took it out due to it being ‘overpowered’. Without it he is so so mundane and average.
All I can think of is punishing mashed jabs during pressure with cr.MP into Ducking Fox Hunt and cancelling it into EX Sonic Fang for decent damage. Everything else is a huge gamble, especially in games where people can mash normals and chain them into big combos.
There’s tools there to deal with every occasion, but they are all incredibly risky. Whereas Heihachi has safe pressure for days. It doesn’t make sense.
Oh, and everyone should be doing 3 HPs into LP Sonic Fang in the corner. Because it looks better than anything. I’m also pretty sure instead of doing Flicker Jabs to end juggles mid screen, cr.MK xx LP Sonic Fang also does more damage.
I’ve been using steve for the past few days too. He seems to be an up close character. I’m thinking his primary strengths are the damage he gets when tagged in. His neutral game is pretty ass, but once you start implementing flicker cancels into his close range pressure, I think he’ll develop some pretty nasty frame traps. I haven’t been able to implement it in actual matches yet. I’m primarily using Sagat/Steve.
I’ve been trying to use the ducking as an option select for wakeup. As in, jump in HK on knockdown, os qcb+HK. Keeps you in c.mp range even if they roll. Gets blown up by DP’s though.
yeah, you know, just for about him having no defensive options including crouch teching, and having no mix ups or cross ups, and relying on your opponent mashing crouch tech while you always need to have at least 1 meter to frame trap them to get damage, i would prolly say he is lower mid tier
fierce feint cancel walk forward fierce feint cancel walk forward fierce fient cancel walk forward etc…
Whilst heihachi just presses f+LP MP f+MP over and over remaining on plus
I don’t get what to do with this character. I try to maul people with frame trap pressure, but I don’t get how to open people up if they turtle. I don’t see a reason for them to crouch tech in this game because throw are bad now. And Steve’s mix-ups are pretty poor for a Tekken character.
This is exactly the problem. They need to give him Sonic Fang hitting Overhead back. They are all -7 so heavily punishable on block.
yah its easier for them but st fierce feint isnt too hard and it looks hella scary,