The Stinging Hook: Steve Fox General Thread

Yeh, and if they don’t press anything you might get… A THROW! gasps

i feel like steve will actually get alot of throws honestly, but people can only stand to be thrown so long before they want to hit a button.

Also his overhead has alot of range, if you catch them mashing while crouching it causes a ground bounce.

Not sure if this was posted or not, but Steve’s Foot Stomp cause air recovery when used on a ground bounced opponent. I don’t know how useful it is except for maybe going for a reset after a ground bounced tag in, but maybe someone might find something really useful with it.

Im not sure if this really happened or not but im pretty sure i just landed 3 standing fierces in a row by fient canceling, anyone with gdlk execution should test this out.

His best anti air options are cl st.hp, cr.hp, and weaving/quickspin.

I’ve also played ~100 games with Steve and I feel like I’m on the edge of understanding how to play him.

I also think that you have to use British Edge as his main main poking tool.
He’s definitely a CH character. Dunno how I feel about that. I don’t think he’s top tier but I think people are underestimating him a little bit.

He is definately not top tier but isnt crap, he is just all about frametraps no high low mixups really just pressure with cl h feint from what i gather

Heihachis F.lp > MP Chain is -3 on block. He isnt safe it kills his pressure completely.
If Heihachi does F.lp > HP instead he cant combo off of it so it doesnt matter if it hits or not.

Against Hei, you can backdash after his f.lp to get out of all options.

If they abuse F.lp -> mp, you can qcb+k counter it.

Also, after a cr.lp, best option (imo) is to link cr. lp into a chain launch combo.

if you feel like he’s going to go for his overhead ‘blockstring’ can you react with Weaving B into shoulder rush punish? that’d be filthy looking, but i don’t know if it’ll actually dodge the whole thing.

It may be a “mid” but it visually hits lower than just his upper body =/

I’ve tried but haven’t got it to work. I guess there is start-up before invul kicks in?

Also, I think weave B is really bad as all followups are really punishable. Weave A into either st or cr mp is pretty good. You can link either stand or cr mp to another mp as hit confirm xx ducking L combos.

Sway looks like it does have uses. Tried it against heihachi in training mode and his Follow ups to F.lp are really easy to react to to get a free 140 dmg.

what do you guys mean when you say feint cancel?

canceling a normal into flicker stance and then canceling flicker stance

I’d pretty much agree. Still as Masarap says, he is a lot of fun to use.

Overhead does bind on counter hit, so it’s worth charging up Hellfire and then canceliing it to get the stored counter hit. That gives you somewhat of a high / low game. Also you get a crumple from Albatross Gut Punch with the stored counter too.

Sure he is no Heihachi, but then Hei has got to be one of the top 5 (if not higher) characters in the game, IMO.

At the moment I am using meter building gems for both him and Ryu (who I use on point), but I think I am going to switch Steve over to power gems so that when he tags in, I can deal more damage.

I’ve been a Duds players for years now, I know how to fight at a disadvantage, but this is the equivalent of smashing balls between bricks. Steve has some serious problems, and is chock full of gimmicks. The Flicker cancels gives some depth, and his damage output is good, but man, those normal are horrible. He literally gets nothing for free, so you have to spend the game looking at little things the average player doesn’t. Yes, it is damn fun, especially when Fox Hunt gets started, but for the love of Zeus, the majority of the cast does at least 5 of the things Steve does better apiece. I’ve been playing locally since the game came out, probably a good few hundred rounds deep.

Steve doesn’t just have bad matchups, he has pointless ones. You literally need someone decent in the wings to cover his ass, or it’s over. However, even with these problems, he is incredibly satisfying to play. I used to think Duds was a gamble fighter, but at least Duds can control quite a few variables, Steve is straight gambling.Get that alpha counter ready, you’re gonna need it.

Then again, when I HAVE gotten in and got fox hunt going with a couple bars, I don’t think I’ve ever had as much fun annihilating someone’s healthbar. Come to think of it. maybe I just need more time, but still, bad jabs/pokes, free to low pokes, hit confirms not amazing, and poor anti-air, air to air, and air to ground (not that you should ever jump…) At least turn punch is even on block…lol
Also, go back and watch his introduction trailer, I think he got seriously toned down…

Alright guys, here is how you need to play with Steve’s pokes. There are a lot of pokes you cannot use without getting yourself into trouble, but a select few will leave you at huge advantage.

This is the info you need:

The most important info is the advantage on block and the start-up of his other normals. The goal of your blocked pokes is to hopefully hit them after with a cr. mp into BnBs as that’s where you’re really going to start hurting people. Cr. mp is 7 frame start-up so moves that are at between +4 ~ +6 on block are ideal. The normals you want to be using are as such:

Footsies!

far:
St. lp (NOT F.LP or the starter to British edge). +6 on block, but 6 frame start up.
British edge (f.lp -> mp.). +5 on block, 8 frame start up.
THIS MOVE IS SERIOUS BIZ. Try it. Go straight into cr mp xx ducking after this on block and see how often people get plugged, it’s insane. Also I think the frame data is wrong, I thought you could combo into cr. mp on hit?

mid-range:
cr. lp
If I had to guess, it’s because his cr. lp is so bad is why people are having so much trouble with Steve. It is only +1 on block and it’s his only useful 4 frame normal. If you try to go from cr. lp into cr. mp on block, you will get stuffed and you will die. You lose to Ryu’s cr. (ANYBUTTONHERE). The only move you can push after cr.lp is another cr.lp. If you get a cr.lp on hit, I recommend linking another cr.lp chained into cr. mk, st. hp, launcher. You can also do cr. lp, cr. mk, cl.st hp xx ex whatever, but I don’t think it’s worth the bar. You can use the bar on your next char to get Steve back in if you really want to.
Another trick with cr. lp is going into cr.lp cr.mp chain on block and to watch for them standing. If you see them standing they are probably mashing backdash and you can catch em by ending your string with cr. rh. If they block the cr. rh it’s pretty hard to punish as well (but definitely unsafe).

cr.mp. +5!! on block, 7 frame start-up. St. mp is a good substitute as a first poke.
This is your business move. On block, it is a frame trap into itself or a good cover to get in with hellfire dash cancel, ducking L, or st. rh cancel. On hit, it is an easy link to combo into another cr. mp into ducking L. It has decent range, but a lot of moves beat it if you are just fishing for it during the neutral game.

close-range:
Personally I haven’t had much success with Steve’s close range footsie games, so if anyone has any ideas I’m up for it.

Close mp is my favorite move here after getting in or after using Weave A as anti-air. It has so much advantage (+4 on block) and combos into cr. mp on hit.
cr. lk is OK, but on hit it can only combo into cr. lp/lk into a chain launch combo. Cr lk, cl.st. lp, cr. mp works transfers into real combos, but I’ve never hit that in a real match ever.

Also, this is obviously where you should be going for throws every now and then.

Weave A as an anti-air is more useful than people are giving credit for. It can get hit but only by really deep jump-ins. It is better against some chars than others. (E.g., I wouldn’t use it against Heihachi)

All of his other normals, in my opinion obviously, are bad. If anyone sees anything I looked over though I’m open to ideas.

You can Combo into Cr.mp if British edge hits.

Hey what is going on at 1:20 in this video when Akuma does a kick. It looks like he absorbs the hit and then punishes.
[media=youtube]LlFqS6mfsVs[/media]

Spike - that’s the armor on peekaboo L.

Oh okay thanks, Also thanks for the footsie posts and such, definitely been helpful in figuring out how to play this character.