Yeah, I am too starting to think maybe mixing some zoning and whiff punishing with fireball and f.mp/hp and mauling frame trap is the way to play Steve. I still can’t find a reason for people to push buttons against Steve but you can only block for so long I guess.
im just gonna preach, clst.fierce and clst.strong into flicker cancel walk forward slightly then rinse and repeat, its honestly my favorite thing to do with him and it looks so dangerous, tons of pressure…
close standing fierce is +5 on block and close standing strong is +4 on block
startup is 5 on cl st fierce and 6 on cl st mp (according to the guide) so there is a little bit of frame trap in there, depending on how many frames of “walk forward slightly” you’re doing anyway
I’ve been playing Steve and every time I’m in and they keep blocking I try to get more grabs out against them. It isn’t much and he can’t really do anything too trick after it but it’s damage and sets up for more. Usually on the knockdown I’ll either stand still or move back slightly and dash back if they roll forward. Depending on when you time it he will either be on one side or the other.
I also have been trying to mess around with his overhead on their rolls. If you do it right as they roll through you it will auto-correct to the other side and be relatively safe since Steve has a far reaching overhead.
quick question.
during steve’s super he says “i’ll see you… in hell!”
what exactly has steve done in his past that makes him so sure he’s going to hell?
Perhaps he practices Judaism?
Whats this i hear about Steve not being able to do anything about down backers??? Lololol You guys are forgetting about** his overhead**! It is really fast and does great damage! I know I know. . . .you can’t combo off of it. . . .but guess what, YOU DON’T NEED TO!
OK so here is what I have been doing, I have been putting lots of pressure on my opponent the normal way (ducking body, frame traps, harassment with cr. M and st. M) by now the opponent is usually in the corner and just holding down back! Here’s the fun part: START SPAMMING OVERHEAD! Ok they will not block the first one, or maybe even the second one lol. And even if they do it is **-3 on block! **Completely safe!
So yeah I understand what your saying now. . . .“So what Ken, what does spamming overhead do but get me a little bit of cheap damage?” Oh but that is where you are wrong! Slowly but surely we are training our opponent to block standing up, and especially in the corner. . . .this is their ultimate downfall! So when they start to block up, do a simple Jab into Dashing and then when they expect jab into overhead or something, you actually just do jab into dashing into his command grab!
You may think that this is kind of unreliable or something, but trust me **IT WORKS! **I’ve already caught people with this and I hope you guys see how potent this strategy may become when Steve’s rushdown really gets explored!
Glad I’m not the only one that is using Steve on point Ken. I don’t think his overhead is that amazing still even though I do land it sometimes. I do think the overhead works pretty well to get people to think that you will do it again and you can go what you said.
i think that what you’ve said is somewhat valid ken, but the problem is that against an opponent who doesn’t rely on hoping and guessing, but can simply react to what you are doing, is never ever EVER going to get hit by ducking command grab if they know about it, and will also not be hit by the overhead very often. The moves best range is way out there because he steps forward, so it can be nice for playing a footsie game, but i do not agree that because it is “safe” (against most characters meter dependent) that makes it a good option. I’d much rather have c.mp out there as often as i possibly can because that thing is a counterhit trap into itself, and if you get somebody to finally press a button and you’re doing the overhead than guess who’s eating all the damage?
i mean it’s good, but steve’s mixups are easy enough to react to where i think that chip, and making people have to think about teching throws, are really going to be the ONLY REASONS that people will start to press buttons. Hellfire pushes you TOWARDS your opponent, so a corner trapped character holding down back is going to eat c.mp -> hellfire forever unless they make a decision to do something else, that’s when you capitalize IMO
Hey guys, been using a Kazuya/Steve team and I’ve read most of this thread and I think I agree with most of what has been said in terms of Steve’s strengths and weaknesses. I like Steve on the ground, his frame trap game is awesome, his damage output is insane. When it comes to Air to Air and Anti-Air options I feel like a sitting duck with Steve. The cross-counter seems completely unreliable, I read about using weaving as a defence but because deep jump-in’s are so effective against Steve I find opponents catch my mid-low hit box more than half the time. Im done bitching.
Can you chain LP into overhead and if so is it safe?
how am i supposed to anti air with steve ? z_z
His down fierce is an okay anti-air. His super is also great for an anti air, its fast so you need to practice with it. Maybe the best anti air is try to dash under the jump.
its alright but it does trade a lot. guess ill just avoid jumpins altogether
Also this might help
[media=youtube]hXihzrOZDRY[/media]
Yeah Ken, no one’s forgetting about his overhead. It’s just…not good. At all. It’s a stock every day overhead. It’s the minimum possible for a fighting game character. It’s more than slow enough to react to. Jab into overhead? It’s a 16 frame start up. They have a year and a day to counterhit it, even with a relatively slow normal.
With the speed and range it has, it’s really meant to be used as a mixup with his sweep. I think storing a counterhit will be key for this character. Makes so many of his moves horrifying for crouchers. Overhead, spinning gut punch, fox hunt, and ducking body all become godless tools of combo destruction against crouchers with a stored counterhit.
Samurai,
In that vid, it isn’t the weaving that saves him. If you pause, you’ll see that the ken player hit his button right after jumping, it never would have hit in the first place. What saved him was cl.MP which is one of his two anti-airs. If the Ken player had just waited and hit his button later, Steve would have been blown up.
cr.mp xx hellfire > cr.mp > flicker cancel > throw?
Ah, now i realise where i remember gimpyfish from, yay for smash
oh btw, Ixis told me to say you’re free, love from the UK
so guys, What do you think of steve teaming with lili or yoshimitsu? The’re the only others that im enjoying using right about now and i cant really decide
yah u just have to get the timing down, to do it really quickly.
my team is steve/lili, and it seems to do well so far, but tbh i havnt got to play alot of humans due to my location, ive been mostly training modeing it up