The Stinging Hook: Steve Fox General Thread

This. I’ve taken it online and I think this could be the key to help Steve’s throw/frame trap game. I’m trying to figure out good ways to utilize this mid-screen but in the corner it’s pretty awesome, you can time a throw right after the hellfire or LP>Tick Throw or simply keep up with MP xx Hellfire or whatever.

I think using Special move charge cancel thingy (copyrighted) is a good way to apply the throw game midscreen. I’ve been going MP, MP, charge cancel, throw. It’s really using to do and meter-free and its amazingly fast and if you think you might snag a hit you can always throw out a fox hunt.

Golden-psyco : I really want to use a Yoshi team myself Im having a hard time coming to grips with him.

Just figured that being disabled in the hands doesnt favour using steve, why are all the fun characters so technical?

anyway, checking the combo thread:
Ducking Foxhunt Counterhit, FFF xx Ducking Skyscraper,
Just how does one get the FFF after a fox hunt? we’re not nearly close enough to get a close standing fierce from it

Hey guys I just picked up street fighter cross tekken and it’s going to be my first street fighter type of game are there any tips for using steve as in a normal that I can abuse/anti airs and perhaps the standard bread and butter combos that you guys are using

It probably means Foxhut counter hit on crouching opponent. On crouch, CH foxhunt gives an extra +29 or something frames adv.

ah okay, that would make sense. I need to find some better BnB’s then, What can be recommended from maximum range?

Also I kow im a total scrub, but how does jump back HK fare as an anti-jump in?

Cr. mp xx ducking L xx ex sonic fang, etc.

Air to air HK and MP do pretty well in diagonal jumps. Neutral jumps I use HK.

ducking L, you mean fox hunt right? i didnt realise it cancelled at all.
Welp, looks like i got to learn how to press two punch buttons at once :B

st.fierce flicker cancel to cr. fierce doesnt work on kuma unless u get a jump in.

How do you guys deal with Rufus? His divekick pressure is just stupid.

Ive read through a lot of this, but Im just having a real hard time making steve work (and adjusting to this game in general. I am one of those oft-talked about kids that started playing fighting games with SF4 (and actually didnt start till SSF4))
Are there any videos of good steves yet? I’ve always relied so much on mixups, crossups, and oki. either steve isnt into that stuff, or I cant figure his out.

  1. I have zero practical mixups, Ive just been relying on (cr.MP, cr. MP) and (British edge, cr.MP) to fish for a random hit or counterhit into the big damage. I usually end up tagging back into a character that I can make things happen with at the end of the combo, haha. cr. MP just gets beat by every shoto button.When I do keep steve in, I have no idea how to get oki going (coming from SF4, not used to rolls).
  2. I get blown up by jump-ins, is there a consensus on if/how weaving can be used in that situation? Or should I just be happen when cr. HP trades?
  3. I feel like steves got a lot of tools that I dont know when I would ever use, such as the entire peek-a-boo stance.
  4. One of my roomates play 'hachi and the other plays rolento. These two guys seem like that can just do whatever they want to poor steve, any advice?
    thanks srkrs!

Steve isnt a mixup character he is a heavy frame trap character, his mixup is simple frame trap or throw, i suggest up close u cst.fierce or cst.strong flicker cancel repeat, to pressure, and crouching medium punch at about midrange while going into ducking on block or hellfire or overhead, also as an anti air ALWAYS use cr h, and sometimes if in a noncrossup situation use cst. strong.

I agree, Steve has a very basic mixup game but given his damage output I’d say the pay off is worth it if you can get your opponent to flinch. Just use throws and go for LP > Tick throw and hopefully they’ll start trying to tech or jump. In terms of defence Steve does not have a shoryuken priority getaway move, you just have to be patient and aware, especially against Rolento and Heihachi.

Also something minor to add guys, when I fish for the command throw (with little success) you can always try and tag as it wont call in your partner on whiff and if it hits you get the instant tag and a free super, with Yoshimitsu this does 515 damage everytime for one meter. Nothing special but its a nice little pseudo-option select if you’re thinking on using the command grab more.

Really wish people would test their assumptions at the very least before firing off claims saying otherwise… I wouldn’t use anything that risky if I knew it would get “blown up”, the weave avoids ALL of the shoto’s air normals no matter how deep or however it is timed. The main problem is timing the weave early enough so that it cancels into s.mp before the shoto char comes down to retaliate, in other words a meaty attack right after you dodge the jump in.

Anti-air weave is character specific, it works on characters that cannot hit a character below the waist with their air normals ie. the shotos, whereas there are chars that have natural low hitting air normals that stays active till it hits steve’s low ie.Heihachi (who can literally cross you up at the back of your heels) Then there are characters that wouldn’t normally hit steve’s weave unless they use a specific normal for a deep jump in.

i haven’t had much trouble with crouchers; i run abel on point and CoD is spammable as fuck.

I feel your pain Renko, especially when you compare Steve with somebody like Heihachi lol.

  1. Marn’s Steve has some interesting frametrap combos: Ducking body/hook xx flicker cancel xx cmp, cmp is a good way to get in and you can hit confirm the two cmp to fish a counterhit into bnb. You can also go for grabs after ducking hook, or cmp x hellfire dash cancel forward, grab. Then there’s that overhead if you catch them blocking all the time, it has really good reach too so you can use it after they block 2 c.mp or something. Union is right, LP tick throw still works well and its probably something you should really be trying to get if they keep blocking.

Here’s a frametrap combo I’ve been working on, Steve has long reaching jabs, including the fact that his far.s.jab can link into c.mp so I came up with this combo utilising his jab pressure which combos into his bnb: Jump attack, 2 close s.jab, far s.jab, cmp, into bnb:

[media=youtube]YE5_7EBkXDM[/media]

The interesting thing is all of this can combo into each other so there’s no deliberate delay in between jabs, if the opponent is caught mashing a 3f normal or holding up, you can fetch a counterhit in between any of the s.jabs and hit confirm into bnb.

I feel like just walking up and poking with s.jab is a reaaally bad idea against chars with 3-4f normals expecially in a game like sfxt where you can chain combos, this might be a better alternative.

  1. Steve literally has no good anti air tools, either that or I just suck with Steve. His air normals can’t compete with others and I’ve lost matches with c.fierce getting beat CLEAN and eating big damage, sometimes you’re better off blocking. I think we’re suppose to be using Steve’s HK quick spin underneath the jump in to escape the pressure, but its hard to get in that range to stay safe. What I have been using recently however is Steve’s sway counter, ye its corny but if it helps bait empty jump ins, you can safely c.fierce them bitches all day. Do note however sway doesn’t work against some characters jump in attacks :frowning:

  2. can’t think of a way to use peekaboo stance either, its throw invulnerable so maybe there’s some way to bait a throw, I’m not entirely sure.

I know the frame data from the guide, but does anyone know how fast the startup of flicker stance is? I know it can’t be 24 frames, because peekaboo cancels would outclass it completely. When playing with them in the training room (and matches) the cancel time feel the same.

what are his good pokes im starting to get into this guy and i like him so far

yh it seems steve has problems getting in on characters with good low pokes, Ryu low forward </3. Plus his jump in attacks aren’t the greatest

cr.hk is nice, but too slow to be your go-to thing.
british edge (lp -> mp) works well and links into a lot of stuff

My personal footsie tool of choice is cr.mp, namely because its links into itself and can be hitconfirmed for a juicy combo (posted above somewhere) which i’ve really taken to
As for oki in this game, I’m actually finding it a LOT easier to chase the options than i do in SF4. As it is in smash brothers, they have 4 options after being put on the floor. This game has only 2 options but the principle is the same
Essentially people will tend to prefer one of the two (three if you count teching) options available. If you can find which one this is you’re golden, but its usually hard to just see it like that, so you can try and condition the opponent to do one of them.
After that you can punish the option. You’re on your own for actual on-block mixups though, take it literally though, literally just mess around with fast moves and see what occurs…dont do that in ranked, learn a few safe mixups with have different requirements of the opponent

my question to you guys is this though: Can anyone find any use for peekaboo? it just seems totally useless. And could flicker jabs be useful as a tool against characters like hugo as a zoning tool of sorts?