The point is this isn’t marvel, where you can have a character just for assist and DHCs and they never had to fight. In this game, anchor character have to fight at some point and have to do more than combo extension and soak up damage. Especially with the insane speed of health regeneration, you have to pretty much have two characters that can fight, otherwise you will have no change with you fall behind because of time issues.
Unfortunately for Steve, if the first character is losing and had to bring him in to chase a game, you have pretty much lost already because there is very little he can do to open people up and his mix-ups leads to nothing more than 10% damage. So I don’t know what he brings to the team other than damaging combo extensions, and even then he doesn’t do that much more damage thanks to damage scaling.
He certainly isn’t a top character. Infact he feels very similar to ssf4 dudley (who was my main) with better range and worse mixups. I just like using him, which is the best reason you can get for using a character
But he does have unbelievable pressure, Combine this with the fact that most of his normals can be special cancelled (which could always be dash canceleld if you do hellfire) and youve got unbelievable pressure!
And he looks really cool too :B
I keep seeing people talking about using their characters charge move to store a counter hit. But I honestly don’t see much use for it. Don’t you lose the stored counter hit once you whiff a move or your next attack is blocked? I really don’t see the point of taking the time to charge the thing up repeatedly, especially since one round in this game lasts like…20 seconds.
@mimic: yes and yes. But evasion moves don’t count. So weaving and rolling keeps the counter hit. And msot of our good counterhit things come from evasion followup
3:20 -> yeah, just cr. hp xx flicker loops. You can get more damage if you do cr. hp, jab flicker, cr. hp, cr. hp xx sonic fang, but it’s like 4~5 more dmg and it’s harder so I don’t do it.
9:30 -> if you condition people with a lot of ducking L (and you can delay the L for counter hits too) you can get away with a lot more stuff.
12:15 -> basically what I was saying at 3:20 lol. Your two options are 4x (cr. hp xx flicker cancel) ending in LP sonic fang or cr. hp, flicker jab, 2x cr. hp xx sonic fang. There are some combos that use close normals into ducking L, then juggle from there but those are hardest.
Just been trying it out, can do 3 cr.HP’s in the corner and end with hellfire (using 360 pad, no way in hell im able to do a sonic fang from that XD) I think I’ll stick to this in corner due to my severe lack of techskill. I love steve so much! <3
It’s not just Steve. Almost everyone uses cr.MP now, even characters like Bison, because that’s the go to special-cancleable normal. As for Steve, that shit is like one of the only normals worth putting out there. Fish for cr.MP into BnB for 450 dmg, that’s a pretty good summary of a lot of his game. I love Steve, but right now I’m playing Abel/Asuka to take a break from him, even Abel gets everything off cr.MP despite the step kick easy mode combos.
not sure if anyone has done this yet. But you can do quick sping (HK) and follow up with the gut punch (MP) the go in to super after that. it seems to be a 1 frame window, but i have done it on both hugo and lili so far. It does 411 damage.
Also any advise for comboing after the ducking body ducking hook. I cant seem to get either cr.mp or cr hp. to combo, but i can combo british edge to cr.mp pretty well?
Honestly, unless you get a counter hit (in which ducking hook staggers a shit load), if you have a meter and land a ducking hook you should always go for Steve’s 480-520 BnB (depending on if you jumping in and whether you started with cr. Hp or cr. Mp). Hit with ducking hook and immediately cancel into ex Sonic Fang, Cr.Hpxx Ducking Body British Edge, F+Mp/HP-B+LPxx LP Flicker. With jump-in plus cr. HP you do 520, but even off a grounded cr.MP confirm it does like 450 or so.
Also, spent some time at UFO today and MK Weave into Shoulder Charge-Upper Cut punish against pokes or jump-ins is a really nice way to get a easy 300-something punish in. Just combo from the juggle into your basic cr.Mpxx Ducking Body MP Hook -> Target Combo xx Flicker.