Don’t know if it was mentioned already, but i’m sure most already thought of it but Ryan Hunter mentioned you can tag cancel of steve’s counter.
Anyone found some uses for his peekaboo stance aside from combos? Thought maybe to get some setups going for his peekaboo hp with tag cancels, noticed his hp versions get stuffed very easily so gave that up, and if there is a use what are good moments to implement it, during ducking?
Also that cl.hp forward flicker cancel cl.hp(FFC?) is ridiculousely difficult, any hope of using that in a combo seems a waste of time, think it did less damage with an extra cl.hp. than his regular bnb. Seems really good for just pressuring though.
so generally its a universal (garbage) corner cross up then? lol yea its pretty tough to pull off its very character dependent as far as I’ve noticed…oh well! 1 more thing to add to the list of things that he can do i guess even tho its kind of impractical, but against certain characters if you practice enough I’m sure you can pull it off in a real match. Just encourages steve to carry the opponent to the corner that lil bit more.
Biggest noob question ever by the way…I’m having trouble rolling backwards -__- what…the…fuck! is there a “secret” to rolling in this game? a lot of times i hold down a direction and i get up neutral, roll forward (when i choose to), but i hardly can ever roll backwards! is there timing to this or am I just an idiot?
Has anyone tried using Swaying as an anti-air? It seems to work pretty well in catching some people off guard and can be followed up with a tag cancel.
Swaying is a pretty decent anti-air, it stops jump ins but only if you do it late enough. Usually it’ll either punish them or you’ll be safe on block. However, don’t use it against neutral jumps because from my experiences they recover faster and they can punish Steve before he comes down with the punch.
Okay, quick question, as a King and Steve player I’ve always wondered just what the hell King can do against Steve? I feel like it’s a amazingly bad match-ups, from both ass-kicker and guy-that-ass-is-demolished.
I play King/Steve and recently just had a mirror match against someone. I feel that one of king’s best option is to take to the air due to him having some of the best jumping attacks in the game. You can also stand counter fox hunt, ducking body ducking hook, and a few other options Steve has.
Niiiice. I’m going to try that out, thanks for the help man.
Edit: Wow, it’s amazing how much his game improves taking to the air. I knew his jumps were great but I think I was playing him too much like Steve (and we all know how awful his jumps are) so I was hesitant to keep taking to the air. Spaced correctly though and mixed-in with empty jumps and King becomes so much more viable.
Ducking Mid > Ducking Hook xx Crouch is +5 on block. A cr.LP afterwards is a true-string. Ducking Mid > Ducking Hook xx Crouch > cl.HP combos and is 1f Frame Trap.
Not sure if this has been mentioned, but British Edge is whiff cancellable into Weaving, Quick Spin and Ducking.
It’s sad that steve’s counter requires use of meter for it to be of any use -__-
And you can tag cancel into albion combo (peekaboo HP) off the first hit of ken’s heavy tatsu. It appears that ken/steve is an incredibly good team for aggro players. I might forget sagat and use ken instead
You can combo it off other things (like yoshimitsu’s windmill), but ken’s tatsu is the easiest timing-wise
Yes, i got so bored i looked into using albion combo XD
Oh really?
I am now wearing my evil face, looks like i need to use more british edge
Is anyone else having an issue where they get a “phantom input” type deal when trying to cancel a duck out of a c.mp? I input c.mp xx qcf lk and i get a cancel from c.mp to fireball, it seems like the game doesn’t differentiate between the order of the qcf and punch input. However, when I use c.mp xx qcf mk it always works. This makes is mildly annoying to combo consistently. Is it a priority issue? Does anyone have any idea what I’m referring to?
You are probably getting a negative edge input when going for ducking, ie holding down MP and then releasing it when you do the qcf, which will result in qcf MP, go to Training mode, set it to show input, and see what input mistake you are doing.
Thanks nevillebamshew for the frame data on ducking body, being +5 on block is godlike, I knew it was a free frame trap, but not a true string, it is definitely Steve’s best tool! Does anyone know the frame data on flicker cancels btw? Like what is the startup of flicker stance when you flicker cancel moves like clHP, and how much frame advantage you get off that?
Ok I have a few ideas on how Steve should be played:
-Obviously he has to be played on anchor, his point abilities are not that great and he is very meter hungry as he needs meter for just basic hit confirms of crMP, and he adds a lot of damage to bnbs, making him useful to most point chars.
-I think combos should always be ended in flickers instead of sonic fangs unless you are going for the kill, Flickers do hard knockdown, give better setups, and give free meterless tag ins to your partner while using no meter and MP and HP flickers throw them away towards the end of the screen, making him a very useful partner to zoners like Sagat,Guile,Sim ( I personally use Sagat Point, Steve Anchor). LP Flicker is also very useful to set up mixups mid screen.
-You want to play with super stocked. I can’t stress this more, Steve with super stocked is a completely different beast and his super is one of the best in the game with a huge hitbox and huge range with that 4f startup, he becomes godlike in footsies giving him the ability to whiff punish anything with relative ease, it allows him to punish things he couldn’t normally punish anymore, and lastly it makes him not free to jump ins or jumps in general! It’s extremely easy to punish any jump with that super, and it will stop your opponent from jumping in the neutral. What does that mean, if your opponent cant whiff any medium or heavy, and cant jump at you? It means you get free f+MP~LPs all day, and get in for free doing frame traps, making steve a much more effective char. This doesnt apply as much vs zoners, but not like Steve has much problems vs them in the first place with all his anti zoning tools. Steve can also super vs fireballs on reaction in poking range.
-You can reversal super vs “Safe” Tag ins, thats one godlike thing about his super, for example my friend was playing Juri/Kazuya and was using MK or HK pinwheel to safely tag in Kazuya, it is a safe tag, but remember that the point char is in recovery frames after doing their move, so you can reversal super and ITLL HIT JURI! I have to test out on more tag ins like Ken/Akuma/Ryu EX Dps. If this is universal then thats godlike. Edit: I just tried it out vs the 3 shoto DPs, unfortunately they are too high up for the reversal super to actually hit them, so this is probably anti juri tech mainly. I tested reversal super vs Hworangs Hunting Hawk( you get a free punish on the running in char), Sagat/Guiles DPs you also get a punish on the running in char, but those are unsafe and you should be going for happy bdays in the first place.
-You have to take risks defensively with Steve, his defensive options are quite poor but he has a few that are risky, remember that the launcher is a universal low crushing move, and if you are guessing your opponent is mashing lows in blockstrings you can always mash it out, combined with sways with upperbody invincibility he can deal with things, but you have to take major risks and should do them seldom.
-Speaking of sways, I think you guys should use MK sway into target chain(LP~HP) more as an anti air, its much riskier and very unsafe, but it comes out faster than lk sway into clMP, or just clMP(lol), crHP(30 damage thanks capcom lol, and im happy if that move even trades). One big pro about the MK sway into LP~HP chain is that it leads into full combo on hit which is good, but its risky on block, so once again I think Steve’s best defensive option is just blocking vs jumpins or super at the appropriate range, but having other tools being used once in a while does not hurt.
-Peakaboo into HP albion combination is a very good meaty vs grapplers considering its grab invulnerability(you can hit confirm off the first hit whether you want to tag in on block or confirm into combo on hit) and also is just good in general for tagging your partner in with a mixup in the proper range
Yeah, its the negative edge. It isn’t shown like one in training mode, it looks like down+mp, d, df, f and then the fireball comes out, but when I hold down the initial punch it works 100% of the time. Cheers.
I agree with most of what you said, and i think most people agree too. they need to fix steve’s cr.HP methinks XD
Although, keeping super stocked can be difficult, Steve’s standard combo’s will use one bar of EX…although most of the following combo will build that meter back up
One thing i think we can all agree on though, and thats using steve’s super on the end of a combo is a terrible idea unless its last game and it can kill. That extra 40 damage (after all of that staling from the combo) is not worth 2 bars that could be used to punish the opponent
Edit: Visual aid for the some of the things recently posted about in this thread.
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Quoted text is just from the youtube info.
I think the Peakaboo cancel stuff might be useful for using Patella Smash to blow through a reversal whilst pressuring with British Edge, cr.MP xx Ducking and st.LP. Possibly some use in baiting reversals/jabs so you can crouch cancel the Peakaboo and then use Swaying, but I don’t see that being entirely practical. It’s not useful for it’s throw invul to stop reversal command grabs during pressure strings either, unfortunately.