We all know why steve’s counter is considered “garbage” or one of the worst in the game but! with his limited anti-air options sometimes its not bad to throw it out here n there, especially if they telegraphed they’re jump in pretty obviously. I don’t know if ppl know this (they should), but i believe that you can LINK cr.mp into bnb when you hit with his counter. I’m pretty sure i did it to my friend today twice, but im not sure if he was pressing buttons.
neville, thank god you posted up the things you said visually it helps tons even tho they’re pretty easy to understand. ducking into peekaboo can be used for mind games at first glance.
for example: instead of poking cr. mp, cr. mp, into ducking, fox hunt (bad habit for steve players since fox hunt is -3 i believe). Ppl can go ducking into peekaboo straight into liver blow (or w/e its called, square) so maybe they might throw out a poke and steve don’t give a fuck cuz he has armor n then link into bnb? Idk seems like im stretching it since peekaboo takes forever to come out but its possible that it might work once or twice in a match need to test for sure.
The problem with using counter as an anti air vs sway, is the fact that it’s highly telegraphed, and if your opponent reads it or does an empty jump low or just an empty jump he gets a huge punish for free. So it’s probably better to use sway, or use counter every once in a while. Another problem with his counter is that if they jump in with a button and not press anything when they land they can block the counter since it’s slow and non animation, which is another bad point. You also cannot link crMP off a counter, heck you cant link crLP off acounter, your friend was probably pressing buttons.
I dont agree with going with patella smash, its unsafe even if tag canceled, and its assuming your opponent is pressing buttons to use its armor, guess what other options Steve has against the opponent pressing buttons after crMP which are much safer? Foxhunt on crouching CH is +30( you can even link another foxhunt!), HK~MP leads to crumple on standing opponents and wall bounce on crouching CHs( but is a less tight string than Foxhunt). I agree with you idea with one reason, if you train your opponent to tech after doing ducking by going crMP ducking into throw, then you should go for peakaboo and then go into patella smash or albion combination! That would probably work, and is probably why ducking is cancelable into peakaboo, if you train them to tech you can abuse that.
Yea, I said this a few weeks ag in the steve combo thread. It has its uses, but thats limited to an untrained opponent. If they keep blocking then all you get is punished. Foxhunt is still better imo. Just delay the lp during the blockstring and if they push a button while crouching you get 500+ dmg in most cases. If they dont your safe from most things. You can even backdash and reset the pace. I really wanna use peekaboo, but nearly everything it does steve already has something that does it better. Now if they gave armor to his elbow launcher instead of or in addition to patella smash, twould be a differrent story…
This situation is kinda rare, but Steve can combo off his counter for no meter if his swaying attack trades with an opponent’s attack (happens if they continue to attack after triggering the counter). I’ve done this several times already and it’s a pretty easy link because the hit stun animation is so long.
weaving a has 1-20 frames of upper and mid invincibility i believe and weave b has 1-18, however u can only go to shoulder rush and uppercut from weave b, by pressing square and triangle.
As steve on anchor I really enjoy his far st.mp > quick spin > spin gut punch, and every so often I get a free counterhit, could someone tell me what is the opportunity window my opponent can retaliate before the spin gut punch connects frame wise as I know far st. mp is +6 on block.
I havent got any set frame data, but i can tell you they’ve got a long time, they dont even need a reversal, just a fast normal XD mindgames perhaps? :B
Also has anyone got the timing for ducking body > ducking hook > Flicker cancel > cl.HP down pat? considering cl.HP starts off a long combo (I cant tell because my TV is tiny, but i think it says 382 meterless and 556 with one bar) But i cant help but feel that its a 1 frame link, its so difficult