People around the world are playing different builds, so I think it’s hard to say exactly who’s going to be top tier yet. For example, in previous builds shown in Korea, Steve could cancel regular versions of his ducking from a chain. Now you can only cancel EX moves from a chain, or regular versions from a link combo.It’s also worth noting that ducking leaves you at negative, other than the EX version, so once opponents know this, you will find yourself being counter hit or worse after using it at the wrong distances. So in previous builds I can understand why he probably looked really strong. However, I guess we’ll only be able to find out when the finished game is in everyone’s hands.
I’ve used Steve a lot so I can give a general opinion. I think Steve is pretty good! His walkspeed and normals are really good (although normals in this game are generally very poor). He can deal with projectiles easily and has a really fast crouch jab (I think it’s Balrog’s 3 frame jab from SF IV). He also has Balrog’s sweep from SF IV which needless to say is amazing in footsies. He also has a good anti-air with his crouch fierce, swaying and jump straight up HP (which looks like he’s doing an SRK, but is actually just his jumping HP). His Hellfire (the fireball) is really useful, you can just add it to end of any link combo to apply pressure and keep you safe. His super is also superb, it’s really fast and can be used as a reversal on a LOT of moves. An awful lot of the Tekken characters have strings that usually leave them safe because of the distance they push back, but Steve’s super can punish a lot of these strings. His Hellfire is also chargeable, so tricks like Ryu’s Fireball dash cancel throw work with Steve too.
The main disadvantage I see with Steve is that in order to do serious damage, you need one EX stock to go into EX Sonic Fang which then sets up a number of juggles. It’s also possible to do EX Hellfire and then link a jab after it to continue a combo, but that again uses meter and is hard to do when not in the corner. However, in the final version, I am hoping that this won’t be the case. I have not really had time to delve into the character deeply to know exactly what he’s capable of. He does seem to be able to do a lot more damage when the opponent is in the corner, as juggles seem easier to time and connect with when you have your opponent there.
Another disadvantage is lack of an invincible reversal, outside of his Super. It means that when you are in trouble, you have to ride it out and it can be difficult to deal with characters who can put you under insane pressure. I personally use the alpha counter a lot when in this situation, but it costs meter to do, which hurts the rest of Steve’s game.
One thing I can say that is really interesting and fun is that certain moves can be used to transition between stances, Tekken style. So for example, Steve has a command normal with Towards + MP where he performs a dash punch that travels quickly. It’s also part of a target combo so you can do a Stand Jab after it to leave yourself safe. However, if whilst you are doing this move, you are holding back, Steve will go into Flicker Stance, meaning that you can press one of the Kick buttons (I believe it’s kick) to combo a flicker strike after this target chain. These moves that allow transitions I feel will be key to maximising Steve’s potential in the end, as Steve has three stances, Flicker, Peekabo and Albatross, which is actually in the game as his neutral Kick buttons (the bob, sway and turn).
I think when the Level Up gang get round to their Steve tutorial, they will show-off a range of moves and techniques that very few have seen yet. Being intimately familiar with how Steve works in the Tekken series, I am sure they will have worked out what he’s capable of (unlike me!). I hear they are doing King / Marduk this week, but hopefully they do Steve and Hwoarang (who is also good by the way) after that.