I went to the lab to test his counter vs divekicks. Considering if you have 1 meter to tag cancel you get 450 damage minimum midscreen, and you can get a lot more with team specific setups and what not, so it’s worth incorporating in certain mus. Here were my results
Xiaoyu- Her divekick is highly telegraphed and it is a free combo punish. The counter is free
Hworang-Same as Xiaoyu
Juri- Counter works just as well here and it’s also telegraphed. Free damage
Cammy- The counter works but it’s iffy, if you do it vs high divekicks you dont get the tag cancel combos since it hits them way up in the air, and you only get the combo off deep divekicks(which if TK’d are non reactable), so the counter is useful in defense vs divekicks, but dont expect a combo everytime
Rufus- Yes. Thanks capcom, counter will get triggered, but rufus can always block in time(4f recovery, brilliant capcom), so Steve’s Defense is pretty much free vs Rufus and the counter is useless
Lili- Extremely awkward, the same rules as cammy apply here, but occasionally sometimes on a less deep divekick her 2nd hit on the divekick will trade with your counter resulting in a trade situation.
Edit: I did some more testing, Lili can block after her EX divekick. And if Lili’s or Cammy’s Divekick hit most superficial and crossup, the counter will whiff.
So in general, Divekick is pretty good vs Xiaoyu/Hworang/Juri and leads to godlike free damage on divekicks he cant do anything about normally, are iffy but work well in defense vs Lili and Cammy, and vs Rufus stay free Steve Fox.
Vs shoto Tatsu’s the counter is useless as it doesnt autocorrect crossups(not even EX counter), leaving you vulnerable to huge punishes. However I find weaving A/B into crMP or clMP or HP to be very useful and it low profiles the tatsus extremely well, so it’s useful incorporating weaving into the Shoto MUs just to avoid that ridiculous pressure.
Edit: And in general please guys do not end your combos in sonic fangs. Seriously dont. Always end them in flickers, sonic fangs adds no damage and is quick recoverable.
Take these as an example:
Corner combo
ClFierce, Flicker Cancel, Crouch Fierce, Ducking into foxhunt LP xx EX sonic fang, ClFierce, Flicker LP, Crouch Fierce, Flicker LP =530 Damage
ClFierce, Flicker Cancel, Crouch Fierce, Ducking into foxhunt LP xx EX sonic fang, ClFierce, Flicker LP, Crouch Fierce, Sonic Fang = 533 Damage
One of them ends in a hard knockdown one does not. The hard knockdown allows you to use EX CADCs to use your overhead and combo off it, sets up better meaty setups. Midscreen flicker gives free tags with HP/MP versions and sets up good meatys with LP and tags depending on screen position. I really see no reason to use sonic fangs. The basic hit confirm of Steve’s BnB mid screen crMPx2, Foxhunt, EX sonic fang, crHP, F+MP~LP, Flicker does 450 damage, I dont know what’s Steves optimal damage fang ender is, but I highly doubt that extra damage is worth the positioning a flicker ender gives, especially if you pair Steve with a zoner.
I think stHK x2 F+MP~LP is a meaty set up after non roll wake up after MP flicker. I’m not sure how to test it though in this game, can anyone help me with that?