since the stages are so long in this game it kinda hints on that jump back AA is a viable option. it does work in sf4 but your pushing yourself into the corner compared to grounded AA.
I went to the Shadowloo Showdown UK qualifier today and got to play a lot of SFxT, and used Steve throughout.
Good news, I found lots of damage possibilities and plenty of swag potential. Bad news, he really does struggle with jump-ins. Rufus, Juri and Rolento in particular gave me all sorts of problems, you just don’t have a good answer for their aerial assault. As a result I think Steve will struggle badly in some match-ups in this game.
Combo wise, I found quite a few interesting things. His LP Ducking follow-up can actually be cancelled into either a super or EX move. Therefore it’s possible to something like cr.MK xx LK Duck (LP Follow-up) xx EX Sonic Fang (launches), and then follow the combo with something like cr.HP xx LK Duck (MP Follow-up), Ducking Body, Ducking Body Right Hook, Flicker Jab. Very stylish and good damage too.
After his Ducking Body, Right Hook (Towards + MP, LP), it’s easy to link his crouch jab, allowing for cr. LP / MP / HP xx Sonic Fang to start a combo easily. It’s also possible to link cr.MP and even cr.HP (if you plink) for higher damage potential.
Overall, I really have fun using the character, but I think he will be Dudley-esque (SF IV version) in that he might struggle in the game system.
I <3 you =]
How are his LK and MK weaves? Have you managed to use them at all in your gameplay?
From What I learned he can deal with jump ins by using his sway move. It avoids High and Mids. So just get the time down and you will be straight
Well I found out Dudley will be DLC, so it looks like I will be picking up this game after all. I’ll be running Steve/Dudley so I will be in this forum more often.
The classy British duo? I dig that, its a perfect fit.
i am ABSOLUTELY going to be playing steve
so inspired to play this dude
been watching WAY to much hajime no ippo lately (for like the 5th time through the series) and reading too much as well
SO hype for this guy to be in a street fighter game.
EDIT: I do worry, however, that steve fox will be relatively weak against people who crouch block and throw out lows with option selects attached to them… Dudley had kinda the same thing in super4
off his duck he has no good optoin to cover you if you crouch block, which disappoints me. Command grab that is true high vs a low isnt’ really a mixup, it means you crouch block on reaction. Hopefully there isn’t much lag on the end of the duck so that you can go into a standard grab easily enough…
But nothing he has is properly equipped to deal with lows aside from MAYBE his overhead… I haven’t really read this thread yet - so perhaps people are talking about this already…
I don’t really use them, on account that they are kind of slow to come out. I use the MK weave in the corner though, if you have the opponent launched, you have enough time to MK weave, then shoulder into launcher again.
I think as the game develops there will be more ways to utilize the weaves, but they feel alien to me at the moment,
The thing with the sway is that is has a bit of startup to it, and the active frames on the move are low. It’s pretty easy to time it against a regular jump-in, but against repeated, quick jump attacks (IE dive kicks), it’s not a good solution. It also doesn’t work properly against some moves, with cross-ups sometimes triggering the sway but the sway actually misses the opponent completely. Finally, the opponent can also empty jump, in which case the sway does absolutely nothing.
Still, I’ll mentally make a note to use it more often, as I am struggling to deal with jump-ins at the moment.
The overhead is good though. If it hits as counter hit, you can combo from it. It doesn’t quite offer the same combo opportunities as a regular hit (hard to describe, but as the overhead causes a ground bounce, I believe it restricts the possibilities you have further into the combo), but it’s there nonetheless.
The command grab only has two uses as far as I see. First is against projectile characters, you can duck underneath a fireball and land the command grab as they are still in their projectile throw animation. Second use is if the opponent raw tags, it’s a meterless way to score damage as the new character comes rushing in. Also for the cost of just one bar, you can switch cancel the move on the first hit and you have enough time to fully charge your secondary character’s super to land it. So you get to super the opponent for one bar if you land the command grab. Pretty nifty.
In terms of dealing with lows, his cr.MP and cr.MK are good tools. The cr.MK has deceptive range and is great at punishing whiffs like a whiffed cr.MK. Also you can buffer an LK duck into both of these pokes. If your poke is blocked, you are generally safe after the duck (although grapple characters might be able to use their command grabs here). However if it hits, you can follow up with the LP ducking follow-up. If you read my earlier post, you’ll know that this move is cancellable, so you can cancel that into EX Sonic Fang and then take your opponent for a ride with a juicy combo. This is pretty neat given Steve’s quick walk speed and the speed and reach of these pokes.
Oh and one more thing that I noticed was a problem with using Steve… dealing with tech rolls. When the opponent decides to roll after knockdown, most characters can jump back and mix-up with a cross-up / not a cross-up. However, Steve does not have any cross-ups, meaning you can’t use this tactic. Instead, you can mix-up between walking back and using overhead or a low hit, but I do think it’s a whole in his offensive game.
thank you for replying to some of my concerns - does the follow up to ducking with lp (the upper that you can ex cancel) count as a true high or do you block it if you are crouch blocking?
Man I really need to find out the name of this move. The MP follow-up I think is called Skyscraper (I guess because it launches you really high in the air). I think it’s called something like “Lift Uppercut,” because it looks like that move from Tekken 6. The HP version I think is called Fox on the Run, but I’ll need to check both next time I play.
Anyway the LP follow-up is blockable high or low. However, if you cancel cr.MP / MK / HP into LK ducking into LP follow-up, it connects as a 2 hit combo. If you then cancel that into EX Sonic Fang, then it’s a 4 hit combo that launches, allowing you to carry the opponent to the wall / juggle.
OK further to my previous post, I have it on authority that Steve’s Ducking is QCF + Any Kick (EX-able), and his three follow ups are:
LP: Fox Hunt. Can be cancelled into EX Special Moves / Super / Cross Art.
MP: Skyscraper. Launches.
HP: Gatling Gun. Command grab, can be blocked low.
Also with his Sway, I forgot to post some other findings. If you do the EX version, after the Sway, Steve does what appears to be a Shoryuken (same animation as Jump HP). But the actual Shoryuken part whiffed the two times I tried it. I have a feeling that if you use it on the ground, the Shoryuken part might act as a launcher.
does that horrible looking sway move work on lows or just mid/high again
Just high/mid.
Spooky just said that Seth told him Steve is one of the most technical character in the entire game. Anyone deterred by that? I kinda figured he would be, but I really wanna make him work.
well, now that Dudley is in the game i have to use him and Steve.
how well does the sway actually work for anti-air,do you recover fast enough to punish them?
I’m glad that he is going to be a hard character to use, it really makes me want to make him work.
i dont care how hard and or bad he is (which he looks like he’s actually quite good) this is definitely my dude lol
Yeah he seems to have quite a bit of potential, despite most of his tools being pretty technical. I’m very interested to see what top players can do with him when this gets released.
How quick are the stances. Could I go into flicker stance, immidiately poke, than cancel the stance quick enough to follow up with anything?