The Stinging Hook: Steve Fox General Thread

based on what i’ve haerd from spooky answering a bunch of my questions flickers are actually pretty unsafe for one

they certainly LOOK like they’d be safe with good spacing! anyway…

going into stances to do the moves is supposed to be really fast, but getting OUT of the stances is a different story.

But you can switch stance and use a flicker real quick yes, alternately the same with a peekaboo move - i THINK he said canceling OUT of the stances either has a larger endlag or you can cancel some of it with the dodge kick moves when you go out of stance… that last part wasn’t really clear though.

Well in tekken you cancelled stances by hitting down back, pretty awesome imo. You could throw a stance specific normal and then cancel into while standing 1,2 for epic damage but it doesn’t seem we’re getting that lol.

we’ll just have to hit the lab - if i could go into stances and switch out real fast i think that’d be kinda cool and i’m sure it would have some uses

Endlag? lol dude just call it recovery like everybody else.

Anyway, Steve is looking pretty boss. And people saying he doesn’t have good enough pokes to play footsies clearly have no idea what footsies are really about. Steve has evasion, mobility and a fireball which can very well be used as a poke so he does have footsies. And he has a godlike overhead to make people stand up.

He’s going to be very scary in the right hands. But he also looks like a very hard character to use.

That’s interesting, and quite believable. Just his simple combos are pretty tricky to pull off, with so many button presses and command motions required compared to some of the rest of the cast. Still, often the most technical characters are the most rewarding to play and use.

Sort of. Jab Flicker causes ground bounce on a juggled opponent, and if then you can follow up. Fierce Flicker knocks the opponent furhter into the air, but far away. However, if they are close to the wall, it gives you quite a bit of time to follow up again. Switching to Flicker manually is slow though, so you can’t on reaction, change to Flicker and use it to anti-air for example. You would have to already be in that stance in order to use any of the moves as pokes / anti-airs. Flicker can be transitioned into from Ducking Body, Right Hook (his Towards + MP, LP chain).

At the moment it’s his Peekabo stance (Forwards + 3K) that I’m not sure how to utilise. It takes a long time to switch into and out of it, to the extent that even when you juggle the opponent high into the air, you don’t seem to have time so switch and use the moves from the stance. I’m thinking that it’s probably something to use during a switch cancel instead… so perhaps when something like Ken’s RH Hurricane is hitting, you switch cancel Steve in, switch to Peekabo and then let rip. We’ll have to see.

Here are some combos I found at Shadowloo Showdown UK:

Anywhere:

Jump HK, cr HP xx LK Duck -> Skyscraper (launch), Ducking Body Ducking Hook, cr.MK xx Sonic Fang. 394 Damage.
Ducking Body Ducking Hook, cr.LP x cr.MP x cr.HP (3 hit chain) xx EX Sonic Fang (launch), cr.HP xx LK Duck ->Skyscraper, Ducking Body Right Hook, HP Flicker. 350 Damage.
Ducking Body Ducking Hook, cr.MP, cr.MP xx Hellfire. 226 Damage.
Ducking Body Ducking Hook, cr.MP, cr.MP xx EX Hellfire, Hellfire Rush. (3 Bars, EX move link to Super). 436 Damage.
Cr.MP, cr.MP xx LK Duck ->Fox Hunt xx EX Sonic Fang (launch), cr.HP xx LK Duck -> Skyscraper, Ducking Body Ducking Hook, Flicker (any button depending on how you want to end it). 450 Damage.

Corner Combo:

EX Flicker, LK Flicker, Cr.HP xx Hellfire. 364 Damage.
Cr.HP xx LK Duck -> Skyscraper (launch), Weaving B, Shoulder Rush, Uppercut (Relaunch), cr.HP xx Hellfire Rush. 509 Damage.

Notes:

Ducking Body Ducking Hook is his charging punch, performed with Towards + MP, LP. Interestingly, it’s bufferable, so if you do Towards + MP, and then press LP quickly afterwards (but not too quickly), then Steve will go into the second part automatically, even if the first part of the move has not connected yet. That gives you enough time to connect with a follow-up if you hit. Cr.LP is the easiest, Cr.Mp is a little trickier but do-able and cr.HP is possible but really hard (I guess a 1-framer, I did it by plinking). If the move is blocked, then I just went into cr.MP x 2 xx LP Hellfire for pressure.

Skyscraper is the optimal launcher to start a combo, but only cr.HP puts the opponent into enough hitstun to land it. Or you can use an EX Duck and land it, so you could also do cr.MP xx EX Duck -> Skyscraper.

Launchers:

Steve seems to be very Tekken-esque (unsurprisingly) in that he has a number of launchers. some being better than others. Here are the launchers I found so far:

Skyscraper.
EX Sonic Fang.
Weaving B, Shoulder Rush, Uppercut chain. (Loads of time to juggle, but really hard to land, outside of the corner).
EX Flicker.

I’m pretty sure he has others, like one of the follow-ups from Peekabo, and I think the EX Sway might also juggle.

Massive thanks to XShoryuken 26 for the damage numbers.

Golden, can Steve reliably dash or dodge under jump ins and recover fast enough? I know it depends on the spacing of the jumps, but I mean to avoid being crossed up.

Depends on the jump-in used, because some characters have really quick jumps / weird angles (Juri!). The other character could also have Speed gems active. However, most of the time yes, you have enough time to get underneath, be it via Dashing, Ducking or using Quick Spin. Sadly, you can’t do anything like Ducking underneath and then Fox Hunt / Skyscraper. Dudley in 3S had one of the most boss anti-airs in the game in Duck Under -> Corkscrew.

However, if you have meter, then Hellfire Rush or Cross Art are very good anti-air options if timed correctly.

Some good info from GGM. I was at the Shadowloo Showdown SFxT session as well. Currently playing Steve and King (cue Horror writer puns). But anyway, on topic, I found that Hellfire Rush was really effective as an anti air. Never failed. Using the Alpha Counter when I had less meter and using cr.HP (mixed success) and air to air HK (Seemed reliable when used early jumping back). Tried Ducking a few times but got caught by very good cross ups. Anyone tried Steve’s raw launcher early against jump ins? I’m sure it’s the elbow launcher (d/f+MP) that he does from Peekaboo Stance, which could also work if you’re already in Peekaboo stance, so in theory it ‘could’ be quick enough…

^^ Steven King… badass team name!

Nice to know you’re planning on playing him too, we’ll have to compare notes sometime. Did you find any uses for the Peekabo? As I say, transitioning into it takes a long time, so outside or corner juggles and switch cancel applications, I’m not sure what to make of it.

I’ve not tried raw launcher as an anti-air, but that’s a good idea to try.

Same here.
I was hoping that I was going to run this team from start but alas Dudley won’t making for a few months. :frowning:

Though, since Steve is a going to be a hard character to use…hopefully not too hard, like C.Viper. But I hope by the time Dudley’s released, I’ll have good grasp on Steve.

Until then, I’ll run Steve/Sagat.

Yea i’ll be maining Steve no matter how he places in the tiers. Not sure about my second character. I mained vega/Dudley through the whole sf4/super series respectively, but I kind of want to try someone new…Maybe King, Jin or Hwoarang.

Kind of happy to hear that Steve is hard to use, so there wont be a million flowchart Steves running around.

@ GGM… You should be able to transition in Peekaboo by holding forward during Albatross (st.HK) spin. Though I didn’t try this, I assume it would work as this is one of Steve’s transitions from T6 (Good thing I mained him before) and will likely be in there as with the transition to Flicker by holding back during his Ducking Body > Hook.

Either way, I don’t really know how useful Peekaboo will be right now. I had an idea to Albatross > Peekaboo through projectiles and use d/f+MP to launch punish projectile recovery for a nice meaty combo but I didn’t get a chance to test this or the transition itself out so at the moment this is just theory. If it DOES work however, depending on how fast his transition is and the cool down period before you can actually launch, it still may not even be possible.

I remember being able to go from Neutral to Peekaboo to any given move in one frame in T6. More than likely won’t be the case here.

This character is going to be real fun to use. Definitely mained :slight_smile:

Great post. I am certain that when messing around I have managed to fast transition to Peekabo, but I’ve never been able to work out how to do it. In the command list it does actually mention that you can fast switch to Flicker, but nothing is mentioned about Peekabo.

I’m going to be able to play the game at a Press event later tonight, so I’ll try this out for you and let you know.

Albatross (Stand HK) does not transition to Peekabo. If you do the high smash from the Albatross, and you are close to the corner, you can link Stand / Crouch Jab or Crouch Lk if you are fast enough. No time to link anything else (including stance change) I’m afraid.

Bizzle - can you think of any other ways you could transition to Peekabo in T6?

The ways I normally go into peekaboo are Albatross hold Fwd, 21 hold Fwd and F+3+4 (Other T6 Steve players please jump in here if I’ve missed anything). I don’t think the 2,1 string is in this game so I guess that idea is out :frowning:

do these kick button weaves work well avoiding air attacks?

If the shop I ordered from gets their copies in tomorrow I’ll possibly pour all of my time into this character until release. I’m thinking him and kazuya. If you guys don’t mind cellphone recording I might record… but I’ll definitely write up some combos or uses that I can pick up on.

Put up whatever you can! I think pretty much no-one has seen Steve’s best looking combo’s and juggles, and I’m sure a lot of people would like to see them. One thing that will suprise you is that all of his combo’s tend to carry the opponent really far across screen, in fact I think he is better at doing that than any other character.

I played some more of the game at an event last night (I think Bizzle also did) and tried a few things out. Flicker Stance is really good for anti-air, but unfortunately, it’s a bit weird in that Steve automatically comes out of Flicker Stance after a while. This is annoying because sometimes the opponent will jump and you will be unable to anti-air Flicker because of the stance ending. I also tried out raw launcher, but it’s kind of finicky to land and I wouldn’t reccomend it.

I really like using Steve, but he’s definitely hard-work. My team at the moment is Steve / Ryu and I feel like I have to work 5 times as hard to do half the damage compared to when I use Ryu. Steve is good when he is in, but when someone is in on you, he struggles, as do almost all of the Tekken characters. I actually think that as the game evolves, succesful teams will be made up of one SF character and one Tekken character. Use the SF character to zone / hold / your ground and work your way in, then tag exchange your partner in and use the Tekken character’s insane mixup / pressure to win the round.

When you do tag in Steve from a regular cross assault, my reccomendation is to do cr.HP xx LK Duck -> Skyscraper, Ducking Body Ducking Hook, HP Flicker. This carries the opponent a long distance, so if you don’t already have the opponent in ther corner, this will carry them pretty close to it, if not putting them there.

The more content the better!