The Stinging Hook: Steve Fox General Thread

His backdash is ok, but I’d say it’s not too great. His forward dash and albatross (quick spin thingie that avoids highs and mids that goes into a hook that can CRUMPLE on counter hit) are amazing. So that kind of hints towards the idea that he’s supposed to go forward not back lol. If you need to people to get off of you though you can flicker jab trade or throw a hellfire (decent range)

KiD_GriMM_rYu said:
I seriously considering making the team of ryu and steve and i just wanted to know from what everyone has seen if they think the will be a good team or should I sub ryu for someone esle to better compliment steve because steve is going be my point character no matter what.

thanks in advance
XBL- DeAdPoOLs InTrN
Ryu’s pretty nasty in this game, Cr. Strong links are VERRY easy in this game. Like yun Cr. Strong links but about two extra frames in there. in corner without even trying most of your combos will lead to 350 plus easy.

I’d say keep Ryu if you want to take him around for another go. He’s good on any team in my opinion. =D

FootNinja said:
Hmm, Guess you have to use it for punishes or just rely on reads? Really cant wait until march 6th, I get the feeling that it will all make sense once I am in the driver’s seat.
The fact that they gave Steve a ducking dash that voids highs and mids and an ender which leads into a GRAB is pretty amazing. I wouldn’t say it’s godlike, but it adds another tool to our trade. A grab which leads to 500 damage easy if you switch cancel. =D

@XShoryuken 26 - You are now my hero. S-Rank posts here.

I did look at the damage the combos I noted were outputting and compared it to other characters I had used before. Steve does pretty good damage… not as much as say Hugo / King / Marduk, but good damage and sick carrying ability. Also the fact that anytime you get in with Ducking Body can lead to lots of damage is a massive part of his game. I’m still not totally down with his links (don’t have the game!), but I feel that’s an area to pratice up with Steve.

I also feel that with Steve, it’s real important to be albe to whiff punish with cr.MP / MK. If you have meter, you should always buffer a LK Ducking into the move. If you hit, you can cancel to Fox Hunt -> EX Sonic Fang for the party starter.

Anyhow, let me know what stuff you come up with in the corner, and if you have any thoughts, post up here. Other people may be able to come up with some nice ideas.

Shieeeeeeeeeeet. That is VERY interesting. Start of round, charge cancel a Hellfire (to give next hit counter hit properties), Albatross -> High Smash after a whiffed enemy poke = crumple and all the time in the world to send your opponent to Combo county.

Oh yeah another one, British Edge (Towards LP, Towards MP) gives you enough time to link cr.MP afterwards. It’s plus frames on block, and you can also link Stand MP and then cancel that into Albatross for great pressure.

Also what can you do with his Right Stomp, Shoulder combo that knocks the opponent towards the wall? Seems like that sequence has lots of potential…

Credits to Golden_Gunman
Mid Screen: 528 damage 638 with super ender. CH Albatross hook, Ducking Fox Hunt, Ex Sonic Fang, Cr. Fierce Ducking Skyscraper F 2+1 (Ducking Body, Ducking Hook) (Super!) Flicker Fierce.

So it seems that skyscraper isn’t too good on the damage. I guess that is because it’s a launcher. Skyscraper only does 80 damage whereas fox hunt does 120. So it’s good to get those fox hunts in early so you can avoid the damage scaling. But, the bane of fox hunts are that they don’t launch so you need to cancel fox hunts with EX Sonic Fangs. So now you’re using meter where as skyscraper didn’t use any meter. Pick your poison =D.

My corner combos are looking too much like my mid screens. I’m going to need to sit on it for a little while longer. But dang Golden_Gunman good job on the fox hunt ex sonic fang. That’s they key to damage!

I’ll test foot stomps in a bit, I’ll be back!

You’re welcome! To be honest I found it out by accident, but jaw literally dropped when I found it worked, lol. With the combo you just posted, surely you can now connect another 2 more Skyscrapers, if your previous information is correct?

Also if you carry them to the corner with the combo, then do Light Flicker, and you should be able to follow up again with either another Lowe Flicker, or even a cr.LK / LP.

If light flicker is an otg, does it hit them up high enough to land a super,or is flicker not even super cancel able?

I’m not sure if OTG is the correct term to use here… it’s hard to describe, and I don’t really understand the juggle system myself yet. It seems like the more moves you do, the less juggle potential you have, but at the same time, some moves are exempt or have far more potential than others. I’ve been able to do a Light Flicker, cr.HP xx Hellfire Rush in the corner before, but only after the Light Flicker ground bounces an aerial opponent.

Perhaps XShoryuken will shed more light.

the only real effective way i have found to land command grab is to duck through fireballs and punish them from there T_T

That is possible. It does seem like an otg but in tekken they have a bind system (bind your opponent to the ground for a chance to continue a combo) in which this case it seems to bind so you can land Cr. Fierce into super.

Specials aren’t cancellable into supers in this game. You have to go normal to super.

same here. we might find something better

Corner combo: CH Albatross Hook Ducking Fox Hunt EX Sonic Fang St. Strong St. Fierce St. Fierce (Super!) Flicker Jab. 522 damage 649 damage with super.

If I can find a decent video editing freeware to go with my webcam I’ll start capping these combos for you guys.

I thought people would like to know some of Steve’s trial combos…

#20 patella smash > c.LP > c.MP > EX ducking > fox hunt > EX sonic fang > foot stomp
#19 weaving b > shoulder rush > uppercut > ducking body > ducking hook > flicker > EX flicker jab
#18 cutting elbow > c.mk > EX sonic fang > j.hp
#17 j.hk > c.lp > c.hp > EX hellfire > c.lk > c.mp > c.hk
#16 c.lk > s.lp > c.mp > sonic fang
#15 j.mp > c.mp > ducking > fox hunt
#14 ducking > skyscraper > EX hellfire
#13 EX hellfire > hellfire rush
#12 c.mp > c.mp > hellfire
#11 j.hk > foot stomp > foot stomp right hook
#10…and lower are just normals/specials

I was wondering about the trials, thanks.

i am also wanting to know how steve is after being tagged in from a standard string into launcher from another character

what sort of options does he have?

best option i found is crouch strong crouch strong sonic fang or you could super

also, i found that ex counter is a really good AA for steve, especially for rufus dive kicks, only problem is if they empty jump your gonna eat big damage :confused:

oh also i’d like to say THANK YOU for getting us some information!

are you finding the sway moves relatively reliable? i’m looking forward to blowing up early heihachi’s who are going for their overhead strings, if steve can sway and then punish on that (which i dont think is a “true blockstring” then it’s gonna be over for the early autopilot heihachi players out there XD

same with some other strings too

Did most of his trials. They’re wonky. I don’t like how slow he kinda moves around. Getting in and staying in is gonna be interesting to figure out lol.

steves weaves i find pretty reliable, i wouldnt use them to get in on most people since they dont have lower body invincibility, but to blow up overheads or crouch jab strings they are pretty godlike, but if you are referring to what the game labels his sways, (i just call it ducking) complete ass, would only recommend it to go though fireballs or if your reading a jump back from point blank range, since it has no hit invincibility unless you use ex