Steve general overview/potential, options and more!

Hello guys, I’m going to start a little project of mine, the name/purpose of course It’ll remain a secret, for now. However I’d like the help of the community on this. I’ll need some information about the character, I’m do this for every character in the game except Toro/Kuro/Cole/Megaman, so I’ll ask a few questions to gather what I need. I’m doing this but I won’t be a slacker, as in, I’ll be searching every thread to look for what I need, but since some threads aren’t updated in a while, this would be helpful to me and for the community, 'cause the information would be updated.

When giving the information asked try to be specific and clear, regarding inputs and etc, and if you want I’ll gather the values, so you guys won’t need to worry about that. The ideia is to get a general overview of the characters options and potential, I’m talking about hitconfirms, setups and etc.

Thank you for your time :slight_smile:

.What are the characters strong and weak points?

  • From GenUser!

.Suitable Partners(no need to be exhaustive here, because I’ll play around with this):

  • From GenUser!

.Meterless/Ex(Super/Cross Art) Combos:

.Char specific Setups(on knockdown for example):

This board is dead sir :frowning: and I just recently picked up the character :confused: I’d say Steve’s strong points are great damage, frame traps, and the ability to corner his opponents very very quickly. Weak points are probably his defense and and his overall ability to anti air while greatly improved and viable is still just ok .
Partners I’ve enjoyed with him so far are Sagat, Jin, Kazuya, Lars, Hwoarang(Probably best overall)

Known partners that Steve players use allot are law, and Julia as well

I’ll say this about Steve he should in theory go well with almost all the cast as an anchor, he is one of the best anchors in the game IMO, on point is where it can be a struggle but he has the tools, I’m at work right now so I can’t get into the specifics of the combos but the combo thread is still very relevant even today.

Lets hope my “Phoenix Down” can revive it :stuck_out_tongue:

Thanks for your input :slight_smile:

I pray it works! Because I need the info just as much as you do lololol

forgot to mention

here’s a tasty morsal of a combo full bar Stve x Jin

try by a miracle to land Steve Gatling gun c grab then tag in Jin as early as possible J RH X2 while character is grounded when steve shoots him up MA xx flying kick(Have to catch him as high as possible), CrHp Super (Gotta land super just right or Jin goes under)

700 Dmg (no gems) I myself have not been able to recreate that sort of damage YET with any other partner I think I once did more with Hugo as a partner but I forgot what I did lol. Anywho that combo is more Jin Centered so FAIL on my part but hey it’s something :slight_smile:

Oh thats crazy lolol But is it hard to land a cmd grab with Steve?

Yeah a bit you gotta get really tricky and try and trap people with it because his ducking move can be stuffed pretty easily at close range, Ex ducking has some invincibility but still can be stuffed.

Very important aspect about Steve… Flicker stance cancel combos are a must! Very challenging aspect of the character for some people takes allot of practice, he can cancel into flicker Stance from forward mp-lp TC just hold back when you do lp, then from there you can cancel flicker stance with down back and link a cr mp/cr hp xx combo time! lol important stuff! you can stance cancel his other stance which is forward 3 kicks (forgot the name sorry for my inexperience lol) flicker stance when not done with TC is Back 3 Kicks, you

forward 3 kicks stance is … GRAB INVINCIBLE!!! YES YOU READ THAT CORRECTLY…GRAB INVINCIBLE EVEN COMMAND GRABS lol patella smash which is lp while in the …lets call it ducking stance (I call everything Steve does ducking lol even the TC has the word ducking in it) has armor! very useful tool IMO especially since the stance is grab invulnerable, in 2013 he can cancel patella smash into Albion combination which is hp while in ducking stance that ends in a ground bounce mp is the uppercut launcher move you can stance cancel into that from close st fierce and it can juggle up to 3 times depending on your position. Ugh so much stuff I’ve never had to write out my characters stuff before .

Steve is not an easy character for sure but his challenge is part of what makes him fun :slight_smile:

someone who knows allot about the character…save me here! lol

Man I hope this revives all character boards prays

Oh dear, thats a lot to take into :slight_smile: Looks like we’re in for a ride :stuck_out_tongue:

Thanks for the info dude, it’ll be really useful :smiley:

I hope so too, I really do!

Steve is an underused character due to his difficulty but is actually one of the better characters in the game. He is one of the few characters that out a halt to mixup characters like Hwoarang due to 2 things:

1- His counter
2- His ducking

If you know your opponents attack patten, you can choose to counter or duck through the attack and counter with an attack at the right time. With his counter input, you can switch to your partner if you have meter. Enough stagger is produced so you can combo immediately afterwards. If you choose the ducking instead, you can use Steve’s bread and butters to seriously hurt your opponent. He produces enough damage with his meterless combos that he can take virtually half of your average characters health (about 500). With meter, He can commit to as much as 700 w/o using gatling gun mid combo. The most damage I got so far off of Gatling gun is 800 or 850. Needless to say I don’t use gems.

His weakness is not necessarily his defense, but his wakeup options. On Steve’s wakeup, the player generally has to make a risk going with either counter or grab. Its better to just block and see what they want to do but alot of players cant commit to that kind of strategy. His anti-air mixed with his counter and ducking makes his anti-jump in ability remind you of Juris from AE. His hellfire is a great zoning tool seeing that it comes out relatively fast and can be quite annoying after awhile. Being able to use ducking on projectiles on reaction as an evasive tool also helps. Try pressing “A” and “B” when Ryu throws out his super and watch as that massive beam phases through your body. He has little bad matchups since most characters work on a mixup game and alot of ppl are not really used to playing good Steve’s yet. He’s a great anchor, but it depends on your playstyle if he should be point or anchor. I use his bnb’s to set up Julia for her vortex startup. This way, she doesn’t get a chance to get hurt. Plus, the change of style always throws ppl off.

Did you do that 800-850 with Julia? O_O

Edit: Also thank you for making that distinction between bad defense and bad wake-up didn’t have time to make that distinction at work.

On an opponent’s wakeup you will want to use cl. mp as a meaty for easy crouch normal slip cr. counter-hits, or on a hard knock down whiff a British Edge once and then perform it again, if timed right you will get the guy waking up with the last hit of the 2nd British Edge TC which is again a slip cr. counter-hit

If you notice that the other guy likes to use wakeup reversals or command throws on wakeup switch to Peekaboo (throw invincible) on his wakeup and use Petella Smash’s armor to blast through his invincibility frames and active (or what I call “Nutella Smash” cause it taste so good to hit one.)

As soon as you see your opponent in any blockstun you begin the frame traps with either cr. mp, British Edge TC.

A way to escape those pesky jump with whack hit boxes that puts you in long block stun (Heihachi’s balanced that you can’t anti air with cr. hp or effectively cl. mp you can just quick spin out of it.

Fireballs don’t really bother Steve so much with quick spin and ducking being able to bypass them.

Also another thing I noticed Steve can do when he fines himself in a blocked boost combo mid way. You can quick spin cancel any normal that permits it during BCs’. So that’s far. mp, cl. mp, cr. mp, cr, mk. It better than just letting the other guy block said normals and punish you.

On your wakeup you do have to guess but you have a few reactionary options. If the guy neutral jumps just cl. mp that (add a quick spin to that for a cross under), you of course have a counter that you can switch cancel in your partner’s bnb on hit, your back dash is pretty decent.

I’ll leave flicker canceling and any other stuff I can’t remember for later.

Yeees yeeees come out of the woodworks!!! :smiley:

LOL Its revival times!!!
Don’t forget the Steve Okey Doke (as I call it). Charge an EX- Fireball and dash cancel it. Then commit to an empty jump in to immediately go into his overhead punch. You can combo into crouching fierce, skyscraper to ducking body then flicker canceling to any of the punches. By the way, if you guys want to tag Steve out w/o the use of meter, use his HP flicker jab to do so safely.

Oh and yeah it was with Julia. Using three jumping roundhouses for max damage, then by timing it right, a cr. fierce and cancel that into windroll then another cr.fierce and whatever you want at the end. SOOO MUCH DAMAGE IS PRODUCED FROM THAT ALONE. Add super and it gets Ridiculous.

Damn, sick info here! :stuck_out_tongue: Good work!

Glad Steve’s thread’s getting up :slight_smile:

Mission acomplished (For now) lol :smiley: now I won’t seem crazy talking to myself lol

Woah! i gotta learn this! O_O

Edit: both Okey Doke & combo with Julia(Me and my buddy trying this team in team matches) I was getting only 2 J HK and third character was airborne then CrHP into Super but i was Abel to get only about 688 so Im missing something.

you should get a third jumping roundhouse the second that they begin to go airborn. also the damage may only end up being in the mid 700s. for the okey doke, dont cr.hp. just go right into skyscraper. that will work out better for you.