Having a lot of trouble with the timing after df+1~2~b f+3,f+2 (see 1:45 to 1:50). Can never land the f+2 out of his f+3 ducking sway move. Having the same trouble whether im launching with uf+2, CH df+2 f+3 f+1, or CH b+2 f+1. Has the timing changed in an update or am i doing something wrong?
You have to press back immediately after df+1~2. That's how i did it. I used to think you had to hold back when you were doing df+1~2 but it doesn't work
yeah, you're canceling his df1~2,1 into flicker stance by holding b. you have to do it cause f3,2 comes out much faster when youre doing it out of the flicker stance.
You have to segment the inputs: uf2 - df+1,2,b1~b - f3,f2>f,1 df1+2 (you don't input f2 but keep holding forward, > means also hold untill you see steve do the bluespark stance animation)
the one at 6:20 could be a 95 Damage combo with the same starter as in the video: F3 hold, 2, F3 hold, 1, df1, 2-1b, f3, 2, f3 hold, 1, mini dash into Rage Art. you have to be really sharp with the mini dash though :)
Nice combo breakdown! I learned some things i didn't know! By the way, I think you can do more damage with some moves F+3, 2; b+2; df+1,2~1~b; f+3,2(S!)~f+3 (hold) 1; ff+2 = 62dmg (also can finish the combo with 3+4,2 instead of ff+2 for wallbreak with 61dmg) Uf2; f+3,1 ;b+1~b, f+3,2 S! Dash df+1,2~1~b, FLK 1~b+3+4, 2 = 65dmg PKB df2; PKB b+1,1,2,1~b; FLK 1,d+1 S! Dash df+1+2 = 60dmg PKB uf+2; b+1~b; FLK 1,d+1 S! Dash df1, 2~1~b; Flk 1~b+3+4, 2 = 64dmg ( Also can do the same combo i wrote up for the f+3,2 for 67dmg and make wallbreak or floorbreak)
Dear every combo of steve where it requires df1~2, 1~b especially 1~b (flicker) afterwards I often 99 /100 misses like in your second combo after 1~b I have to hit f3,1. I never able to hit this f3, 1. Why any suggestion plz
ws1,1 is a safe punish, not sure about the frames. f1+2,2 is his current best standing i15 punish. 1,1,2 is obviously his i10 punish. Hope I helped a bit.
W! is wallsplat. ws is while standing/rising, wr is while running, WB! is wall break... Those are all the notations that have "W" in them that I can remember.
His PAB+d/f2 is an elbow-based launcher, and his left/right weaves both have shoulder attacks, and his right weave even has a counter hit/trap launcher that is shoulder based.
Ah, I was wondering what Steve's Rage Drive was meant to be used for. Just a wall combo ender, eh? Probably fair to say it's the worst rage drive in the game.
Murderous Neil I disagree completely. I thought it was awful at first but it's a great get off of me tool. You not only duck highs but the sway of the dempsey roll actually allows you to weave away from rights and lefts if timed correct. When Steve starts up the dempsey roll he weaves right and I've dodged many right mids by reading the opponents agression. Not to mention that you can keep up the sway infinitely by holding down forward. It does 59 damage too which is not bad at all.
Murderous Neil It can be used as a wall ender. You can just do the 1st part alone since it auto blocks highs and mids so it can be a nice bait against some panic options. Keep in mind you can still get hit by lows though.
Murderous Neil says it's the worst but it's the only rage drive that can keep going for infinity I legit kept my Rd on and my opponent didn't come near me we ran out of time cuz he's hp was 1 hit left
Because Steve isn't really a high damage combo oriented character, he relies more around getting small damage combos off counterhits. Since his counterhit moves are so fuckin' good, you'll find yourself getting counterhit combos more frequently than most characters would so his combo damage was likely down-scaled to accommodate for that.
He's actually quite above average, with the wall especially. His evasive and counterhit-based playstyle make him a character with a fairly high skill barrier, yes, but the damage does pay off in the end. After all, he does have the best counter hits in the game...
Steve's B+1 is sooo goood.
Rock me, Joey Santiago. I nut when I land that. It's my baby.
King's back one is faster
Having a lot of trouble with the timing after df+1~2~b f+3,f+2 (see 1:45 to 1:50). Can never land the f+2 out of his f+3 ducking sway move. Having the same trouble whether im launching with uf+2, CH df+2 f+3 f+1, or CH b+2 f+1. Has the timing changed in an update or am i doing something wrong?
sarenace i have the same problem too. feelsbasman
yeaaah cant land that
You have to press back immediately after df+1~2. That's how i did it. I used to think you had to hold back when you were doing df+1~2 but it doesn't work
yeah, you're canceling his df1~2,1 into flicker stance by holding b. you have to do it cause f3,2 comes out much faster when youre doing it out of the flicker stance.
You have to segment the inputs: uf2 - df+1,2,b1~b - f3,f2>f,1 df1+2 (you don't input f2 but keep holding forward, > means also hold untill you see steve do the bluespark stance animation)
First video I've liked and left a comment on, great work.
the one at 6:20 could be a 95 Damage combo with the same starter as in the video:
F3 hold, 2, F3 hold, 1, df1, 2-1b, f3, 2, f3 hold, 1, mini dash into Rage Art.
you have to be really sharp with the mini dash though :)
2:05 i cant do this last dash.hlppppp.
Oh hey, motivation for me to use Steve
what does this sign (~) means?
John Paulo Cruz do the next thing immediately. Or even cancel into it
Nice combo breakdown! I learned some things i didn't know!
By the way, I think you can do more damage with some moves
F+3, 2; b+2; df+1,2~1~b; f+3,2(S!)~f+3 (hold) 1; ff+2 = 62dmg (also can finish the combo with 3+4,2 instead of ff+2 for wallbreak with 61dmg)
Uf2; f+3,1 ;b+1~b, f+3,2 S! Dash df+1,2~1~b, FLK 1~b+3+4, 2 = 65dmg
PKB df2; PKB b+1,1,2,1~b; FLK 1,d+1 S! Dash df+1+2 = 60dmg
PKB uf+2; b+1~b; FLK 1,d+1 S! Dash df1, 2~1~b; Flk 1~b+3+4, 2 = 64dmg ( Also can do the same combo i wrote up for the f+3,2 for 67dmg and make wallbreak or floorbreak)
@Megueee thanks mate that first PKB and this F+3,2 launcher combo helps me a lot!!
Dear every combo of steve where it requires df1~2, 1~b especially 1~b (flicker) afterwards I often 99 /100 misses like in your second combo after 1~b I have to hit f3,1. I never able to hit this f3, 1. Why any suggestion plz
Thanks man you helped me a lot. a nice add is maybe to show the best punish moves :)
ws1,1 is a safe punish, not sure about the frames. f1+2,2 is his current best standing i15 punish. 1,1,2 is obviously his i10 punish.
Hope I helped a bit.
Omg thanks man I play steve and learned some new stuff man 😆 do Bryan next!!!!!
Great video, please do Master Raven next
This was sick!!!
Btw can you do A combo breakdown for dragunov?? :)
You're back!
just a question... why I can't do the uf2, l1 d2 1, f1 2 L, f3, f2, dash df1+2 ?
Not sure what that notation says.
the fuck is l1 and L
What does the W annotation mean? I am little confused on that. Is that wall?
W! is wallsplat. ws is while standing/rising, wr is while running, WB! is wall break... Those are all the notations that have "W" in them that I can remember.
Does he use elbow? Can asuka parry each n every move steve has?
He has 4,1,2 or 3,2,1
His PAB+d/f2 is an elbow-based launcher, and his left/right weaves both have shoulder attacks, and his right weave even has a counter hit/trap launcher that is shoulder based.
What do you mean by S?
yorenton it means screw. When the opponent is spinning in the air and lands feet towards you. Gives you time to dash or follow up for additional dmg.
my main
Is this captured on Xbox or PC?
Graphics look a bit different in a good way..like there's a motion blur in it.
Do Bryan I feel like I could use a few more combos to become vanguard rank with him :D
What does S means?
deadpool vega S! = Screw/Tailspin. It basically replaces Bound (B!) from previous games.
Make combo video for jack 7 .
Why don't you just keep the notation subtitles at the bottom and add on to it?
gotchafool nice picture lmfao
He shows each part separately, with the full combo on top. I think it's fine.
Jin next? :)
just found out steve actually use his leg
Naufal Ghifari yeah his leg move is like the ultimate insult😂
Steve has the most OP kicks
Ah, I was wondering what Steve's Rage Drive was meant to be used for. Just a wall combo ender, eh? Probably fair to say it's the worst rage drive in the game.
Did you know steves RD makes chip damage on block against the wall? You can actually win a match if the enemy player has 1 hp left
Murderous Neil I disagree completely. I thought it was awful at first but it's a great get off of me tool. You not only duck highs but the sway of the dempsey roll actually allows you to weave away from rights and lefts if timed correct. When Steve starts up the dempsey roll he weaves right and I've dodged many right mids by reading the opponents agression. Not to mention that you can keep up the sway infinitely by holding down forward. It does 59 damage too which is not bad at all.
Murderous Neil It can be used as a wall ender. You can just do the 1st part alone since it auto blocks highs and mids so it can be a nice bait against some panic options. Keep in mind you can still get hit by lows though.
Murderous Neil says it's the worst but it's the only rage drive that can keep going for infinity I legit kept my Rd on and my opponent didn't come near me we ran out of time cuz he's hp was 1 hit left
why are the combos so low dmg
Because Steve isn't really a high damage combo oriented character, he relies more around getting small damage combos off counterhits. Since his counterhit moves are so fuckin' good, you'll find yourself getting counterhit combos more frequently than most characters would so his combo damage was likely down-scaled to accommodate for that.
Christof this he'd be fucked if he could 80dmg you off his tools
Just play him offensively, and you'll be fine.
Steve's combos are actually above average. Most characters do not get more than 60 dmg.
He's actually quite above average, with the wall especially. His evasive and counterhit-based playstyle make him a character with a fairly high skill barrier, yes, but the damage does pay off in the end. After all, he does have the best counter hits in the game...
im steve main and steve combos suck hard to do and do no dmg all his combos stop at 60% or less
No they don't 70 max man I can do 72 no counter hit
If you think his combos suck then you're not playing him right.