Cool vid! Now for my rant. Steve Fox Tekken 8 Design philosophy is that he's the "Counter Punching Paragon". Paragon meaning: "a person or thing viewed as a model of excellence" which in Steve's case, is his "counter punch". What has he lost in terms of Counter punching from Tekken 7 to Tekken 8? Removed Tekken 7 CH launchers: CH 4,1,2 CH ws+2 CH B+1,2 CH B+1, d+2, 1 CH df+2 CH FLK (1), d+1 What has he gained in Tekken 8 for CH launchers: b+(1)~2,1 aka Swindler (i find it hard to believe that this move will be a viable move compared to just doing a b+1). I don't know what the devs were thinking removing all of the Tekken 7 CH launchers listed above as they are basically stripping him of the very identity that he's known for (counter punching). I can't believe they removed CH ws+2 and CH 4,1,2 and FLK (1), d+1. I can't believe they removed ext dck f+2 on block advantages that he had in Tekken 7. db+3,2~LNH annoys me, you should have the option to opt out just like you do with ub+2~B. The problem I have with LNH, is that with all of that I listed above in Tekken 7, you had freedom and expression as a player, however for LNH you are LOCKED into the stance (yes, you can weave/dck but the transition to either is too slow) for a period of time.. it's just a shit feeling as a steve player to be in since hes NEVER had this issue. It creates just as much pressure on you the player as it does to your opponent, and to be honest, perhaps even a little bit more than your opponent - in it's current state I am not a fan. As for LNH 1+2 guard breaker, your follow ups do less damage (1,1,2 and 2,2) by a few points each which is just the icing on the cake for a big fuck you.. and counter it doesnt even launch it knocks them away!!!!!!!!! Qcf+2 still being -18 on block and only +2 on hit like wtf is that about??????? Couldn't they do something different to this move in Tekken 8.. I am a huge fan on dck cancels. I wrote a guide for Tekken 7 going in depth on dck cancels, i fell in love with Steve even more so watching nin in Tekken 5/dr and his dck cancel pressure... the fact that they have basically snuffed it now that CH ws+2 no longer launches and removing his ext dck f+2 on block pressure... they've killed a huge reason why I love Steve Fox, and it's very disheartening as a fan of the character. One thing I will mention for dck, is that you can now do qcf/qcb moves from crouch, which gives you access to qcf+1 and qcf+2 (as well as qcb+2+4 throw). Which is cool, but doesnt make up for the dck loss that I mentioned above. ALB d+2 has had a nerf somehow, its hitbox or something because that thing NEVER hits anymore, practically useless on wake up situations. Man, I could honestly keep going, if you've got this far with my rant then thank you, I have a feeling that Tekken 8 Steve Fox season 1 will not change significantly and we may have to wait for season 2 for any sore points to be addressed. I know that Steve is a favourite character of the Tekken team, so I am hoping that they will address the players concerns above Steve and bring him back to what he's suppose to be all about.
Swindler through ub+2~1,2 may be useful, if you play on timings and a hard read (as it's 30frames). Since Tag 2 (on tz forums) i said that he needed some sort of new mid extension from df+1~2 series, I guess the swindler via the method above may be the closest thing i'll get to that. -8 on block is a bit harsh imo for such a move that requires a pretty hard read, i'd settle with -3 OR the dream, 0 on block :)
@@foxlyfe thanks for the detailed reply, foxlyfe! Few thoughts: Can certainly understand your grievances, especially as it pertains to his CH game and DCK changes. He's definitely playing a different kind of game now and I'm gonna miss a lot of the previous stuff that's been nerfed or removed! I will note with LNH specifically that it's a two-edged blade kinda ordeal because this isn't the first time Steve's been forced to play into stances. When you consider in T7 that df+2 into dck is pretty much a necessity the vast majority of the time you use it, or that FC.df+1 / iPAB.d+1 both force peekaboo (where cancelling out essentially ends your turn, where your only consistent lateral movement options are weaves), or that RD2's combo potential required Steve players to use DCK 100% of the time, this doesn't seem all that indicative of anything new to me. I think you could argue that the only LNH transitions Steve players will actually NEED to use if they really don't wanna play into LNH are db3,2 and his heat smash. ub2's transition is optional. 2,1 was already a decent alternative to b1,2 in t7, let alone 2,2 in t8. I don't think the devs were unaware of how players may respond to LNH, because ws1,2 does the pretty much the exact same amount of damage as ws2,2 when looking at CH df2 or duck punishment. db3,2 also doesn't really surprise me being forced in the slightest. That move could have been +3 standing in T7 and it still would have been a good move to me. I might be in the minority on that, but it being a KND made Steve's wall game pretty repetitive. You could get creative but qcf1/db3,2 really ruled the roost for the majority of players and it isn't hard to see why. Given he gets way more opportunities to use the move in t8 with the heat and backdash changes, making it a forced stance transition seems pretty reasonable in regards to his current ethos, especially with how cooked his heat mids are. This all being said!, the fact the stance he is being placed into is much more committal than the likes of peekaboo or DCK is certainly out of the ordinary for Steve. Curious to see if the stance gets any changes or additions over T8's life cycle. Thanks again for the reply!
@@poultriarchy Yes, technically df+2~dck forces you into the dck stance, however you can cancel it to make it safe, that's the beauty of the cancel. You still get a turn of your choice, if you choose to. With LNH, you are stuck in the stance, you can't block in that stance, you've lost your turn outside of the stances moves. Let's compare similar examples: df+2~dck cancel ws+2,2~LNH or db+3,2~LNH If your opponent blocks that ws+2,2 you've lost your turn and you will be punished, with db+3,2 if you whiff the db+3 and your 2 is blocked, same as above. So while yes, technically you're correct with the dck transition imo you can't compare the two. While on the subject of ws+2,2~LNH - I did some testing with the timing delay vs no delay as you theorized in the vid: delay: will catch them pressing a button/trying to move after the initial ws+2 non delay: will not catch them pressing a button The risk reward imo is not worth the investment of the guessing game, you may as well try your luck with ws+1,2 delay or counter fishing with CH ws+1,2 (which is confirmable, ws+2,2 imo is not confirmable or i'll give you borderline debatable). ws+1,2 you're going to get the same damage as ws+2,2 however with less punishment (unless you can block in LNH stance and the hold back during the stance is a practice bug like with previous games, but I dont think that's the case, I think the opp blocks your move that locks you into the LNH transitions, you're fucked). With FC df+1/ PAB d+1 - yeah you are again in a transition, however db will cancel PAB instantly (you still get punished if it's blocked by 11frames) however I disagree that you lose your turn if you cancel out. If PAB d+1 hits and you choose to db cancel, it opens up possibilities (standing moves, ss/sw, throws, back dash, whatever you want to do) - again, LNH you don't get this. db+3,2's whole issue, since it's inception is its abysmal range, which is still the case in Tekken 8. Whiffing this move where db+(3),2 is blocked = you're going to feel it where I don't think that was the case on a blocked db+(3),2 in Tekken 7? It's still lights out if your opponent guesses right and blocks the db+3, same as Tekken 7. So while qcf+1/db+3,2 was a powerful mixup at the wall, it was nearly realistically the only chance you could use that move (in a non telegraphed dash forward db+3,2 mixup out in the open) - so I'm all for the wall pressure between the two that was seen in Tekken 7. And, if we do a bit of a deep dive into the opponents mind for Steve entering heat and having to deal with the db+3,2 / mid mix up, you should just let the db+3,2 hit, it does a measly 20 damage! From my testing, it feels like you can fuzzy guard the db+3,2 and mid mixups...? If that's the case... :( Plus, let's say that the db+3,2 hits... and you're forced into LNH stance.... again, if you're in the opponent shoes it's almost like the best thing to do is block and wait out the options from the stance.... With cooked mid heats, do you mean qcf+1/1+2/iwr+2 being able to combo with the heat dash? I did some testing tonight in ranked with his swindler, I never got it to hit lol. Maybe I suck at using it, but yeah, cool move I just get the feeling that it's going to take a lot to get it going, especially when you're fighting in ft3's. I hope I don't sound like im crying/whinging but shit, ive spent the last week in prac mode, every night, exploring Steve and trying to find cool shit.. hasn't happened yet. It's disheartening when all on youtube/twitter you are seeing all this cool crazy shit that other characters have/ is being found... and we get LNH stance, along with the counter punching paragon's nerf list from Tekken 7 to Tekken 8. I love Steve, have been a fan since Tekken 4 (yes, im old) and the closest feeling that I have now from this Steve, is vanilla (arcade release) Tekken 6 Steve where from memory he was kinda like he is now, nothing that stands out compared to the rest of the cast, from memory he didn't come back into the swing of things until Tekken 6 BR (I might be wrong on this? I pretty much skipped Tekken 6 because I did not like Steve in that game). I don't want Steve to be brain dead, but I feel that Steve shouldn't need 200IQ to mix it with the rest of the cast that have these god like moves (bryan qcb+1, that drag kick on block, devil jins shit that he got). I feel like Steve is paying for his past sins so to speak (strength from previous games) and that's almost like a legacy thing, where Steve's strengths from previous Tekken games have slowly been bred out (counter moves, wall carry, movement, move properties, combo damage) from Tekken to Tekken and now that we enter Tekken 8, with what he has and what others now have access to, it feels... unjust. Tekken 8 feels like the embodyment of all of his past sins, now all at once, catching up with him in this iteration of the game. Bryan Fury in Tekken 8 should have the nickname the Counter Punching Paragon because he has more going for him than Steve does in that regard, I saw a comment where Azucena has more counter tools than Steve too.. I'm worried for Steve in Tekken 8. If history is anything to go by, Steve should receive buffs as he always has to a point, that will happen I'm certain of it, but.... what will they be? Look at the direction they have taken in Tekken 8 with him.. as you said, time will tell :) I realized I didn't go indepth of a reply to your vid, your vid was great, very informative and well spoken, covered all the points, which is why I straight went into my rant (i guess as well as this rant) to share my pain points with Steve as you already mentioned pretty much everything. Great vid :)
@@foxlyfe With LNH, it seems very clear to me that you are only ever meant to enter the stance via on-hit transitions, with the only exceptions being ub2 and heat smash. Ws2,2/f2,2 are mid-mids, and are thus the worst situations on block, and rightfully so, because while b1,2 and db3,2 have better block situations, they are more inherently risky to use, with both being duckable. If your ws2,2 is getting blocked, you SHOULD die, but the fact that you can still weave some options is kinda amusing in a very Steve way. Once people have the sauce I imagine they’ll just opt for the “kill blocked ws2,2/f2,2 button” that their character probably has, but heat will likely just add to the mindgames there due to the parry. On the assumption you strictly enter stance from OH transitions (ignoring ub2 given its just free damage), your lowest frame interval, +7, lets you DCK cancel where a staple-ably clean cancel lets you block i13 mids and duck under any highs/block any lows. So, in essence, the stance is pretty much safe, with your only problem move archetype being i12 mid checks which you could still block on a much more difficult cancel. Furthermore, i12 mid checks barring Feng’s are all linear as hell, losing hard to weaves, and even in Feng’s case, the OH damage isn’t rewarding enough to make it a good bargain because then you are dealing with LNH1 which will frame trap you and outdamage your check attempt. Pressing anything slower and they risk death to LNH2. The stance isn’t safe in the conventional sense, but you can block everything of importance very easily, and anything that can’t be blocked can be weaved or ducked, where the risk reward for doing so is massively Steve-favoured. In order for the opponent to match or exceed Steve’s own risk reward, they either need to hold b, or make a read on LNH1+2, LWV, RWV, or attempt a big mix on raw DCK. Df2,DCK by comparison, is technically safer on paper, but you take more risks for less reward if you do want to press. Takes a perfect ws cancel to interrupt generic df2s, your weaves’ strength is contingent on how smooth your input after canceling into crouch was, and you don’t pose any kind of mixup threat at all. At most you can try and sneak in a fcdf1, and on an omega read, maybe toss out a dck2, but if your opponent is respecting df2ob that hard, they are probably doing something wrong. LNH adds a lot more flair to Steve’s kit than a guarding stance would in my view, and while I won’t go into detail here as I’ll be doing a video on it, the frame situations on transition and speeds of the moves within it seem very intentionally considered to me. You have ways to respond to everything, and every entry except for db3,2, which is THE high risk option, has an alternative move you could use instead that doesn’t transition, or has some way to reneg on your decision. I’d argue its one of the least forced forced stances in Tekken and feels incredibly Steve. Change my mind mid-way through ws2? Ws2dck. Change my mind BEFORE ws2? Ws1,2. Change my mind mid-way through ub2? Ub2~1~2. Change my mind midway through ub2 actually getting blocked? Don’t even have to commit. Only committal option is the one that has to be. Db3,2 is much more interesting in T8 to me, though I may be in the minority on that. Personally never liked that it KND’d, made his wall game feel too cyclical and repetitive. Now, if you are Steve, 5% health, full stick of blue meter on the table, and you’ve somehow gotten your 73% health bar opponent to the wall, you can run a full circus on them if db3,2 connects. No guarantee that it will, of course, but you can swing for the fences and take the round in 10 seconds if every guess lines up. Had a fair few rounds like this. Whether or not this fits his core ethos is up to one’s preferences but I think it’s much more fun than playing the “did he roll/get up in place or not, if yes, run qcf1/db3 mix, if not, wait” shindig we had going in T7. Also, you definitely can’t fuzzy db3,2/qcf1’s frames, and any good Steve will mix up their options after dash so you can’t just rely on guarding if they get into db3,2 range. And nah man, your concerns are understandable! That’s a long time to be a Tekken fan so I really get you. At least as far as I am concerned, as someone who hasn’t been a part of the scene for even a fraction of that time, yet was a deep fan of T7 Steve, T8 Steve, for all the concerning changes they’ve made, has some really intentional design decisions being implemented, and I think he will make for a VERY fun character if more players are willing to grind out his new tools. It’s a very odd rendition of the character, but its also the most “boxer” I think he’s ever been, and I’m not opposed to the devs finding other ways to make him feel less like JUST the counterhitting guy, and a little more like a boxer. His weaves have never felt more useful than they do in T8. His throw game is way stronger with the new systems mechanics, being able to 1+2/2 throw mixup from crouch, and having access to a true guess with clinch. And, well, he’s still got, at least as far as I can tell, the best CH tool in the game. He’s still running the same core options. Not the same char he once was, but I’m enjoying the hell out of playing him as he is now regardless. Apologies if I didn’t address everything, YT comment format is hard yakka to respond to in long-form haha
On paper he's the perfect tournament character...he's just so had to play no one tust themselves to win with him..he's a straight counter hit character...if you know the game all you need are 2 moves..I always wanted to play him but it's so much work it's a full time job playing him and that's coming from a lee main..
@@zebgordon354Tekken 7 was a different story, he was somewhat a beast in early versions. IDK why Tekken community attacked on Steve altogether to nerf him even though he was tough as nails to play with and there are more than plenty of characters with unfair advantage. In T7 latest he was gutted of his many of his moves properties and T8, most of his signature launchers are not launchers anymore. Calling Steve Counter hit paragon is not valid, give that to Bryan 😅
@@zebgordon354 after the final patch he wasn't. Most of the game yes. But you cannot take away 7 ch launchers give him a very bad stance that people can rage art into as no cancel. in t8 everything got insane buffs and he has nerfs + one of the worst heats in the game
Swindler is def underrated atm, its a small mixup in itself. Didn't think much about it but using it has been extremely effective. Awesome video, looking forward to the next one. Just one consideration, since theres a lot of new ppl here, I suggest turning on inputs, as most of them might get lost with voiced notations or move names. Just smt that might help a bit as it allows them to pause and check what was pressed
Thanks for watching, and thank you for the kind words and feedback! Will consider inputs for future videos! Also been seeing some success with swindler, though I'll need more time with it. Absurdly cool move on all fronts. Glad you've been taking names with it!
@@poultriarchy I am. My friends and I were discussing Steve's evolution the other day from T7 to T8 I couldn't find the right words but this video explains it really well. He's not as safe but still relatively safe but imo he's more fun than his T7 version.
@@oZiiix Huge! Happy to hear that. And absolutely, risk is being encouraged but looking at his transition options, I would argue the only essential transitions are db3,2 and his blocked heat smash. Everything else seems optional in light of available alternatives, or just straight up not needing to transition in ub2's case! Time will tell if he overtakes his T7 rendition for me but I'm having an absolute blast so far!
This was incredible. This is my first time maining Steve, and coming from Miguel this character feels perfect. I know a lot of people are going to complain about how much more aggressive he is, but this is the most fun I've ever had with the character. Sharing this around everywhere I can!
Really appreciate the kind words boss! Played a boatload of Miguel in T7 and T8 Steve feels closer to Miguel than he ever has before, can absolutely see why you are enjoying this iteration. I've got a weird amount of love for LNH right now even if its largely being considered an underwhelming stance but I can see it turning into something of a SAV-esque ordeal with tweaks over time, acting as the core of Steve's offensive plan once he's able to get in with a punish. Thanks again!
As a steve main since tekken 4 I love your explanation of his new iteration. I said basically had the same sentiment in which his game plan is more focused on standing mix ups instead of ch launching. With moves like 4 1 2 an b+1 2 really shows the direction they wanted to go with the character. I also noticed that since tekken 8 looks to be a more aggressive game where pressure sequences can ramp up an a round can end in 2 turns I thought he would be at a dmg output disadvantage compared to the rest of the cast. But with the moves that put him in heat being whiff punishers an mid checks it allows him to really shine making all his aggressive pokes chip and basically accomplishing the same dmg as other characters in a different way. Shout out to you an love the video! Ps. Bring back ss 1+2, peekaboo shove, Dempsey roll and allow peekaboo d+2 to cancel back into stance!
It’s cool that you put everything in one picture it helps to see what they were going for and i really like the new stance and swindle fake out but at the same time the nerfs are polarising and still don’t know what to think about them, it’s definitely his most interesting iteration and I’m glad they didn’t ruin his core identity even tho it’s hurt a lil bit
Awesome video, Guv. I still believe that stance and Steve in general might benefit from some buffs, but the character is still so much fun to play. And that's coming from one of those ultra safe Steves from tekken 7 who had to learn him almost from scratch for this game.
Great video guv. Some of the changes took me a while to get used too but I’ve gotten better Nowhere near tournament level but I think I’m good lol. Steve’s clinch is soo cool tho
cheers mate, we all on the journey haha, and yea the clinch is sick! irrespective of how strong it may or may not be, I really like that they've leaned heavy into his identity as a boxer in this one
Awesome video with thought-provoking and well-researched points about the differences in Tekken 8 Steve. I'd watch more Tekken content like this for sure.
Thanks boss! Isn't too hard for me to see why a lot of Steve players are in states over his new rendition, but he retains enough of what I love about him while doing a lot of completely fresh stuff that I'm having a blast. And cheers, hopefully it delivers!
I hope we get some buffs somewhere down the line seeing as how we are in a tank full of lil monsters like jun. Especially sad that the hours put into learning shiro was for pretty much nothing now lol
To answer that first question Yes, his jab has been buffed. It has more range now. I guess it's to compensate the fact that his ws2 is no longer 14 frames (it's 13 now) but lost its launching property on counterhit.
Yeah count me out, lots of characters like lili actually doubled down on their skill ceilings, while steve's got lowered so hes not even that fun anymore, even if you try to ignore his multiple deficiencies. Completely removing any ability to even land a shiro combo, which weren't that good in demo anyways, is just baffling to the point of almost being kinda insulting. Everyone else feels like a more or less stronger version of their T7 selves with minimal changes but Steve just feels worse in almost every meaningful way in trade for honestly kinda gimmicky canned stuff. I just don't understand the point of Steve in this game, anything he does, someone else just does better, and safer most importantly. His weaknesses feel worse than ever since he doesn't even seem to do anything all that well anymore, I'm still trying to wrap my head around the multiple nerfs he got just moving from the demo build to retail release lmao. In a game right now with kinda disgusting chars like Jun and Jin, I don't see Steve catching on at all. It's too bad, he's still one of the best animated characters, but playing him just feels awful like wearing training weights or something. Maybe they'll get around to helping him out but I"m probably just going to move on and drop him. Every other character I can play is just far stronger than him in their gameplan and the juice just isn't worth the squeeze anymore.
Haha, that’s all fair enough. Personally think there will still be room for a lot of skill expression both in and out of the new stance but it’s gonna show quite differently to T7. I’m yet to see many players showcase the actual extents of his defensive options from LNH, or really demonstrate how pivotal playing hot and cold on T8 Steve is. He might just have the highest count of new things for a returning char, so it’s gonna take some digging to really separate the wheat from the chaff. All this also isn’t to say anything about how much we currently know about the strength of defence in this game, with SS being pretty gnarly. Early, early days. He might just fall off but I’m nonetheless excited to see how his meta develops in time. Appreciate the detailed comment, and thanks for swinging by!
just hit fujin with steve today and i didint even think to do another db 3,2 after the lionheart guardbreak... i normally just do the guarenteed 2,2 or 2,1 peakaboo for plus frames. this is going to change things..
as both yourself and zebgordon noted, 2,1 is an incredibly strong situation to have access to, but looping with db3,2/sending the mix is a very funny way to blitz the opponent's confidence haha, and congrats on the fujin!
Steve main since 4. After playing and seeing other top level Steves I've come to this conclusion and I will list how i feel they should fix the issues without the old "give this back" since I know the goal is to have characters feel new. 1. Steve has no reason for anyone to be afraid when he's in a stance in your face. Solution - Make PAB d+2 i21 startup and give him a low from ducking that functions like Feng CH low into animation. 2. LHT is bad in certain situations taking away his turn instead of allowing mix. Solution - Make LHT auto sway highs like Bryan Mach Breaker Counter, and Allow grab inputs 1+3, 2+4 to allow him to go into 2 faced without heat, and let him be able to Cancel LHT into PAB. Make LHT always auto parry mids and Highs and Mids while in heat. 3. Punishment at i15 is terrible. Solution - make b+2 i15 and let it transition into PAB on hit by holding forward. This allows for b+2, PAB f+12 to be a viable punish for fair damage without making him stupid. 4. Steve has no strings that force you to guess. You can stand guard/bdc everything. Solution - add branches to PAB df,1,1,2,1 and PAB b,1,1,2,1 that replaces the last two hits with his bd+3,2 animation to force them to choose between low mid when the string starts. 5. Finally, Give 2,1,2 a option of 2,1,d+2 that gives him another quick mid low string you have to guess. I could go on, but these changes would make Steve "complete" considering all the fuckery all the other chars got.
Idk some people seem to not like him now as he is easier but I never learned shiro thankfully. He is easier to play but I think he is still somewhat more technical than most characters. I’m not that good of a player anyways but I rly enjoy what they’ve done with his character identity in this game. Right now he is my main and I hope to get better with him at least on a local tournament level. Good vid all around
Steve does have kempo now😆 It's kinda annoying that Power Crushes beats every LH option when he is +7 or less. Maybe after db3,2 he should also be +11? But if people will spam PCs you could launch most of them with 4 DCK 2. I was testing LH vs Dragunov Power Crush and if you press 4 immediately he whiffs and it's actually enough time to launch them with uf2! In heat of course all mids are auto parried into the clinch.
Steve kenpo goes hard! And to beat PCs you just gotta opt for DCK into guard or weaves. DCK into guard is the best way to deal with them, and if you already know what kind of PC your opponent wants to use, you might even get a launch attempt on high PCs! And ya, weaves work super well vs the more linear ones, lots of mindgames to be had from LNH
The parry window was increased to starting on the 5th frame. I think it's in the range of 5-12 from my testing. Bit weird but I do feel that dckc is still coming out later. Not nullifying your point or anything, just that you can't parry a jab at -6 anymore anyway so if dckc was the same you're still boned at the moment. It's also why the classic uf1 into punch parry flowchart gets stuffed by jabs now. Send my regards to stevecord.
Thanks for the frame info there goiflin! That does make sense, think dck being clunkier just makes it feel like a compound issue. Not sure why they felt the need to make the changes but it’s probably shortsighted to predict the mind of mishimastar 🫠 And indeed I will sir 🫡 hope you’ve been well!
I skipped tekken 7 but I played Steve from tekken 4.. Majority of his initial moves are based from Hajime no Ippo manga where his move lists are combined signature moves from different boxers from the series.
On neutral ive been using more flck 1 in to alb 2 its all guaranteed on ch and flck 1 has huge range and its pretty easy to confirm alb 2 to laucher when heat if you see flck 1 to counter hit
the d+2,1 wildman cancel was for me his most important move, i abused the shit out of that mindgame and it was strong, super underutilized by most steves imo but i dont understand why they took it from him now, like for real, what is the specific reason, would it be overpowered in T8 in any combination of moves?! i dont think so, weird
I just started picking up steve in late S4, so I'm not a long time steve player by any means, but man i hate how two-faced (heat clinch) is a 1+3 or a 2+4. Really fucks with me doing ext duck+1 in combos. Like i built muscle memory by holdind f+3,1, i cant just switch to using f+4,1 for only combos, thats wacky. Feelsbadman
haha, don't think even i could argue that it may need tweaks, though the base is there. if it did less scaling on the subsequent hits and either came out at the same speed as lnh2 or was able to intercept powercrushes, i think a lot of people's common concerns with the stance would be mostly addressed. curious to see how things progress, cheers for stopping by!
I personally feel like they fucked up his counterhit identify and tried to force a 5050 down our throats and another evasive launcher. Hes weaker but also easier than ever before
I like some of his changes if lion hearth 2 had armor he would be fixed as it would launch people for using armor against Lion Hearth making it the button to stop opponents from pressing. Even he getting no nh fast launchers would be ok. I absolubtely hate that there are chars that have a better ch game than him and I despise he getting a launch from his new backsway with lion hearth 2 as it has become one of his greatest tools. Azucena has a better ch game, heck Victor having 1+2 and Paul Having df2 have a better ch game. He does not feel like the ch paragon he feels like the weave worse than Feng and Xiaoyu paragon right now. He has 1 tool that is special, I undestand that the team are scared of him because everyone else lost Magic 4s and fast ch launchers. But B1 from Feng is still a great deterent same as Yoshi's Flash and even Victor's 1+2 feel better at ch hunting than Steve's current build. Finnaly I think a general damage buff would be great. Df2 does not need to launch if the ws1, 2 combo did something like 70 dmg same for his b2. Another change I think would work would be making df2 traking again and making b2 an actual ch launcher. Finally I would love some extra ch launching strings or high damage ch tools.
what he needs in t8....ws2 ch,df2 at least for shiro again,better parry outcome....you got so many characters with perfect parry ch with so damaging combos and steve got really bad outcome.also you cant get d2,1,2 after parry almost on half the cast in t8 becouse of stupid hitboxes...
it almost felt like they hated him, and I feel like Mainman has to do with that 🙆 I mean he's the only one who got laugh at because of his face and then you hear his voice and it's shit. then comes his gameplay and they remove shiro combo. he has no mid CH launcher lmao. guard break from LH is shit not threatening at all lmao. LH can be beat by power crush and/or RA. no lows. kenpo BS is aight but it's not really a Steve thing i feel like. playing this Steve it feels like you gotta double or triple your work to make him work and it ain't worth it sometimes. idk man I really don't like this Steve atm.
Cool vid!
Now for my rant.
Steve Fox Tekken 8 Design philosophy is that he's the "Counter Punching Paragon".
Paragon meaning: "a person or thing viewed as a model of excellence" which in Steve's case, is his "counter punch".
What has he lost in terms of Counter punching from Tekken 7 to Tekken 8?
Removed Tekken 7 CH launchers:
CH 4,1,2
CH ws+2
CH B+1,2
CH B+1, d+2, 1
CH df+2
CH FLK (1), d+1
What has he gained in Tekken 8 for CH launchers:
b+(1)~2,1 aka Swindler (i find it hard to believe that this move will be a viable move compared to just doing a b+1).
I don't know what the devs were thinking removing all of the Tekken 7 CH launchers listed above as they are basically stripping him of the very identity that he's known for (counter punching).
I can't believe they removed CH ws+2 and CH 4,1,2 and FLK (1), d+1.
I can't believe they removed ext dck f+2 on block advantages that he had in Tekken 7.
db+3,2~LNH annoys me, you should have the option to opt out just like you do with ub+2~B.
The problem I have with LNH, is that with all of that I listed above in Tekken 7, you had freedom and expression as a player, however for LNH you are LOCKED into the stance (yes, you can weave/dck but the transition to either is too slow) for a period of time.. it's just a shit feeling as a steve player to be in since hes NEVER had this issue. It creates just as much pressure on you the player as it does to your opponent, and to be honest, perhaps even a little bit more than your opponent - in it's current state I am not a fan. As for LNH 1+2 guard breaker, your follow ups do less damage (1,1,2 and 2,2) by a few points each which is just the icing on the cake for a big fuck you.. and counter it doesnt even launch it knocks them away!!!!!!!!!
Qcf+2 still being -18 on block and only +2 on hit like wtf is that about??????? Couldn't they do something different to this move in Tekken 8..
I am a huge fan on dck cancels. I wrote a guide for Tekken 7 going in depth on dck cancels, i fell in love with Steve even more so watching nin in Tekken 5/dr and his dck cancel pressure... the fact that they have basically snuffed it now that CH ws+2 no longer launches and removing his ext dck f+2 on block pressure... they've killed a huge reason why I love Steve Fox, and it's very disheartening as a fan of the character.
One thing I will mention for dck, is that you can now do qcf/qcb moves from crouch, which gives you access to qcf+1 and qcf+2 (as well as qcb+2+4 throw). Which is cool, but doesnt make up for the dck loss that I mentioned above.
ALB d+2 has had a nerf somehow, its hitbox or something because that thing NEVER hits anymore, practically useless on wake up situations.
Man, I could honestly keep going, if you've got this far with my rant then thank you, I have a feeling that Tekken 8 Steve Fox season 1 will not change significantly and we may have to wait for season 2 for any sore points to be addressed.
I know that Steve is a favourite character of the Tekken team, so I am hoping that they will address the players concerns above Steve and bring him back to what he's suppose to be all about.
Swindler through ub+2~1,2 may be useful, if you play on timings and a hard read (as it's 30frames).
Since Tag 2 (on tz forums) i said that he needed some sort of new mid extension from df+1~2 series, I guess the swindler via the method above may be the closest thing i'll get to that.
-8 on block is a bit harsh imo for such a move that requires a pretty hard read, i'd settle with -3 OR the dream, 0 on block :)
@@foxlyfe thanks for the detailed reply, foxlyfe! Few thoughts:
Can certainly understand your grievances, especially as it pertains to his CH game and DCK changes. He's definitely playing a different kind of game now and I'm gonna miss a lot of the previous stuff that's been nerfed or removed!
I will note with LNH specifically that it's a two-edged blade kinda ordeal because this isn't the first time Steve's been forced to play into stances. When you consider in T7 that df+2 into dck is pretty much a necessity the vast majority of the time you use it, or that FC.df+1 / iPAB.d+1 both force peekaboo (where cancelling out essentially ends your turn, where your only consistent lateral movement options are weaves), or that RD2's combo potential required Steve players to use DCK 100% of the time, this doesn't seem all that indicative of anything new to me.
I think you could argue that the only LNH transitions Steve players will actually NEED to use if they really don't wanna play into LNH are db3,2 and his heat smash. ub2's transition is optional. 2,1 was already a decent alternative to b1,2 in t7, let alone 2,2 in t8. I don't think the devs were unaware of how players may respond to LNH, because ws1,2 does the pretty much the exact same amount of damage as ws2,2 when looking at CH df2 or duck punishment.
db3,2 also doesn't really surprise me being forced in the slightest. That move could have been +3 standing in T7 and it still would have been a good move to me. I might be in the minority on that, but it being a KND made Steve's wall game pretty repetitive. You could get creative but qcf1/db3,2 really ruled the roost for the majority of players and it isn't hard to see why. Given he gets way more opportunities to use the move in t8 with the heat and backdash changes, making it a forced stance transition seems pretty reasonable in regards to his current ethos, especially with how cooked his heat mids are.
This all being said!, the fact the stance he is being placed into is much more committal than the likes of peekaboo or DCK is certainly out of the ordinary for Steve. Curious to see if the stance gets any changes or additions over T8's life cycle.
Thanks again for the reply!
@@poultriarchy
Yes, technically df+2~dck forces you into the dck stance, however you can cancel it to make it safe, that's the beauty of the cancel. You still get a turn of your choice, if you choose to.
With LNH, you are stuck in the stance, you can't block in that stance, you've lost your turn outside of the stances moves.
Let's compare similar examples:
df+2~dck cancel
ws+2,2~LNH or db+3,2~LNH
If your opponent blocks that ws+2,2 you've lost your turn and you will be punished, with db+3,2 if you whiff the db+3 and your 2 is blocked, same as above. So while yes, technically you're correct with the dck transition imo you can't compare the two.
While on the subject of ws+2,2~LNH - I did some testing with the timing delay vs no delay as you theorized in the vid:
delay: will catch them pressing a button/trying to move after the initial ws+2
non delay: will not catch them pressing a button
The risk reward imo is not worth the investment of the guessing game, you may as well try your luck with ws+1,2 delay or counter fishing with CH ws+1,2 (which is confirmable, ws+2,2 imo is not confirmable or i'll give you borderline debatable). ws+1,2 you're going to get the same damage as ws+2,2 however with less punishment (unless you can block in LNH stance and the hold back during the stance is a practice bug like with previous games, but I dont think that's the case, I think the opp blocks your move that locks you into the LNH transitions, you're fucked).
With FC df+1/ PAB d+1 - yeah you are again in a transition, however db will cancel PAB instantly (you still get punished if it's blocked by 11frames) however I disagree that you lose your turn if you cancel out. If PAB d+1 hits and you choose to db cancel, it opens up possibilities (standing moves, ss/sw, throws, back dash, whatever you want to do) - again, LNH you don't get this.
db+3,2's whole issue, since it's inception is its abysmal range, which is still the case in Tekken 8. Whiffing this move where db+(3),2 is blocked = you're going to feel it where I don't think that was the case on a blocked db+(3),2 in Tekken 7? It's still lights out if your opponent guesses right and blocks the db+3, same as Tekken 7. So while qcf+1/db+3,2 was a powerful mixup at the wall, it was nearly realistically the only chance you could use that move (in a non telegraphed dash forward db+3,2 mixup out in the open) - so I'm all for the wall pressure between the two that was seen in Tekken 7.
And, if we do a bit of a deep dive into the opponents mind for Steve entering heat and having to deal with the db+3,2 / mid mix up, you should just let the db+3,2 hit, it does a measly 20 damage! From my testing, it feels like you can fuzzy guard the db+3,2 and mid mixups...? If that's the case... :(
Plus, let's say that the db+3,2 hits... and you're forced into LNH stance.... again, if you're in the opponent shoes it's almost like the best thing to do is block and wait out the options from the stance....
With cooked mid heats, do you mean qcf+1/1+2/iwr+2 being able to combo with the heat dash?
I did some testing tonight in ranked with his swindler, I never got it to hit lol. Maybe I suck at using it, but yeah, cool move I just get the feeling that it's going to take a lot to get it going, especially when you're fighting in ft3's.
I hope I don't sound like im crying/whinging but shit, ive spent the last week in prac mode, every night, exploring Steve and trying to find cool shit.. hasn't happened yet. It's disheartening when all on youtube/twitter you are seeing all this cool crazy shit that other characters have/ is being found... and we get LNH stance, along with the counter punching paragon's nerf list from Tekken 7 to Tekken 8.
I love Steve, have been a fan since Tekken 4 (yes, im old) and the closest feeling that I have now from this Steve, is vanilla (arcade release) Tekken 6 Steve where from memory he was kinda like he is now, nothing that stands out compared to the rest of the cast, from memory he didn't come back into the swing of things until Tekken 6 BR (I might be wrong on this? I pretty much skipped Tekken 6 because I did not like Steve in that game).
I don't want Steve to be brain dead, but I feel that Steve shouldn't need 200IQ to mix it with the rest of the cast that have these god like moves (bryan qcb+1, that drag kick on block, devil jins shit that he got). I feel like Steve is paying for his past sins so to speak (strength from previous games) and that's almost like a legacy thing, where Steve's strengths from previous Tekken games have slowly been bred out (counter moves, wall carry, movement, move properties, combo damage) from Tekken to Tekken and now that we enter Tekken 8, with what he has and what others now have access to, it feels... unjust.
Tekken 8 feels like the embodyment of all of his past sins, now all at once, catching up with him in this iteration of the game.
Bryan Fury in Tekken 8 should have the nickname the Counter Punching Paragon because he has more going for him than Steve does in that regard, I saw a comment where Azucena has more counter tools than Steve too..
I'm worried for Steve in Tekken 8.
If history is anything to go by, Steve should receive buffs as he always has to a point, that will happen I'm certain of it, but.... what will they be? Look at the direction they have taken in Tekken 8 with him.. as you said, time will tell :)
I realized I didn't go indepth of a reply to your vid, your vid was great, very informative and well spoken, covered all the points, which is why I straight went into my rant (i guess as well as this rant) to share my pain points with Steve as you already mentioned pretty much everything.
Great vid :)
bryan qcb1 go brrrrr@@foxlyfe
@@foxlyfe With LNH, it seems very clear to me that you are only ever meant to enter the stance via on-hit transitions, with the only exceptions being ub2 and heat smash. Ws2,2/f2,2 are mid-mids, and are thus the worst situations on block, and rightfully so, because while b1,2 and db3,2 have better block situations, they are more inherently risky to use, with both being duckable. If your ws2,2 is getting blocked, you SHOULD die, but the fact that you can still weave some options is kinda amusing in a very Steve way. Once people have the sauce I imagine they’ll just opt for the “kill blocked ws2,2/f2,2 button” that their character probably has, but heat will likely just add to the mindgames there due to the parry.
On the assumption you strictly enter stance from OH transitions (ignoring ub2 given its just free damage), your lowest frame interval, +7, lets you DCK cancel where a staple-ably clean cancel lets you block i13 mids and duck under any highs/block any lows. So, in essence, the stance is pretty much safe, with your only problem move archetype being i12 mid checks which you could still block on a much more difficult cancel. Furthermore, i12 mid checks barring Feng’s are all linear as hell, losing hard to weaves, and even in Feng’s case, the OH damage isn’t rewarding enough to make it a good bargain because then you are dealing with LNH1 which will frame trap you and outdamage your check attempt. Pressing anything slower and they risk death to LNH2.
The stance isn’t safe in the conventional sense, but you can block everything of importance very easily, and anything that can’t be blocked can be weaved or ducked, where the risk reward for doing so is massively Steve-favoured. In order for the opponent to match or exceed Steve’s own risk reward, they either need to hold b, or make a read on LNH1+2, LWV, RWV, or attempt a big mix on raw DCK. Df2,DCK by comparison, is technically safer on paper, but you take more risks for less reward if you do want to press. Takes a perfect ws cancel to interrupt generic df2s, your weaves’ strength is contingent on how smooth your input after canceling into crouch was, and you don’t pose any kind of mixup threat at all. At most you can try and sneak in a fcdf1, and on an omega read, maybe toss out a dck2, but if your opponent is respecting df2ob that hard, they are probably doing something wrong. LNH adds a lot more flair to Steve’s kit than a guarding stance would in my view, and while I won’t go into detail here as I’ll be doing a video on it, the frame situations on transition and speeds of the moves within it seem very intentionally considered to me. You have ways to respond to everything, and every entry except for db3,2, which is THE high risk option, has an alternative move you could use instead that doesn’t transition, or has some way to reneg on your decision. I’d argue its one of the least forced forced stances in Tekken and feels incredibly Steve. Change my mind mid-way through ws2? Ws2dck. Change my mind BEFORE ws2? Ws1,2. Change my mind mid-way through ub2? Ub2~1~2. Change my mind midway through ub2 actually getting blocked? Don’t even have to commit. Only committal option is the one that has to be.
Db3,2 is much more interesting in T8 to me, though I may be in the minority on that. Personally never liked that it KND’d, made his wall game feel too cyclical and repetitive. Now, if you are Steve, 5% health, full stick of blue meter on the table, and you’ve somehow gotten your 73% health bar opponent to the wall, you can run a full circus on them if db3,2 connects. No guarantee that it will, of course, but you can swing for the fences and take the round in 10 seconds if every guess lines up. Had a fair few rounds like this. Whether or not this fits his core ethos is up to one’s preferences but I think it’s much more fun than playing the “did he roll/get up in place or not, if yes, run qcf1/db3 mix, if not, wait” shindig we had going in T7. Also, you definitely can’t fuzzy db3,2/qcf1’s frames, and any good Steve will mix up their options after dash so you can’t just rely on guarding if they get into db3,2 range.
And nah man, your concerns are understandable! That’s a long time to be a Tekken fan so I really get you. At least as far as I am concerned, as someone who hasn’t been a part of the scene for even a fraction of that time, yet was a deep fan of T7 Steve, T8 Steve, for all the concerning changes they’ve made, has some really intentional design decisions being implemented, and I think he will make for a VERY fun character if more players are willing to grind out his new tools. It’s a very odd rendition of the character, but its also the most “boxer” I think he’s ever been, and I’m not opposed to the devs finding other ways to make him feel less like JUST the counterhitting guy, and a little more like a boxer. His weaves have never felt more useful than they do in T8. His throw game is way stronger with the new systems mechanics, being able to 1+2/2 throw mixup from crouch, and having access to a true guess with clinch.
And, well, he’s still got, at least as far as I can tell, the best CH tool in the game. He’s still running the same core options. Not the same char he once was, but I’m enjoying the hell out of playing him as he is now regardless. Apologies if I didn’t address everything, YT comment format is hard yakka to respond to in long-form haha
Steve's design philosophy to me feels like the Tekken team are screaming "PLAY SOMEONE ELSE"
On paper he's the perfect tournament character...he's just so had to play no one tust themselves to win with him..he's a straight counter hit character...if you know the game all you need are 2 moves..I always wanted to play him but it's so much work it's a full time job playing him and that's coming from a lee main..
@@Nimrod336are u seriouse? he would struggle to make it top 15 in t7. In t8 hes complete trash
He was anywhere from top 3 to top 15 over t7. He’s underwhelming in t8 but he’s not awful, take a deep breathe
@@zebgordon354Tekken 7 was a different story, he was somewhat a beast in early versions.
IDK why Tekken community attacked on Steve altogether to nerf him even though he was tough as nails to play with and there are more than plenty of characters with unfair advantage.
In T7 latest he was gutted of his many of his moves properties and T8, most of his signature launchers are not launchers anymore.
Calling Steve Counter hit paragon is not valid, give that to Bryan 😅
@@zebgordon354 after the final patch he wasn't. Most of the game yes. But you cannot take away 7 ch launchers give him a very bad stance that people can rage art into as no cancel. in t8 everything got insane buffs and he has nerfs + one of the worst heats in the game
Swindler is def underrated atm, its a small mixup in itself. Didn't think much about it but using it has been extremely effective. Awesome video, looking forward to the next one. Just one consideration, since theres a lot of new ppl here, I suggest turning on inputs, as most of them might get lost with voiced notations or move names. Just smt that might help a bit as it allows them to pause and check what was pressed
Thanks for watching, and thank you for the kind words and feedback! Will consider inputs for future videos!
Also been seeing some success with swindler, though I'll need more time with it. Absurdly cool move on all fronts. Glad you've been taking names with it!
Great video! Explained well with no stammering fumbled words I can tell you put time into thinking this through.
Thank you oZiiix! Took a few more attempts to record than I'd like to admit >:) Hope you've been digging T8!
@@poultriarchy I am. My friends and I were discussing Steve's evolution the other day from T7 to T8 I couldn't find the right words but this video explains it really well. He's not as safe but still relatively safe but imo he's more fun than his T7 version.
@@oZiiix Huge! Happy to hear that. And absolutely, risk is being encouraged but looking at his transition options, I would argue the only essential transitions are db3,2 and his blocked heat smash. Everything else seems optional in light of available alternatives, or just straight up not needing to transition in ub2's case!
Time will tell if he overtakes his T7 rendition for me but I'm having an absolute blast so far!
This was incredible. This is my first time maining Steve, and coming from Miguel this character feels perfect. I know a lot of people are going to complain about how much more aggressive he is, but this is the most fun I've ever had with the character.
Sharing this around everywhere I can!
Really appreciate the kind words boss! Played a boatload of Miguel in T7 and T8 Steve feels closer to Miguel than he ever has before, can absolutely see why you are enjoying this iteration. I've got a weird amount of love for LNH right now even if its largely being considered an underwhelming stance but I can see it turning into something of a SAV-esque ordeal with tweaks over time, acting as the core of Steve's offensive plan once he's able to get in with a punish.
Thanks again!
Great video, as someone who just picked him up in 8 this was very informative
glad to hear! more to come :)
As a steve main since tekken 4 I love your explanation of his new iteration. I said basically had the same sentiment in which his game plan is more focused on standing mix ups instead of ch launching. With moves like 4 1 2 an b+1 2 really shows the direction they wanted to go with the character. I also noticed that since tekken 8 looks to be a more aggressive game where pressure sequences can ramp up an a round can end in 2 turns I thought he would be at a dmg output disadvantage compared to the rest of the cast. But with the moves that put him in heat being whiff punishers an mid checks it allows him to really shine making all his aggressive pokes chip and basically accomplishing the same dmg as other characters in a different way. Shout out to you an love the video! Ps. Bring back ss 1+2, peekaboo shove, Dempsey roll and allow peekaboo d+2 to cancel back into stance!
Really good vid bro, high calibre stuff.
It’s cool that you put everything in one picture it helps to see what they were going for and i really like the new stance and swindle fake out but at the same time the nerfs are polarising and still don’t know what to think about them, it’s definitely his most interesting iteration and I’m glad they didn’t ruin his core identity even tho it’s hurt a lil bit
Extremely well articulated, would love to hear a follow-up maybe 3-6 months in once the game has a little more time to develop
Awesome video, Guv. I still believe that stance and Steve in general might benefit from some buffs, but the character is still so much fun to play. And that's coming from one of those ultra safe Steves from tekken 7 who had to learn him almost from scratch for this game.
Great video guv. Some of the changes took me a while to get used too but I’ve gotten better
Nowhere near tournament level but I think I’m good lol. Steve’s clinch is soo cool tho
cheers mate, we all on the journey haha, and yea the clinch is sick! irrespective of how strong it may or may not be, I really like that they've leaned heavy into his identity as a boxer in this one
Awesome video with thought-provoking and well-researched points about the differences in Tekken 8 Steve. I'd watch more Tekken content like this for sure.
Great vid man. Actually quite encouraging in a sea of Steve doomcriers (which may well be valid haha!) Look forward to your Lionheart video!
Thanks boss! Isn't too hard for me to see why a lot of Steve players are in states over his new rendition, but he retains enough of what I love about him while doing a lot of completely fresh stuff that I'm having a blast. And cheers, hopefully it delivers!
I hope we get some buffs somewhere down the line seeing as how we are in a tank full of lil monsters like jun. Especially sad that the hours put into learning shiro was for pretty much nothing now lol
insanely good video, learned alot from it
bless
To answer that first question
Yes, his jab has been buffed. It has more range now. I guess it's to compensate the fact that his ws2 is no longer 14 frames (it's 13 now) but lost its launching property on counterhit.
I've been waiting for this day
Yeah count me out, lots of characters like lili actually doubled down on their skill ceilings, while steve's got lowered so hes not even that fun anymore, even if you try to ignore his multiple deficiencies. Completely removing any ability to even land a shiro combo, which weren't that good in demo anyways, is just baffling to the point of almost being kinda insulting. Everyone else feels like a more or less stronger version of their T7 selves with minimal changes but Steve just feels worse in almost every meaningful way in trade for honestly kinda gimmicky canned stuff. I just don't understand the point of Steve in this game, anything he does, someone else just does better, and safer most importantly.
His weaknesses feel worse than ever since he doesn't even seem to do anything all that well anymore, I'm still trying to wrap my head around the multiple nerfs he got just moving from the demo build to retail release lmao. In a game right now with kinda disgusting chars like Jun and Jin, I don't see Steve catching on at all. It's too bad, he's still one of the best animated characters, but playing him just feels awful like wearing training weights or something. Maybe they'll get around to helping him out but I"m probably just going to move on and drop him. Every other character I can play is just far stronger than him in their gameplan and the juice just isn't worth the squeeze anymore.
Haha, that’s all fair enough. Personally think there will still be room for a lot of skill expression both in and out of the new stance but it’s gonna show quite differently to T7. I’m yet to see many players showcase the actual extents of his defensive options from LNH, or really demonstrate how pivotal playing hot and cold on T8 Steve is. He might just have the highest count of new things for a returning char, so it’s gonna take some digging to really separate the wheat from the chaff. All this also isn’t to say anything about how much we currently know about the strength of defence in this game, with SS being pretty gnarly. Early, early days. He might just fall off but I’m nonetheless excited to see how his meta develops in time.
Appreciate the detailed comment, and thanks for swinging by!
just hit fujin with steve today and i didint even think to do another db 3,2 after the lionheart guardbreak... i normally just do the guarenteed 2,2 or 2,1 peakaboo for plus frames. this is going to change things..
Being plus in pkb from 2,1 F is prob better tbh but do you
as both yourself and zebgordon noted, 2,1 is an incredibly strong situation to have access to, but looping with db3,2/sending the mix is a very funny way to blitz the opponent's confidence haha, and congrats on the fujin!
He's underated now. I think Steve is still very dangerous especially with heat being a thing.
bless up for believing in the guv
Steve main since 4. After playing and seeing other top level Steves I've come to this conclusion and I will list how i feel they should fix the issues without the old "give this back" since I know the goal is to have characters feel new.
1. Steve has no reason for anyone to be afraid when he's in a stance in your face. Solution - Make PAB d+2 i21 startup and give him a low from ducking that functions like Feng CH low into animation.
2. LHT is bad in certain situations taking away his turn instead of allowing mix. Solution - Make LHT auto sway highs like Bryan Mach Breaker Counter, and Allow grab inputs 1+3, 2+4 to allow him to go into 2 faced without heat, and let him be able to Cancel LHT into PAB. Make LHT always auto parry mids and Highs and Mids while in heat.
3. Punishment at i15 is terrible. Solution - make b+2 i15 and let it transition into PAB on hit by holding forward. This allows for b+2, PAB f+12 to be a viable punish for fair damage without making him stupid.
4. Steve has no strings that force you to guess. You can stand guard/bdc everything. Solution - add branches to PAB df,1,1,2,1 and PAB b,1,1,2,1 that replaces the last two hits with his bd+3,2 animation to force them to choose between low mid when the string starts.
5. Finally, Give 2,1,2 a option of 2,1,d+2 that gives him another quick mid low string you have to guess.
I could go on, but these changes would make Steve "complete" considering all the fuckery all the other chars got.
Idk some people seem to not like him now as he is easier but I never learned shiro thankfully. He is easier to play but I think he is still somewhat more technical than most characters. I’m not that good of a player anyways but I rly enjoy what they’ve done with his character identity in this game. Right now he is my main and I hope to get better with him at least on a local tournament level. Good vid all around
Hope to see you drop more content. This was a rewlly neat video
Steve does have kempo now😆
It's kinda annoying that Power Crushes beats every LH option when he is +7 or less. Maybe after db3,2 he should also be +11? But if people will spam PCs you could launch most of them with 4 DCK 2.
I was testing LH vs Dragunov Power Crush and if you press 4 immediately he whiffs and it's actually enough time to launch them with uf2!
In heat of course all mids are auto parried into the clinch.
Steve kenpo goes hard! And to beat PCs you just gotta opt for DCK into guard or weaves. DCK into guard is the best way to deal with them, and if you already know what kind of PC your opponent wants to use, you might even get a launch attempt on high PCs! And ya, weaves work super well vs the more linear ones, lots of mindgames to be had from LNH
Dope vid nice to see some steve discussion in this game
Crap i didnt know how much they changed him. Good video mate
The parry window was increased to starting on the 5th frame. I think it's in the range of 5-12 from my testing. Bit weird but I do feel that dckc is still coming out later. Not nullifying your point or anything, just that you can't parry a jab at -6 anymore anyway so if dckc was the same you're still boned at the moment. It's also why the classic uf1 into punch parry flowchart gets stuffed by jabs now. Send my regards to stevecord.
Thanks for the frame info there goiflin! That does make sense, think dck being clunkier just makes it feel like a compound issue. Not sure why they felt the need to make the changes but it’s probably shortsighted to predict the mind of mishimastar 🫠
And indeed I will sir 🫡 hope you’ve been well!
keep the footage coming champ
I skipped tekken 7 but I played Steve from tekken 4.. Majority of his initial moves are based from Hajime no Ippo manga
where his move lists are combined signature moves from different boxers from the series.
My guy finally
amazing video
from the man himself bless
On neutral ive been using more flck 1 in to alb 2 its all guaranteed on ch and flck 1 has huge range and its pretty easy to confirm alb 2 to laucher when heat if you see flck 1 to counter hit
flk1alb2 is a fantastic string! been trying to incorporate it more too, really powerful stuff for how safe it is!
the d+2,1 wildman cancel was for me his most important move, i abused the shit out of that mindgame and it was strong, super underutilized by most steves imo but i dont understand why they took it from him now, like for real, what is the specific reason, would it be overpowered in T8 in any combination of moves?! i dont think so, weird
Seems like they forgot to put it in. It was a very important part of his meta at higher levels
Looking at it now T7 steve might be the most perfect steve iteration for me they just nailed it with extended duck mix ups now it’s kinda useless
I just started picking up steve in late S4, so I'm not a long time steve player by any means, but man i hate how two-faced (heat clinch) is a 1+3 or a 2+4. Really fucks with me doing ext duck+1 in combos. Like i built muscle memory by holdind f+3,1, i cant just switch to using f+4,1 for only combos, thats wacky. Feelsbadman
this is fucking sick
Love the video, Poultry
Where are your steve videos poultry. I need them right now.
Cool video
the guard break LH high is such a joke lmao it's basically a launch punishable low that does 20 damage
haha, don't think even i could argue that it may need tweaks, though the base is there. if it did less scaling on the subsequent hits and either came out at the same speed as lnh2 or was able to intercept powercrushes, i think a lot of people's common concerns with the stance would be mostly addressed. curious to see how things progress, cheers for stopping by!
I personally feel like they fucked up his counterhit identify and tried to force a 5050 down our throats and another evasive launcher. Hes weaker but also easier than ever before
So cool. Your voice is satisfying 😂
I used to be a steve main but swtiched to bryan idk what it is but steve is just missing somethj g
Calling Steve Counter hit paragon now is not valid, give that to Bryan 😅
I like some of his changes if lion hearth 2 had armor he would be fixed as it would launch people for using armor against Lion Hearth making it the button to stop opponents from pressing. Even he getting no nh fast launchers would be ok. I absolubtely hate that there are chars that have a better ch game than him and I despise he getting a launch from his new backsway with lion hearth 2 as it has become one of his greatest tools. Azucena has a better ch game, heck Victor having 1+2 and Paul Having df2 have a better ch game. He does not feel like the ch paragon he feels like the weave worse than Feng and Xiaoyu paragon right now. He has 1 tool that is special, I undestand that the team are scared of him because everyone else lost Magic 4s and fast ch launchers. But B1 from Feng is still a great deterent same as Yoshi's Flash and even Victor's 1+2 feel better at ch hunting than Steve's current build. Finnaly I think a general damage buff would be great. Df2 does not need to launch if the ws1, 2 combo did something like 70 dmg same for his b2. Another change I think would work would be making df2 traking again and making b2 an actual ch launcher. Finally I would love some extra ch launching strings or high damage ch tools.
Hopefully steve got 15F launcher tbh, kinda suck his only good option to launch rage art abuser is f1+2 and 1+2
nice
what he needs in t8....ws2 ch,df2 at least for shiro again,better parry outcome....you got so many characters with perfect parry ch with so damaging combos and steve got really bad outcome.also you cant get d2,1,2 after parry almost on half the cast in t8 becouse of stupid hitboxes...
We will not see Steve in compétition anymore 😢
time will tell! early days, could see him getting some tweaks over time! definitely sad seeing how many players are moving on to other chars though :(
@@poultriarchyas a steve main i am also considering to move on since he was nerfed this much and i don't think they will change it any time soon.
Great high quality video then you disappeared. What happened?
Df 2 you can cancel out of btw
bro adit again 🔥🔥
We should do a tekken video together i need a co host for the project im working on.
feel free to reach out to me on discord, username is poultry (just poultry!)
That voice 😏
does anyone know I can access Steve discords?
discord.gg/3qRmSTj
He is the most nerfed character in the game unnecessary nerfs he is outclassed and outgunned I hope they buff him knee refuses to play him
its kinda sad, I picked up Steve because of Knee back when I started last year
it almost felt like they hated him, and I feel like Mainman has to do with that 🙆 I mean he's the only one who got laugh at because of his face and then you hear his voice and it's shit. then comes his gameplay and they remove shiro combo. he has no mid CH launcher lmao. guard break from LH is shit not threatening at all lmao. LH can be beat by power crush and/or RA. no lows. kenpo BS is aight but it's not really a Steve thing i feel like. playing this Steve it feels like you gotta double or triple your work to make him work and it ain't worth it sometimes. idk man I really don't like this Steve atm.
Are you Australian? Feel
Like I’ve fought you lol
Hey! I was right I have you on my friends list! Let’s go!! I’m Andro