Street Fighter X Tekken/Steve: Difference between revisions

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=== Advanced Combos ===
=== Advanced Combos ===
* N/A
 
<youtube>oL7jNspETpM</youtube>
 
<youtube>JMGBy0rXxqE</youtube>


=== Combos Into Supers ===
=== Combos Into Supers ===

Revision as of 13:32, 24 January 2014

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Steve

Sfxt steve face.jpg

Ideal Team Position: TBW


Steve eats meter. Without meter, Steve is garbage but with meter, Steve becomes much, much better. His fireballs get more range and become safe, his Sonic Fang does more damage, his duck gets a lot of invincibility, and everything about him becomes way better. His two stances are mainly for combos since they both reduce his mobility greatly, but they both have some followups that are very useful in combos (Peekaboo mainly for starting combos, Flicker mainly for ending/ extending combos). His weaves help him avoid attacks (like Tekken sidesteps) and help him get in close. If you've got a great meter building point character/ a ton of meter gems and you can switch stances and use lots of EX smartly in combos, then give Steve a try.

Strengths Weaknesses

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Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel
Standing Medium Punch
mp
Standing Hard Punch
hp
Close Light Punch
(near opponent) lp
speccancel
Close Medium Punch
(near opponent) mp
speccancel
Close Hard Punch
(near opponent) hp
speccancel
Crouching Light Punch
d + lp
rpdfire
speccancel
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
speccancel
knockdown
Crouching Light Kick
d + lk
low
speccancel
Crouching Medium Kick
d + mk
speccancel
Crouching Hard Kick
d + hk
low
hardknockdown
Jump Light Punch
ub / u / uf + lp
high
Jump Medium Punch
ub / u / uf + mp
high
Jump Hard Punch
ub / u / uf + hp
high
Jump Light Kick
ub / u / uf + lk
high
Jump Medium Kick
ub / u / uf + mk
high
crossup
Jump Hard Kick
ub / u / uf + hk
high


Unique Attacks

Name
Command
Notes
Weaving A
lk
evades mid and high attacks
Weaving B
mk
evades mid and high attacks
   Shoulder Rush
Weaving B --- lp
knockdown vs airborne
      Uppercut
Shoulder Rush --- mp or hp
knockdown
Quick Spin
hk
evades mid and high attacks
   Spin Gut Punch
Quick Spin --- mp or hp
knockdown
chcrumple
   Spin Low Hook
Quick Spin --- d + mp or hp
low
hardknockdown
Chopping Straight
df + mp
high
knockdown vs airborne
Foot Stomp
db + lk
low
   Foot Stomp Right Hook
Foot Stomp (on hit or block) ---
mp or hp
hardknockdown
Ducking Body
f + mp
   Ducking Hook
Ducking Body --- lp
      Flicker
Ducking Hook --- b
British Edge
f + lp --- mp

Throws

Name
Command
Notes
Gut Wrencher
f or n + lp + lk
throw
Armlock Throw
b + lp + lk
throw

Special Moves

Name
Command
Notes
Flicker Stance
b + 3k
   Flicker Jab
Flicker Stance --- p
ex
l hits low
ex knockdown on 2nd hit
knockdown vs airborne
Peekaboo
f + 3k
   Patella Smash
Peekaboo --- lp
stagger
knockdown vs airborne
   Cutting Elbow
Peekaboo --- mp
knockdown
(slightly floaty)
   Albion Combination
Peekaboo --- hp
groundbounce on 3rd hit
Ducking
qcf + k
ex
evades projectiles
ex gains invincibility
   Fox Hunt
Ducking --- lp
   Skyscraper
Ducking --- mp
knockdown
(slightly floaty)
   Gatling Gun
Ducking --- hp
standthrow
Sonic Fang
dp + p
ex
knockdown
Swaying
qcb + k
ex
counter vs mid and high attacks
knockdown on ex
Hellfire
qcf + p
ex chrg
knockdown vs airborne

Super Combo

Name
Command
Notes
Hellfire Rush
qcf + 3p


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

Combos Into Supers

  • N/A