

Steve
Ideal Team Position: Anchor
Steve Fox is an offensive powerhouse utilizing quick movement options and fast strikes to overwhelm his opponent the moment an opening presents itself. Cancelling into his ducking stance can ensure that he can continuously be an opponent’s face where he can open them up with armored combo starters from Peekaboo, punish whiffs with either his Ducking LP or Ducking MP, or open a standing opponent’s guard with his Ducking HP which then leads to a tag opportunity with a LOT of hitstun for the partner to do practically whatever they want. Steve has the ability to convert into big damage off of something as simple as a f+LP > MP target combo into Ducking, and if he’s juggling an opponent in the corner he can utilize his Flicker Cancels (cr.HP or cl.HP xx Flicker Stance, cancel by crouching, cr.Hp xx Flicker Stance...) for big damage. He can even do them to a standing opponent in the corner for outrageous damage, though this can be very difficult to pull off consistently. Defensively, he leaves a lot to be desired: his anti-air buttons are modest at best, his parry is inconsistent, and his Alpha Counter can leave him quite vulnerable if baited while not doing much damage that would make it worth the risk. Furthermore, his Hellfire projectile is very short range and has long recovery, which can hinder his ability to space out opponents with it. Use Steve as an anchor after the opponent is already on the defensive, so that he can ensure that’s where the opponent stays until the match is over.
Strengths | Weaknesses |
---|---|
+Once he’s in, he can easily continue to stay in the opponent’s face thanks to his movement options +Several ways he can tag his partner in to either continue a combo on hit or enter the field of battle on block +Possesses some of the highest damage combos and juggles in the game +Excellent wall carry ability +Strong pokes can either keep the opponent out or be cancelled to get him in the opponent’s face |
-One of the worst Alpha Counters in the game -Best combos require a high degree of execution -Lacks a reliable reversal -Stance switches have very limited defensive utility -Struggles defensively overall |
Moves
Normal Attacks

























































crossup





Unique Attacks













































Throws









Special Moves



















(slightly floaty)






evades projectiles






(slightly floaty)



















Super Combo


Frame data (Updated for v2013)
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 6 | 2 | 5 | +10 | +6 | SM,EX,SA,CA,HK | 1 | 1 | 1 | - | |
Far MP | H | 60 | 7 | 3 | 9 | +9 | +5 | SM,EX,SA,CA,HK | 2 | 1 | 1 | - | |
Far HP | H | 90 | 9 | 3 | 17 | +5 | 0 | - | 3 | 1 | 1 | - | |
Close LP | H | 30 | 4 | 2 | 8 | +7 | +3 | SM,EX,SA,CA,HK | 1 | 1 | 1 | - | |
Close MP | H | 60 | 6 | 4 | 10 | +9 | +3 | SM,EX,SA,CA,HK | 2 | 1 | 1 | Forces standing, On hit: +11 on crouching opponent, 75 damage and stagger (+30) on crouching counter hit | |
Close HP | H | 90 | 5 | 2 | 18 | +5 | 0 | SM,EX,SA,CA | 3 | 1 | 1 | - | |
Crouch LP | H | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA,HK | 1 | 1 | 1 | - | |
Crouch MP | H | 60 | 7 | 2 | 10 | +9 | +5 | SM,EX,SA,CA,HK | 2 | 1 | 1 | - | |
Crouch HP | H | 90 | 6 | 5 | 23 | -2 | -8 | SM,EX,SA,CA | 3 | 1 | 1 | Forces standing, Attacking arm crushes airborne attacks frames 8-20 | |
Crouch LK | L | 30 | 5 | 2 | 10 | +5 | +1 | SM,EX,SA,CA,HK | 1 | 1 | 1 | - | |
Crouch MK | H | 60 | 8 | 2 | 19 | 0 | -4 | SM,EX,SA,CA,HK | 3 | 1 | 1 | - | |
Crouch HK | L | 90 | 11 | 2 | 26 | hard knockdown | -8 | - | 1 | 1 | - | - | |
Jump LP | M | 40 | 6 | 2 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MP | M | 70 | 6 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HP | M | 100 | 6 | 5 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump LK | M | 40 | 8 | 4 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump MK | M | 70 | 7 | 2 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump HK | M | 100 | 8 | 2 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel **LC | f+HP+HK (while blocking) | H | 120 | 8 | 2 | 27 | hard knockdown | -9 | - | - | - | - | Invulnerability frames 1-8, Resembles Shoulder Rush |
Gut Wrencher | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Armlock Throw | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Chopping Straight | df+MP | M | 80 | 17 | 2 | 15 | +2 | -3 | - | 2 | 1 | 1 | Ground bounce on crouching counter hit, On hit: +0 on crouching opponent |
Foot Stomp | b+LK | L | 50 | 15 | 2 | 20 | -5 | -7 | MP,HP | 1 | 1 | 1 | - |
Foot Stomp Right Hook | MP or HP during Foot Stomp | H | 60 | 6 | 2 | 22 | hard knockdown | -4 | - | 1 | 1 | 1 | - |
Ducking Body | f+MP or HP | H | 60 | 16 | 2 | 15 | +4 | 0 | - | 2 | 1 | 1 | Stagger (+25) on crouching counter hit |
Ducking Hook | LP during Ducking Body | H | 40 | 8 | 2 | 15 | 0 | -2 | - | 3 | 0 | 1 | - |
Flicker | b during Ducking Hook | - | - | - | - | 1 | - | - | Flicker Jab | - | - | - | - |
- | f+LP | H | 30 | 8 | 2 | 9 | +6 | +4 | - | 1 | 1 | 1 | - |
British Edge | f+LP > MP | H | 60 | 7 | 3 | 9 | +9 | +5 | - | 2 | 1 | 1 | Stagger (+29) on crouching counter hit |
Weaving A | LK | - | - | - | - | 22 | - | - | MK,HK | - | - | - | Upper body invulnerability frames 1-19 |
Weaving B | MK | - | - | - | - | 26 | - | - | LK,HK | - | - | - | Upper body invulnerability frames 1-18 |
Shoulder Rush **LC | LP during Weaving B | H | 50 | 8 | 2 | 27 | -3 | -9 | - | 1 | 1 | 0 | Forces standing |
Uppercut **LC | HP during Shoulder Rush | H | 70 | 9 | 4 | 28 | float | -12 | - | 1 | 1 | 0 | - |
Quick Spin | HK | - | - | - | - | 25 | - | - | - | - | - | - | Upper body invulnerability frames 1-19 |
Spin Gut Punch | MP or HP during Quick Spin | H | 100 | 9 | 2 | 18 | knockdown | 0 | - | 1 | 1 | 1 | Crumples on standing counter hit, Wall bounces on crouching counter hit |
Spin Low Hook | d+MP or d+HP during Quick Spin | L | 90 | 9 | 2 | 28 | hard knockdown | -10 | - | 1 | 1 | 1 | - |
Sonic Fang LP | f,d,df+LP | H | 50,60 | 14 | 2(5)4 | 23 | knockdown | -7 | - | 3,4 | 1,1 | 1,0 | - |
Sonic Fang MP | f,d,df+MP | H | 50,60 | 17 | 2(5)4 | 23 | knockdown | -7 | - | 3,4 | 1,1 | 1,0 | - |
Sonic Fang HP | f,d,df+HP | H | 50,60 | 18 | 2(5)4 | 23 | knockdown | -7 | - | 3,4 | 1,1 | 1,0 | - |
Sonic Fang EX | f,d,df+PP | H | 70,50 | 14 | 2(5)4 | 23 | float | -7 | - | 3,4 | 1,1 | 1,0 | Projectile invulnerability frames 1-25 |
Swaying **LC | qcb+K | counter | 140 | 1 | 24 | 42 | +3 | - | - | - | - | - | Upper body counters strikes |
Swaying EX **LC | qcb+KK | counter | 180 | 1 | 24 | 42 | knockdown | - | - | - | - | - | Ankle and above counters strikes |
Hellfire | qcf+P | H | 60 | 16 | - | 30 | 0 | -3 | - | 3 | 1 | 0 | Chargeable: 51F for EX Version and 100F for Super Art |
Hellfire EX | qcf+PP | H | 60x2 | 10 | - | 30 | +8 | +5 | - | 3,3 | 1,1 | 0 | Chargeable: 51F for Super Art |
Flicker | b+KKK | - | - | 10 | - | 4 | - | - | Flicker jab | - | - | - | - |
Flicker Jab LP **LC | LP during Flicker | L | 100 | 8 | 2 | 30 | -6 | -11 | - | 3 | 1 | 1 | Stagger (+10) on crouching counter hit, Ground bounce on airborne opponent |
Flicker Jab MP **LC | MP during Flicker | H | 100 | 8 | 2 | 30 | -6 | -11 | - | 3 | 1 | 1 | Stagger (+10) on crouching counter hit |
Flicker Jab HP | HP during Flicker | H | 100 | 8 | 2 | 26 | -3 | -8 | - | 3 | 1 | 1 | Stagger (+10) on crouching counter hit |
Flicker Jab EX | PP during Flicker | L,H,H | 50x3 | 8 | 2(8)2(9)2 | 18 | knockdown | -11 | - | 3,3,3 | 1,0,0 | 1 | Ground bounce on airborne opponent |
Peekaboo | f+KKK | - | - | 10 | - | 4 | - | - | LP, MP, HP | - | - | - | Can only move forward, Throw invulnerable, Cancel stance by crouching, Weaving A, Weaving B or Quick Spin |
Patella Smash | LP (during Peekaboo) | H | 60 | 18 | 3 | 34 | +8 | -20 | HP | 1 | 1 | 0 | 1 point of armor during frames 1-18, Throw invulnerable |
Cutting Elbow | MP (during Peekaboo) | H | 70 | 13 | 6 | 23 | float | -6 | - | 1 | 1 | 0 | Upper body invulnerability frames 1-14, Throw invulnerable |
Albion Combination | HP (during Peekaboo) | H | 30x2,40 | 21 | 4(10)3(23)2 | 21 | ground bounce | -6 | - | 1,1,1 | 1,1,1 | 0 | Throw invulnerable |
Ducking LK | qcf+LK | - | - | - | - | 25 | - | - | LP, MP, HP | - | - | - | Projectile invulnerability frames 1-21 |
Ducking MK | qcf+MK | - | - | - | - | 28 | - | - | LP, MP, HP | - | - | - | Projectile invulnerability frames 1-21 |
Ducking HK **LC | qcf+HK | - | - | - | - | 31 | - | - | LP, MP, HP | - | - | - | Projectile invulnerability frames 1-21 |
Ducking EX | qcf+KK | - | - | - | - | 25 | - | - | LP, MP, HP | - | - | - | Projectile invulnerability frames 1-21, Upper body invulnerability frames 1-21 |
Fox Hunt | LP during Ducking | H | 120 | 9 | 6 | 17 | +3 | -3 | EX,SA | 1 | 1 | 1 | Float on counter hit |
Skyscraper | MP during Ducking | H | 80 | 13 | 4 | 22 | float | -6 | - | 1 | 1 | 0 | - |
Gatling Gun | HP during Ducking | standing throw | 200 | 15 | 2 | 26 | hard knockdown | - | - | - | - | - | - |
Hellfire Rush **LC | qcf+PPP | H | 310 (60) | 4 | - | 70 | hard knockdown | -42 | - | 3 | 1 | - | 65 frames cinematic freeze before attack begins, Invulnerability frames 1-7 |
Cross Art **LC | qcf+MP+MK | H | 150+ | 7 | 2(13)4(15)2(16)2 | 29 | switch | -13 | - | 3,3,3,3 | 0,0,0,4 | - | 64 frames cinematic freeze before attack begins, Invulnerability frames 1-8, +34 if first attack whiffs and 4th attack hits |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far MP | H | 42 | 7 | 3 | 23 | -5 | -9 | EX,SA,CA | - |
Far HP | H | 63 | 9 | 3 | 33 | -11 | -16 | - | Forces standing |
Close MP **LC | H | 42 | 6 | 4 | 17 | +2 | -4 | EX,SA,CA | Forces standing, On hit: +4 on crouching opponent, 52 damage and stagger (+30) on crouching counter hit |
Close HP | H | 63 | 5 | 2 | 26 | -3 | -8 | EX,SA,CA | Forces standing |
Crouch MP | H | 42 | 5 | 2 | 24 | -5 | -9 | EX,SA,CA | - |
Crouch HP **LC | H | 63 | 6 | 5 | 31 | -10 | -16 | EX,SA,CA | Forces standing, Attacking arm crushes airborne attacks frames 8-20 |
Crouch MK | H | 42 | 8 | 2 | 25 | -6 | -10 | EX,SA,CA | - |
Crouch HK **LC | L | 63 | 11 | 2 | 31 | hard knockdown | -13 | - | - |
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
- cl.HP xx b+KKK, cr.HP xx qcf+K>MP, qcf+HK>MP, qcf+HK>MP, f+MP>LP>b, FLK LP/MP/HP/HP+HK
(424) (punish, medium)
Hit Confirm Combos
- cr.LK, cr.LP, cr.LP xx dp+LP (161)
(hitconfirm, low, easy)
- cl.MP, cr.MP xx dp+P (208)
(hitconfirm, easy)
- cl.MP, cr.MP xx qcf+K>LP (216)
(hitconfirm, easy)
Post-launch Combos
- cl.HP xx qcf+LK>MP, f+MP>LP>b, FLK LP/MP/HP/HP+HK
(juggle, medium)
- cl.HP xx b+KKK, crouch, cl.HP xx b+KKK, crouch, cl.HP xx b+KKK, crouch, cl.HP xx dp+LP
(juggle, corner, hard)
Advanced Combos
- df+MP, qcf+K>MP, f+MP>LP>b, FLK LP/MP/HP/HP+HK (316)
(overhead, counterhit on crouching enemies, easy)
- cr.LK, cr.LP~cr.MP~cr.HP xx qcf+KK>MP, qcf+HK>MP, qcf+HK>MP, f+MP>LP>b, FLK
LP/MP/HP/HP+HK (294) (1bar, low, medium)
- cl.MP, cr.MP xx qcf+K>LP xx qcf+KK>MP, qcf+HK>MP, qcf+HK>MP, f+MP>LP>b, FLK
LP/MP/HP/HP+HK (416) (1bar, medium)
Combos Into Supers
- N/A