

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


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