stevesteve Tekken 8 Season 2 Guide


Introduction
Steve Fox the Counter Hitting Paragon, is in my opinion one of the most rewarding characters in the game to learn. He is a counter hit specialist with the best safety in the game, amazing defensive tools, and evasion with (4) (3) and (UB+3), and with the introduction of lionheart stance now has access to strong 50/50’s especially at the wall. Steve’s general gameplay is simple in theory but difficult in execution; annoy your opponent into overextending and blow them up with his devastating counter hits such as the famous (B+1) and (FLK+2) for massive damage. Steve also boasts above-average male movement, such as a good backdash and a good sidestep which will further allow him to control the tempo of the game. He is also by far the safest character in the game in terms of frames, which when abused properly, will give your opponents little to no room to hit you. Moves such as (1,2,1), a 3 hit string which on counter hit is guaranteed, are prime examples of his amazing safety as this is one of his key moves to setup offence and control the tempo of the game.
Steve also has access to a variety of stances, (DCK), (FLK), (LNH), (PAB), (SWY), (WV), which while they do increase complexity, take his gameplay, safety, and creativity to the next level. Cancelling certain moves into these stances will take moves which alone would be unsafe, such as (QCF+1) and make them completely safe (QCF+1~B). These stances add many layers to his moves and strings, allowing him to cycle options effectively and, more importantly, change his timing and rhythm just like a real boxer in order to land those massive counter hits.
With the introduction of Tekken 8 came the famous Lionheart stance. This stance takes Steve’s pressure game to new heights, as a lot of his moves auto-transition into this stance. Key moves such as (UB+2) and (DCK F+2) leave you at a frame advantage and into Lionheart stance. Lionheart boasts 3 options from stance, which if landed, can all lead to a big reward. LNH 1 is a 14-frame mid homing heat engaging wall splatting punch, which is also safe on block. One of his strongest moves by far, as if this is landed especially at the wall, it is usually enough to snowball the round and win. LNH 2 is a i16 launching mid, which tailspins the opponent if it connects, but is punishable at -13. Again, another good option to fish for a launch vs those pesky duckers and also a great button if in need of a comeback. Lastly, we have LNH 1+2, which is an 18-frame guard break that guarantees anything up to 12 frames and below on block and also launches on normal hit. This move is special because it also reversal breaks, meaning if your opponent tries to parry, power crush, heat burst, or armour through this move, they will get launched. As great as this all is, Steve does have some glaring weaknesses that can make it tough to play him. The most obvious one is being he is a boxer and can only punch. Characters with parry-heavy kits can prove to be difficult matchups for him as they can negate a lot of his offense and gain momentum. He is also very stance-heavy and can be quite daunting to pick up for a newcomer, as his kit is highly complex with many stance transitions to learn and frames to memorise in certain situations. He also has a very lacklustre punishment game with his fastest wallspllat coming at 16 frames. He cannot launch -15 moves like the rest of the cast and instead has to wait until -17 to launch standing moves and -16 to launch crouching moves, which can make some matchups very tough to navigate.
Strengths
- Counter Hit buttons: Devastaring CH buttons such as B+1 and DF+2
- Defense: Outfox (UB+3), Weave (4 or 3), and Ducking stances (F+3 or F+4) are strong tools
- Safety: He is by far the safest character in the game with moves like 1,2,1 and DF+2~DCK
- Good Mids: Great mid buttons to control neutral / enforce wall pressure, such as QCF+1 and LNH+1
- Great Highs: Access to some of the best high attacks such as B+1 and UB+2.
- Expression: Steve is a highly expressive character who lets you play him in a variety of ways.
Weaknesses
- Poor Lows: His lows are lacklustre and pose minimal to low threat, making opening up opponents tough at times.
- Tracking: Steve's tracking isn't the best, especially with his mids from neutral being weak to SSL
- Puncher: His moves are only punches, except for a few, making parry characters very good vs him.
- Difficulty: Steve is one of the most complex characters in the game with a steep learning curve.
- Punishment: Steve's punishment is poor as he can't launch -15 and can't wallsplat until -16.
Heat System
- Steve's heat gives him access to very strong pressure tools, new ways to close the gap and a variety of new ways to impose your will onto your opponent. Five fox fury (H B1+2, 1+2) is a very strong five-hit mid string that also wall splats and is safe in heat at -4 without flicker cancel (hold back), and with the flicker cancel leaves him at +3. This move is exceptionally powerful because Steve can choose to loop it in heat as it only consumed a quarter of the heat bar per usage and he can also cancel this into (FLK) to further his options on offence and even on defence with Weave (4) or (3) or a fast (FLK) cancel using down back into Outfox (UB+3) to beat retaliation.
- Steve's heat also allows him to perform a heat duck (DF3+4), which is a sped-up version of his extended duck (EXD). Extended duck poses a risk as it has a longer animation compared to normal duck (DCK), but the reward on the moves is greater, such as EXD F2 becoming a normal hit launcher. This is exceptionally powerful in heat, as he can bypass the long animation that comes with extended duck with the heat duck and still reap the rewards that come with landing certain moves. Lastly, from heat duck he has access to Two Face (DF3+4, 1+3), which is a two-way grab. Steve can either press 1 or 2 after grabbing the opponent to get a different reward. The 1 option Steve hits the opponent in the stomach 3 times, which grants a frame advantage of +14, allowing for any follow-up which is +14 frames or faster to be guaranteed, such as 1+2. The 2 option is a side switching grab, which does heavy damage. This two-way grab is a mix-up for the opponent and can lead to massive reward for Steve, but be wary as the grab is a high move which can be ducked.
- Lastly, LNH stance in heat has a built-in auto parry against all standing kicks and punches, which, if triggered, puts the opponent into the Two-Face grab. The same grab that is activated when you're in heat and you input (DF3+4, 1+3). Extremely important to note, as you can set up some traps with this against opponents who aren't aware or who aren't as sharp in the moment.