steve

steve

Edit
CommandHit levelDamageStartupBlockHitCounter hitNotes
LWV.1,f+1,1m, m, h14, 9, 8i16+3+7+68a
* Combo from 1st or 2nd hit
* Input b to FLK (+4/+3/+68a)
b+1,2~1h, m10, 17i30~31-8+4+63a
ub+2~1m17i30~31-8+4+63a
LWV.1,2~1m, m14, 17i30~31-8+4+63a
RWV.1,2~1m, m13, 17i30~31-8+4+63a
df+1,2~1m, h12, 20i30~31-2+2+61a
* Input b to FLK (+0/+4/+63a)
b+1h10i13-14+2+61a
* Input B to FLK (-1/+10/+69)
PAB.2h19i14-3+2+58a
* Homing
* Punch parry
+0d and 25 damage on a successful parry
Parry state
d+2,1,2l, m, h11, 8, 17i24~25-2+27a (+18)+56a
* Balcony Break
* Combo from 2nd CH
DCK.f+2h21i15-7+9d+49a
* Input 3 to LWV (+1/+17d/+57a)
* Input 4 to RWV (+1/+17d/+57a)
* Input b+3_4 to SWY (+1/+17d/+57a)
* Input f+3_4 to DCK (+3/+19d/+59a)
PAB.1,2,1h, h, m10, 14, 21i18~20-13+8c+44a
* Spike
* Combo from 2nd CH
FLK.1,1,d+1h, h, h14, 8, 23i15~17+0+18g+42a
* Combo from 2nd CH
* Same hit as (FLK.1),d+1
FLK.1,d+1h, h14, 23i15~17+0+18g+42a
FLK.2m21i18~19-5c+7d+42a
* Spike
EXD.1m21i19-7+44d (+36)+41a (+31)
uf+4m20i23-9+22a (+5)+36a (+26)
*
Balcony Break
Low crush 9~
DCK.1m17i19-7+58a (+27)+34a (+24)
PAB.d+2l25i28~29-12+7+32a
* Transition to FC with D
High crush 6~
WS.1,2m, m12, 20i13~14-13+3c+23d
* Spike
* Combo from 1st hit
1,2,1,d+2h, h, h, l5, 10, 15, 19i26-27-12+1c+14d
High crush 10~
db+2l21i26-12+1c+14d
* d or db to recover in crouch
High crush 6~
ALB.d+2l17i34-12+1c+14d
High crush 6~
FLK.1,1,f+1h, h, m14, 8, 17i15-5+0+10d
* Spike
* Combo from 2nd CH
* Same hit as (FLK.1),f+1
FLK.1,f+1h, m14, 17i15-5+0+10d
* Spike
df+2m10i16-11+6+8c
* Input 3 to LWV (-7/+10/+12)
* Input 4 to RWV (-7/+10/+12)
* Input b+3_4 to SWY (-7/+10/+12)
* Input f+3_4 to DCK (-2/+15g/+17)
WS.1m12i11~12-3+3+8
LWV.2,1m, m13, 21i19-8+4c+7d
* Spike
* Combo from 1st CH
1,1,d+1h, h, m5, 7, 15i25-6+0+5
* Transition to FLK with b (+0/+6/+11)
1,d+1h, m5, 15i25-6+0+5
* Transition to FLK with b (+0/+6/+11)
df+1,2m, h12, 13i19-6+3+5
* Combo from 1st hit
* Input 3 to LWV (-16/-9/-9)
* Input 4 to RWV (-16/-9/-9)
* Input b+3_4 to SWY (-16/-9/-9)
* Input f+3_4 to DCK (-14/-7/-7)
OTG.d+1+2l14i17-11c+2+2
* Recovers in crouch
High crush
d+2,1l, m11, 8i14~15-11-5+0
* Combo from 1st CH
* Input 3 to LWV (-6/+0/+0)
* Input 4 to RWV (-6/+0/+0)
* Input b+3_4 to SWY (-6/+0/+0)
* Input f+3_4 to DCK (-4/+2/+7)
2+3m[12;12]i16+1+2c
* Heat Burst
* Cancel to r45 with b,b
* 3 chip damage on block
* 12 chip damage on hit
* Only deals recoverable damage
* Cannot cause a K.O.
Power crush 7~16
H.EXD.1+3h (th)i18
*
Homing
* Unbreakable
* Transitions to TFA
H.LNHsp, m, h (th)15
* Parries mid attacks
* Transitions to TFA after successful parry
Parry state
H.df+3+4sp
* Transitions to EXD
* Partially uses remaining heat time
High crush
H.2+3m,th10,4,2,3,3,3,25i16+8 LNH+0
* Heat Smash
* Floor Break
* Spike
* 14 Chip Damage on block
* Alternate input: H.FLK.2+3 or H.PAB.2+3
R.df+1+2m-15
Rage Art
*
Removes Recoverable Health
1h5i10+1+8
1,1h, h5, 7i15-3+3
* Combo from 1st hit
* Transition to LWV with 3 (-6/+0/+0)
* Transition to RWV with 4 (-6/+0/+0)
* Transition to SWY with b+3_4 (-6/+0/+0)
* Transition to DCK with f+3_4 (-2/+4/+4)
1,1,2h, h, h5, 7, 15i13-14-7+4
* Combo from 1st hit
* Input 3 to LWV (-5/+6/+6)
* Input 4 to RWV (-5/+6/+6)
* Input b+3_4 SWY (-5/+6/+6)
* Input f+3_4 DCK (-3/+8/+8)
1,2h, h5, 10i10-3+8
* Input 3 to LWV (-4/+7/+7)
* Input 4 to RWV (-4/+7/+7)
* Input b+3_4 to SWY (-4/+7/+7)
* Input f+3_4 DCK (-2/+9/+9)
1,2,1h, h, h5, 10, 15i14-3+3
* Combo from 1st CH or 2nd CH
* Input f to PAB (-2/+4/+4)
* Input b to FLK (-1/+5/+5)
1,2,1,2h, h, h, m5, 10, 15, 15i18-19-10+16a (+7)
* Balcony Break
* Combo from 3rd CH
* Transition to LWV with 3 (-6/+20a (+11)/+20a (+11))
* Transition to RWV with 4 (-6/+20a (+11)/+20a (+11))
* Transition to SWY with b+3_4 (-6/+20a (+11)/+20a (+11))
* Input f+3_4 to DCK (-4/+22a (+13)/+22a (+13))
2h12i12-1+5
2,1h, h12, 14i19-5+6
* Combo from 1st hit
* Input f to PAB (+2/+13g/+13)
* Input b to FLK (+3/+14g/+14)
2,1,2h, h, m12, 14, 22i25-11+13a (+4)
* Balcony Break
* Combo from 2nd CH
2,2h, m12, 17i22-24-14+6
*
Tornado
3sp
4sp
1+2m,m7,21i14-12+18a (+11)
Heat Engager
Heat Dash (+5/+35d/-)
3+4sp
* Transition into ALB
* Input f into PAB
f+2m11i21~22-6+5
f+2,1m, h11, 12i15-5+1
* Combo from 1st hit
* Input f to PAB (+0/+4/+4)
* Input b to FLK (+1/+5/+5)
f+2,1~2m, m11, 20i31-10+36d (+28)
* Balcony Break
f+2,2m, m11, 15i16~17-6+11g
* Combo from 1st hit
* Transistion to LNH
* Input b to cancel LNH (-10/+7/+7)
f+2,2,1+2m, m, m,m,m11, 15, 5,8,20i18~19, i7~8, i16-12+5c
* Combo from 2nd CH
* Spike
* Floor Break
f+3sp
* Transition to DCK
* Input u+3_4 to LWV
* Input d+3_4 to RWV
* Input b+3_4 to SWY
* Input f+3_4 to DCK
* Input db to FC
High crush 1~
f+1+2m,h10,12i15~16, i7~9-14-3
* Jails from 1st hit
f+1+2,2m,h, m10,12, 20i18~19-13+3d
* Combo from 1st hit
f+3+4sp
* Transition to PAB
* Auto blocks high and mid
df+1m12i13-2+5
* Input 3 to LWV (-7/0/0)
* Input 4 to RWV (-7/0/0)
* Input b+3_4 to SWY (-7/0/0)
* Input f+3_4 to DCK (-5/+2/+2)
df+1,2~2m, m12, 12i37-10+36d (+28)
* Balcony Break
df+1,2~f+1+2m, h,h12, 8,12i34, i9-3+0
* Input 3 to LWV (-4/-1/-1)
* Input 4 to RWV (-4/-1/-1)
* Input b+3_4 to SWY (-4/-1/-1)
* Input f+3_4 to DCK (-2/+1/+1)
d+1l12i16-13-2
High crush 6~
d+2l11i17-18-5
High crush 6~
db+1sl5i10-5+6
* Transition to Standing with f
High crush 4~
db+3l10i16-13+0
db+3,2l, h10, 10i15~16-6+8
* Combo from first hit
* -27 on block after blocking first hit
* Transition to LNH
* Input b to cancel LNH (-31/-10/+4/+4)
db+1+2m21i28-13+14
Power crush 7~
b+1,2h, h10, 17i17~18+3+8
* Homing
* Strong Aerial Tailspin
* Combo from 1st hit
* Transitions to LNH
* Input b to cancel LNH (-1/+4/+4)
b+1,d+2h, l10, 10i27~28-11+0
* Combo from 1st hit
* Input F to PAB (-9/+2/+2)
High crush 13~
b+1,d+2,1h, l, m10, 10, 10i25~27-9+35a (+20a)
* Tornado
* Combo from 2nd CH
b+1+3sp
* Parry h and m punches
* Successful parry i14,30dmg (-12/+24a (+18)/+26a (+16))
b+2m20i17-13+14
* Can evade highs
b+3sp
* Transition to SWY
* Input 3 to LWV
* Input 4 to RWV
* Input f+3_4 to DCK
High crush 1~
b+3sp
* Transition to FLK
* Auto blocks high and mid
ub+2h17i17+3+14
* Strong Aerial Tailspin
* Homing
* Causes Strong Aerial Tailspin
* Transition into LNH
* Input b to cancel LNH (+3/+14/+14)
ub+3sp
* Transition to LNH
* Input 3 to LWV
* Input 4 to RWV
* Input b+3_4 to SWY
* Input f+3_4 to DCK
ub+1+2ub(m)70i66~69+12a (+1)+12a (+1)
* Balcony Break
uf+1m18i19~21-6+5
* Spike
Low crush 9~
uf+2m20i22~25-14+52a
* Spike
Low crush 9~
uf+3l20i36~37-12+9
Low crush 9~
uf+3,2l, h20, 10i15~16-6+8
* Combo from 1st hit
* -27 on block after blocking 1st hit
* Transition to LNH
* Input b to cancel LNH (-31/-10/+4/+4)
afters+1l23i16-12+17d
High crush 6~
f,F+2m24i14~17-13c+12d
* Spike
qcf+1m21i16-10+16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/+36a (+26))
* Balcony Break
* Input B to FLK (-3/+23a (+14)/+23a (+14))
qcf+2l18i19-18+2c
* Input F transitions to PAB
High crush 10~
f,f,F+2m30i20~24+6+10d
Heat Engager
Heat Dash (+5/+67a (+50)/-)
* Balcony Break
* Spike
* 9 Chip Damage on block
* 12 Chip Damage on block while in heat
Low crush 9~
WS.1,1m, h12, 7i15-3+3
* Combo from 1st hit
* Input 3 to LWV (-6/+0/+0)
* Input 4 to RWV (-6/+0/+0)
* Input b+3_4 to SWY (-6/+0/+0)
* Input f+3_4 to DCK (-2/+4/+4)
WS.2m17i13~15-7+4
* Input 3 to LWV (-7/+4/+4)
* Input 4 to RWV (-7/+4/+4)
* Input b+3_4 to SWY (-7/+4/+4)
* Input f+3_4 to DCK (-5/+6/+6)
WS.2,2m, m17, 15i16~17-6+11
* Combo from 1st hit
* Transition to LNH
* Input b to cancel LNH (-10/+7/+7)
WS.1+2m,m7,21i14, i9-10-12+18a (+11)
Heat Engager
Heat Dash (+5/+35d/-)
FC.df+2m20i16-15+34a (+24)
Tornado
ALB.2m22i23-3+16a (+7)
Heat Engager
Heat Dash (+5/+36a (+26)/-)
* Balcony Break
ALB.dsp
* Input F to transition PAB
ALB.dsp, m34,i12-3+16a (+7)
* Balcony Break
ALB.dsp, l30,i22-12+14d
High crush 6~
DCK.2m15i19-14+35a (+25)
DCK.1+2m,m3,3i16, i7-9+2
DCK.1+2,1+2m,m, m,m3,3, 3,3i5, i2-9+2
* Combo from 1st hit
DCK.1+2,1+2,1+2m,m, m,m, m,m3,3, 3,3, 2,2i5, i2-9+2
* Combo from 1st hit
DCK.1+2,1+2,1+2,1+2m,m, m,m, m,m, m,m3,3, 3,3, 2,2, 2,12i7, i9-12+32a (+22)
* Combo from 1st hit
DCK.f+3sp
* Transition to EXTDCK
EXD.2m21i19-14+61a (+51)
EXD.f+2h28i15+2+49a
* Input 3 to LWV (+10/+59a/-)
* Input 4 to RWV (+10/+59a/-)
* Input b+3_4 to SWY (+10/+57a/-)
* Input f+3_4 to DCK (+12/+59a/-)
FLK.1h14i12-4+7
* Input b to stay in FLK (-1/+10/+10)
* Input 3+4 to ALB (+17g/+28g/+28)
FLK.1,1h, h14, 8i15-9+0
* Combo from 1st CH
* Input b to stay in FLK (-4/+5/+5)
* Input 3+4 to ALB (+17g/+28g/+28)
FLK.1,1,1h, h, h14, 8, 8i15-9+0
* Combo from 2nd CH
* Input b to stay in FLK (-4/+5/+5)
* Input 3+4 to ALB (+17g/+28g/+28)
FLK.1,1,1,2h, h, h, m14, 8, 8, 22i20~22-12+17a (+0)
* Combo from 3rd hit
FLK.1,1,2h, h, m14, 8, 22i20~22-12+17a (+0)
* Combo from 2nd CH
* Same hit as (FLK.1,1,1),2
FLK.1,2h, m14, 22i20~22-12+17a (+0)
* Combo from 1st CH
* Same hit as (FLK.1,1,1),2
FLK.b+2h21i14~15-9+35d (+27)
* Tornado
* Balcony Break
Power crush 8~
LNH.1m21i14-15-4+9/HE
* Heat Engager
* Heat Dash +5g +43a(+35)
* Homing
LNH.2m22i16-17-13+61a (+51)
* Tornado
LNH.1+2h24i18-19[[Steve combos#Mini-combos|+12]]+51a (+31)
* Guard Break
* Reversal Break
* Balcony Break
* Chip damage on block
LWV.1m14i15-10+1
* Input b to FLK (-3/+8/+8)
LWV.1,1m, m14, 22i24~26-13+28a (+19)
* Strong Aerial Tailspin
* Balcony Break
* Combo from 1st hit
LWV.1,2m, h14, 14i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit
* Transition to LNH
* Input b to cancel LNH (-1/+4/+4)
LWV.1,f+1m, m14, 9i17-3+3
* Combo from 1st hit
LWV.2m13i14~16-5+4
* Input f to PAB (-1/+8/+8)
PAB.1h10i12~13-2+9
PAB.1,2h, h10, 14i15~16+0+8
* Combo from 1st
PAB.b+1m15i17~18-19-6
PAB.b+1,1m, h15, 10i18~19-7-1
* Combo from 1st hit
PAB.b+1,1,2m, h, m15, 10, 12i18~20-11-5
* Combo from 2nd CH
PAB.b+1,1,2,1m, h, m, m15, 10, 12, 21i21-10+16a (+7)
* Balcony Break
* Combo from 3rd hit
* Input b to FLK (-3/+23a (+14)/-)
PAB.b+2m25i28~29-13+11a (+2)
* Balcony Break
* Backswing Blow
PAB.df+1m12i15~16-9+2
PAB.df+1,1m, m12, 14i19~20-10+1
* Combo from 1st hit
PAB.df+1,1,2m, m, m12, 14, 12i22-11-3
* Combo from 2nd CH
PAB.df+1,1,2,1m, m, m, m12, 14, 12, 20i16-13+17d
* Spike
* Combo from 3rd hit
PAB.df+1,2m, m,h12, 20i18-19-6+10
* Wall Crush +18g on hit
* Combo from 1st hit
* 6 Chip Damage on block
* 8 Chip Damage on block in heat
PAB.df+2m16i16~17-10+31a (+21)
* Elbow
PAB.d+1l11i15~16-12+2
* Alternate input: FC df1
High crush 6~
PAB.f+2m18i18~19-13+31a (+16)
PAB.f+2,1m, m18, 24i34~35+1+24a (+14)
* Balcony Break
* Combo from 1st hit
* Interruptible by i16 or faster moves
PAB.f+1+2h,h12,23i12, i15~16-5+24a (+15)
* Balcony Break
* Combo from 1st hit
PAB.uf+2m23i17~19-15+34a (+24
* Tornado
Low crush 9~
RWV.1m13i14~16-5+4
* Input f into PAB (-1/+8/+8)
RWV.1,2m, h13, 17i22~23+3+8
* Strong Aerial Tailspin
* Homing
* Combo from 1st hit
* Transition into LNH
* Input b to cancel LNH (-1/+4/+4)
RWV.2m22i15-13+10a (+1)
*
Balcony Break
SWY.1m26i16~17-1c+14c
* Can be +15c at farther ranges
SWY.2m30i17~18-18+36a
High crush 1~
1+3throw35i12~14
*
Homing
* Throw break 1 or 2
2+4throw35i12~14
*
Homing
* Floor Break
* Throw break 1 or 2
Back throwthrow55i12
* Unbreakable
FLK.1+2th40i12~14-6+0d
* 1+2 for throw break
Left throwthrow40i12
* Throw break 1
PAB.1+2th45i110+0d
* 1+2 for throw break
Right throwthrow40i12
* Throw break 2
SWY.1+2thi10~15-2+1 / +10wc
* +10 when opponent hits the wall, if the throw is successful
* Throw break 1+2
SWY.1+2~bthi10~15-2+1 / +13~17wc
* +13 when opponent hits the wall after being rotated by < 90 degrees
* +17 when opponent hits the wall after being rotated by > 90 degrees
* Throw break 1+2
TFA.1th15+0+14
* Press 1 for throw break
* Partially uses remaining heat time
TFA.2th50+0+0d
* Press 2 for throw break
* Partially uses remaining heat time
qcb+2+4throw40i12
* 2 Throw break
uf+1+2throw40i12
* 1+2 Throw break