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steve Tekken 8 Season 2 Guide

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Last updated Feb 21, 2026, Game version 2.09

About the Author

SEAGERR is one of the very best European Steve players and the best Steve in the UK. He regularly streams on Twitch so check it out to learn more about Steve

Hi guys, I'm SEAGERR, a UK Steve player who loves Tekken 8. Tekken 8 is my first Tekken, and when it came out, I was instantly invested. I sunk in so many hours in Season 1 and quickly rose to becoming a strong Steve in Europe while also beginning my streaming career aronud early Season 1. Through further studying the game and playing it, I have managed to become a top European Steve and have also started having good offline results, recently coming 13th at STAMPED, which is a UK Major in London, and I was the only Steve in the UK to make top 32 and almost top 8. I adore studying the game and sharing the limited knowledge I have about Steve, as Tekken is a hard game, and I have a big interest in helping people get better. I hope all of you enjoy this guide. I stream on Twitch at twitch.tv/seagerr. I do replay analysis for free (Steve only :)), come hang out, have fun, learn some stuff, and let's have a good time. I'll be updating this guide as the game progresses, and should it receive some significant changes, I will be there to update it. Appreciate all of you who read this/read the guide, the support means a lot.

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.

Top 10 Moves

Steve's jab isn't the best by any means, but what makes it threatening is the plethora of extensions that Steve has access to after the 1 jab, (1,2) is a 2 hitting jailing high string that is +8 on block and -3 on block. What makes this special is the fact the steve can transition into (DCK ) stance, Weave (WV) and Sway (SWY) after (1,2) and the rest of the extensions allowing steve to threaten timing changes on offence and give him access to moves from duck and extended duck (EXD). (1,2,1) is one of his best moves in his whole movelist. This is a three hitting high string which can be cancelled into (PAB) by holding forward or (FLK) by holding back. What makes (1,2,1) special is on counterhit the whole stirng is guaranteed. This coming off a three hitting safe (-3) jab extension makes 1.2,1 one of steve's bread and butter moves for controlling neutral and establishing offence. (1,2,1,2) is a 4 hitting string ending with a mid punch that knockdowns and also wallsplats at the wall. He cannot transition into (FLK) and (PAB) after (1,2,1,2) but he can still access (WV), (SWY), (DCK) and (EXD) after (1,2,1,2). The move by itself is unsafe at -10 however if the steve cancels into duck stance he can make it safe if he performs a duck cancel aftter the duck in (cancel with pressing down back into back to block). Lastly we have (1,2,1,D+2) which is another 4 hitting string but this time the last hti is a low. The low is quite slow at 27 frames which is quite reactable but if your opponent has been conditioned with (1,2,1,2) then it can be good to use to mix up your offence. On counter hit the last hit will hard knockdown the opponent.
h, i10, +1 oB, +8 oH
(2,1) is another key piece to unlocking Steve's offence. A 2-hit jailing high high string, which if cancelled into (FLK) will leave Steve at +3, and if cancelled into (PAB) will leave Steve at +2. This string is exceptionally powerful due to it cancelling into flicker and peekaboo stances while being in +frames, meaninig Steve can continue pressure on block. Like 1,2 and its extensions, Steve can also cancel into duck, weave, and sway to further enhance the mind games behind the (2,1) series. Steve does possess one extension from (2,1) which is (2,1,2), a three-hitting string which ends with a mid punch that hard knock downs and wall splats, but is unsafe at -11. Great string used for when your opponent has their back to the wall, and you want to fish for a wallsplat. Also exceptionally useful for when you want to change up your timing/tempo to catch opponents who are used to only dealing with (2,1).
h, h, i12, -5 oB, +6 oH
The cornerstone of Steve's offence is his (DF+1). It has a decent hitbox and good tracking, and is extremely useful to mid check your opponent, as well as to start layering mind games. It can also be used as a tool to gain information to see how your opponent responds to pressure. DF+1 by itself can also cancel into weave, duck, extended duck, and sway for added mind games and offensive options. (DF+1) has three extensions which you can further use to cover a range of situations and layer your offence. (DF+1,2) is a mid-high string which can be used as a means to stop people who take their turn immediately after single df1 if you notice it. This doesn't jail, so be careful as more skilled players will look to duck launch this, but it's especially useful vs overeager opponents. (DF+1,2~2) is a mid extension which is a fakeout from DF1,2. -10 on block, so be careful overusing this and interruptable if your opponent catches onto you using it, but very good vs people who are fishing to duck launch your (DF+1) extensions. This move knocks down and wall splats at the wall, so it's a good tool to throw out at the wall from time to time. Lastly, we have DF+1,2~1, which is a high extension from DF1 and a high fakeout. This move, if it lands on counterhit, will launch the opponent, which makes it extremely dangerous for your opponent to mash into. Like the other df1 extensions, this is fantastic to throw out after some conditioning and to keep anyone whos over attacking after df1 at bay. This extension is a high, so be careful overusing it as it can be duck-launched and also interrupted as it's quite slow at 30 frames. What separates this move from the rest of the extensions is that you can cancel into (FLK) from this one at 0 on block or neutral. Amazing to continue pressure and continue mind games, and also just to give your opponent a different look on offense.
m, i13, -2 oB, +5 oH

QCF+1

QCF+1 is Steve's main long-range mid poke and keep-out tool. One of the best moves in his kit and one you're going to have to familiarise yourself with if you want to have any success with this character. This move comes out at 16 frames, which is on the slower side, but boasts a very long range and is also a heat engager. This move can also cancel into (FLK) by holding back, leaving Steve ready to threaten offensive options such as FLK-jabs or weave. QCF+1 by itself is -10, but when cancelled into flicker its -3 on block, which is extremely safe.
m, i16, -10 oB, +16a (+7) oH

DF+2

One of Steve's key and iconic moves. A 16-frame advancing mid, which is primarily used to fish for counterhits in order to gain big rewards. On counterhit, this move leaves the opponent crouched, and grants Steve a short window in which he is +14 and can take his frames. An important distinction needs to be mentioned with this however, this move is best utilised when done with a duck in, so for example DF+2~F3. This is because by itself DF+2 is -11, and when used with duck in stance, it leaves Steve at -2 on block. In order to fully utilise the safety of his strings that cancel into duck, make sure to perform a duck cancel after ducking, so for example DF+2~F+3, then press down back to cancel the duck, which will leave Steve crouched. After this, make sure to hold back in order to stand and block, and you will be completely safe on block, ready to defend. This comes with some practice and is an integral part of his kit, as properly duck cancelling will allow you to abuse Steve's safety to the max and really make the most out of his strings. Duck cancelling after df2 counterhit will allow Steve to take his guaranteed +14 frames in a variety of ways. The common follow-up you should all learn is Gatling punch (F+3, 1+2, 1+2, 1+2, 1,2) after DF+2 on counter hit! This gives an easy low execution follow-up, hard knocks down, and launches the opponent at the wall, allowing for a combo follow-up.
m, i16, -11 oB, +6 oH, +10c oCH

1+2

Sonic Fang is Steve's main whiff punishment tool and 14-frame punish. Another iconic move for the British boxer, and boasts insane range in neutral, making whiff punishing with Steve very easy. It's also a heat engager this year, making it one of his key ways to enter start and keep the momentum on his opponents. This move features very good tracking too, making it a key tool for locking down opponents and at only -12 can even be used long range to fish for heat engagers in neutral.
m,m, i14, -12 oB, +18a (+11) oH

B+1

Easily Steve's most iconic move and one that literally shapes his counterhit archetype and makes him such a nightmare to play against. Chances are if you ask someone why they hate fighting Steve, this move will be mentioned. One of the best highs in the game, a 13 frame high punch which launches on counter hit and recovers lightning fast, leaving little to no room for retaliation. This move is best used as a keep-out button where you fish for counter hits. There is little risk to throwing this out when you think your opponent is going to attack. Good opponents will attempt to call this out with a duck and punish you, which is possible but extremely difficult. By itself, B+1 is -14, but just like most of Steve's moves, this can be cancelled to be made safe. B+1 into FLK is the most common stance transition people use because it takes the frames from -14 to -1, leaving Steve completely safe. All you need to do after b1 is hold back in order to transition into flicker stance at -1 and be completely safe. This year in Tekken 8, there is a small glitch with b1, which makes it so even after cancelling into FLK, you can still be attacked shortly after (Steve, since his inception, has always been able to block from FLK and PAB, so this isn't normal). In order to get around this glitch when performing B+1~b, make sure to press down back, back to duck cancel into stand block, and make yourself completely safe. (B+1) like Steve's other strings can be cancelled into (DCK). (WV), (SWY) for additional offensive options and layers.
h, i13, -14 oB, +2 oH, +61a oCH
Steve's main low poke and is in a league of its own in Tekken because it's one of the few safe lows in the game. This safety comes with a caveat, which is that you must perform a duck (F3) into duck cancel (db) into (b) in order to fully utilise the string and make it safe. D+2,1 with no cancel is -11, but when duck cancelled properly on block leaves Steve at -4. This string is low mid, which makes it fantastic for annoying your opponent and is one of the best lows for closing out rounds due to it being difficult to block. D+2,1" cancels into all the main neutral stances such as duck, weave, and sway. D+2,1 also has a third hit extension, which is a high counterhit launcher, a common theme with Steve. Really good for final round situations and when you've conditioned your opponent with enough D,2,1 to where they feel safe to take their turn, you can let the third hit rip and fish for the counter hit. This string is also heavily delayable at all stages, letting you change your timing on the fly and deepen your mind games.
l, m, i17, -11 oB, -5 oH, +0 oCH

PAB D+1

Another key low in Steve's kit. Doesn't look too threatening at face value, as it's only +2 on hit and -12 on block, and also tied to stance, but this low is really important due to it being pseudo-homing and really good at locking down opponents. Jabs from PAB stance are also i12, meaning at +2 if your opponent chooses a move slower than 10 frames, the PAB jabs will beat him out. Overall, it's a really good low for gaining information and pestering your opponent in neutral, also helping you lock down those that like to move a lot.
l, i15~16, -12 oB, +2 oH

D+1

Similar to PAB D+1, this low is mainly used to pester your opponents and gain information/set traps on offense. This low is -1 on hit, meaning you should be careful attacking after using it, as you lose your turn after landing it. But should you gather enough information about your opponent, you can set some traps depending on how they retaliate. D+1 has poor tracking, so be careful overusing it, as you can be punished.
l, i16, -13 oB, -2 oH

Punishers

Standing
i10f 1,1,2 (Does good damage on block and can also be cancelled into duck weave and sway stances.)
i12 f 2,2 (His most damaging 12f punish and leaves him at +6 on block after, good situation to continue pressure.)
i12 f 2,1 (Sacrifice some damage for stance mix. 2,1~f gives steve access to PAB stance at +13 guarded. (Guarded means you have no follow-ups guaranteed, even with the massive plus frames.) 2,1~b leaves Steve in Flicker stance at +14)
i13f B+1,2 (Transitions Steve into Lionheart stance and gives a free mix-up on hit.)
i14f 1+2 (Heat engager punish. Can also be used to punish moves with a lot of pushback, which are -14 or riskier )
i15f F1+2,2 (Hard knock down and leaves no grey health. Chunk of damage)
i16f QCF+1 (Launcher in heat if you hold f to heat dash)
i17f U2 (Steve's fastest standing launcher )
Crouching
i11f WS1,2 (Forces opponent into crouch, leaving steve +3. His main while standing punisher)
i13f WS2,2 (Enters Lionheart stance for a free mix-up opportunity. Good chunk of damage.)
i14f WS1+2 (Heat engager)
i16f FC DF+2 (Crouching launcher )
Whiff punishers
1,1,2 (Easiest whiff punisher if you're close up and the fastest)
B+2 (Good up close whiff punisher that gives a +14 frame follow up)
1+2 (Steve's main whiff punisher. Terribly easy to do and hits from extreme range)
U2 (Launcher whch comes out at 17 frames. )
2,2 (More range than 1,1,2 but serves a similar purpose.)

Combos

CH B+1 | CH FLK 2
dck.1 →df,1,2~1 → F2,2,LNH,2 T! → dash 1+2
pab df+2
pab f1+2 → f,2,2,2 T! → dash 1+2
fc df2 | U2
ub2 → dck.1 → df,1,2~1 → f,2,2,2 T! → dash b,1+2
LNH 2
exd+1 → df,1,2~1 → f2,2, LNH,2
4,1,2~1 | all swindler moves
3,1,1 → f2,2, LNH2 T!→ 3,1,2, LNH,2

Beginner Combos

CH B+1 | CH FLK2
dck.1 → df,1,2,~1-b → dck cancel → ws,1 → f,2,2,2 T! → 3,1,2,LNH 2
pab df+2
PAB F1+2 → b,1,2-b → f2,2, LNH,2 T! → 3,1,2, dck.1
fc df2 | U2
ub2 → dck.1 → df,1,2,1,-b → dck.f+2 → LNH2 T! → 2,2
LNH 2
exd.1 → df,1,2,1 → f2,1-b → FLK 1 → ALB, 2
4,1,2~1 | all swindler moves
df,1,2,1 → df1,2,1~b → dck.f2, LNH2 T! → 3,1,2, LHN 2.

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
F,2,1-b → dck.1+2, 1+2,1+2,1+2
2,1-b → db → ws,1,delay 2.
With tornado
FLK B+2 → 3,1,1 → 1+2
u+2 → FLK 1,1,F+1

Small Combos

B+2
1+2
DCK.1
ff+2
UB+2
LNH,1
DCK.F+2
LNH,1
FLK. 2
D1+2
CH DF+2
DCK.1+2, 1+2, 1+2, 1+2
SWA. 1
1+2

Notable Moves

DB3,2

Steve's iconic stomp low into high punch, one of the few moves in his kit that isn't a punch. This low has changed, coming from previous Tekkens as it used to knock down in previous iterations. This year, it keeps the opponent standing but leaves Steve in LNH stance. If Steve decides to hold back after performing DB3,2, then he can cancel LNH and be free to move, attack, or defend at a frame advantage of +4. DB3,2 is 16 frames, which is very fast for a low, but due to its speed its balanced by having poor range. Using this move in neutral requires Steve to be at range 0, which can sometimes telegraph your intentions. It's important to note that DB+3 on its own is 0 on hit and -13 wheras the full DB3,2 string is launch punishable, so be careful overusing this string, as if your opponent guesses right on the full string, you risk being launched. Single stomp (DB3) is good sometimes to test the waters without risking your life. This move becomes extremely powerful if your opponent is trapped at the wall or in a corner due to the distance between you two being reduced. You can enforce a simple 50/50 with the threat of QCF+1 wall splat, which is devastating, or DB3,2 into LNH, which can also be round-ending.
l, h, i16, -6 oB, +8 oH
A key mid poke for Steve that's accessed from while standing. I cannot stress how important this button is, as it serves many functions in Steve's kit. For starters, it is part of his punishment and is one of the main punishers you will use for moves that are -11 (WS 1,2). This leaves the opponent crouching at +3 for Steve, which is a decent situation as B+1 will frame trap any retaliation from your button unless they high crush you. This move is also very layered and should be used in neutral to check your opponent, as it's only -3 and has extensions which can help mindgame your opponent. WS1,1 is a high extension that can be ducked, but leaves Steve at -3 on block. What makes this special is that you can cancel into ducking, weave or sway after WS1,1, leading to more offensive options and defensive options to crush your opponent. Lastly, we have(WS1,2, which as mentioned before is his -11 while standing punish. But the magic lies in the fact that this button is heavily delayable to catch people pressing and is also counter-hit confirmable. If your opponent is taking their turn back immediately after blocking WS1, then letting the second hit rip on delayed timing is a good trick to catch them pressing. Furthermore, if WS1 lands on Counter hit, then with a bit of practice, you can recognise this in-game and let the second hit rip for a guaranteed hit. (WS+1,2). One final nugget of information is that for any string or move that transitions into FLK stance, you can use a quick crouch cancel into WS+1, which gives you access to a fast mid check at -3 on block. It's important you abuse this as stances like (FLK) lack a fast mid and general mid options, so this helps bridge the gap while keeping you safe. An example sequence that is used a lot is 2,1~b > db > WS+1.
m, i11~12, -3 oB, +3 oH, +8 oCH
Steve's i13 while standing punish. Does a good chunk of damage and leaves Steve in LNH stance at +11, meaning most parries, sabakis, and armour moves that would usually beat LNH+1 will now lose to it. WS2,2 is also heavily delayable, which can add to the mindgame in neutral. Both hits can also be cancelled into ducking stance for added pressure and offensive layering, so you dont have to commit to both hits. So you can do WS,2~ F+3 and loop this before you commit to the second hit. During heat, this becomes very powerful as LNH has a built-in auto parry against all standing kicks and punches, which puts the opponent into the Two Face heat grab, which is a 1 or 2 break. A common setup is to finish WS2,2 on block and hope your opponent retaliates with a standing kick or punch, but beware, as this loses to knees, elbows, projectiles, lows, and any jumping attack such as hopkicks.
m, i13~15, -7 oB, +4 oH

UB+2

High homing move which leaves Steve at a massive +5 on block and auto transitions him into LNH stance. New addition with Tekken 8, and it is already one of the most powerful and important moves in Steve's kit. This move frame traps with LNH+1 on block, making the situation on block extremely stressful for the defender. On normal-hit, this move gives a free +14 follow-up for Steve, which gives a free LNH1 follow-up. However it's important to note that if you hold back after inputting ub2 you can cancel the stance, leaving you +1 on block and +10 on hit, so the frames change depending on if you enter Lionheart stance or not. As a general rule of thumb it's good to start off just using ub2 into LNH 1 to see how the opponent reacts, but should they turtle, cancelling the stance is a good option to give you more freedom and explore different options. One imporant distinction to note with Steve this year is, every high homing attack that transitions Steve into Lionheart stance can be cancelled into his swindler series. An example would be UB2~1. These moves are new mid counter hit launchers that were introduced into Steve's kit this year. They're fakeout moves meant to catch people ducking high homing Lionheart entries.
h, i17, +5 oB, +14c oH

4 | 3 (Weave)

Steve's main form of evasion comes from this move, weave. This is performed by pressing 3 or 4. 3 is left weave, and 4 is right weave. Extremely powerful this year, as this move can evade many of the generic high moves and mid checks your opponents would usually use to keep someone in check during neutral. For example, doing a safe on block move like a DF+1 which leaves Steve at -2, it's not a bad bet to weave after, as common responses to this would be to jab back or mid check with a df1. Weave is special because Steve can also attack and enter PAB stance after performing a weave. 4,1 is a shoulder which can transition into PAB and also has a natural hit extension with 4,1,2, which transitions into LNH. Right weave also gives him access to 4,2, which is a wallsplatting mid punch, but leaves Steve at -13, very useful if your opponent is at the wall or near a balcony break/stage hazard. Left weave gives Steve access to 3,1,1, a two-hitting string which also wall splats and wall breaks but is punishable at -13, similar usage to Right weave 2. From left weave, he also has access to 3,1,F+1,1, a three-hitting string that ends in a high and leaves Steve +3 on block. This can also be cancelled into FLK stance by holding back at the end of the string. 3,1 can also be cancelled into FLK by holding back. In addition to this, 3,1,2 is a natural hitting string from left weave, which leaves Steve in LNH.
sp

UB+3 (Outfox)

New addition to his movelist with Tekken 8 comes Outfox or UB+3. This move serves two purposes; the first purpose is that it gives Steve manual entry to LNH stance in neutral. And the second and more important usage of this move is that it serves as Steve's version of a back kenpo move similar to Feng Wei. This move is amazing at creating whiff punishment opportunities in neutral and makes Steve an absolute nuisance to deal with defensively. Outfox and Weave, coupled together with his fast counter-hit buttons, make him a force to be reckoned with.
sp

LNH 1

Lionheart 1 is a homing, wall splatting mid i14 punch that is safe at -9 or -3 if Steve cancels into FLK stance by holding back. One of the best moves in his kit for a few reasons. For starters, it's his only homing mid move in his kit. Steve's key mid moves, such as QCF+1 and DF+2, both suffer from no tracking or only tracking to one side. Both of these moves are susceptible to side step left. LNH+1 is his only true homing mid, which will track any sort of lateral movement. It is also a heat engager and wall splats at the wall, meaning this can lead to devastating reward should you land all hits at the wall. Steve can also make this even safer by holding back, which takes him into flicker stance. This changes the frames on this move from -9 to -3 into stance, which is ridiculously strong as FLK gives access to more moves on offense and also weave on defense to beat immediate retaliation that's linear.
m, i14-15, -9 oB, +15g oH
Five Fox Fury is a season 2 addition to Steve's kit. A five punch combo that is mid, high, mid, mid, mid, but jailing so the high cannot be ducked if forced to block this string. Insanely strong tool to pressure your opponent, as this also wall splats and is safe at -4. A common theme with Steve's moves is that he can cancel a lot of them into FLK stance, and this is no exception. If Steve holds back after letting this rip, then it leaves him in flicker stance at +3 on block, ready to continue offence. He can also threaten this string multiple times in heat, making it an everlasting threat.
m,h,m,h,m, i16, -4 oB, +36a (+10) oH

Stances

Lionheart/ UB+3 (LNH)

This stance is accessible manually by pressing UB+3. Steve also has a plethora of moves that transition into LNH, such as UB+2. This stance only has 3 buttons tied to it, but is immensely strong, especially more so in Season 2 when it got buffed. LNH+1 is the main option from this stance, which is a homing -9 (-3 if cancelled into flicker stance) heat-engaging wall splatting punch at i14. This move has a lot of properties attached to it, which make it immensely powerful. At the wall, this button and (LNH) stance become devastating as landing this on your opponent into a wallsplat usually spells heavy damage taken, if not, the round is lost for your opponent. LNH 2 is a -13, i16 uppercut which launches and tailspins the opponent if it connects. This move boasts good range and serves as Steve's version of a hopkick in a sense. Furthermore this move is fantastic to make a comeback with should you have a life defecit. Using this move after UB+3 as a whiff punisher in neutral is also very effective to get free launches and bait easy whiff punishes. Lastly, we have LNH 1+2, a high i18 guard-breaking punch which, on guardbreak, gives Steve a guaranteed follow-up of +12. This move also reversal breaks, meaning if Steve does LNH1+2 and the opponent attempts a reversal such as parries, sabakis, heat burst, or armor moves, then this move will break the reversal and launch the opponent for massive damage.

Flicker/B3+4 (FLK)

Flicker is one of Steve's main stances and has really strong high attacks attached to it. Flk 1 are i12 jabs which Steve can loop up to 3 times. These jabs have two extensions attached to them, and also jail, meaning if Steve does multiple flicker jabs on block, then the opponent has to block them. Flicker jabs, along with their extensions can also be delayed a lot to catch people ducking or to change up your timing on offense, adding extra layers to your offense. FLK 1, D+1 is a high extension which on CH knocks down the opponent for a guaranteed ground attack follow-up (db+2). On normal hit this move ballerina spins the opponent and will also wall splat if they're close enough to the wall. On block, this move is 0 block which can be used to set up traps and mindgames on block or to just gather information about your opponent. This move can also be done after two flicker jabs not just one. Flicker 1,f,+1is the mid extension from ficlker jab, which is 0 on hit and forces crouch and -5 on block. Fantastic to call out people attempting to duck Flicker 1,d+1, and also hard knocks down on CH. Flicker 2 is a i17 CH launcher which is one of Steve's main CH buttons. Massive CH damage and hard knock down on normal hit at only -5 on block. Flicker b+2 is Steve's high power crush. Faster than his mid powercrush db1+2, but is a high and can be ducked, but is safe on block at -9. On hit, this knocks the opponent down for a guaranteed ff+2. Great move for keepout and snuffing out buttons. To end, we have FLK 1+2, which is Steve's throw from flicker stance. A sideswitching grab which does 40 damage.

Peekaboo F3+4 (PAB)

Peekaboo is a much more offensive stance built for controlling range 0 and annoying your opponent with its moves. It's much more string-heavy compared to Flicker as it's used more to make your opponent uncomfortable and force them to make a decision. PAB 1,2 are i12 high jabs from PAB, which jail and are 0 on block and +8 on hit. Great for starting pressure and pestering your opponent into making a decision. This move has a final hit extension PAB 1,2,1. PAB 1,2,1 is a delayable CH launcher, great for mindgames and changing up timing, but beware as it's -13 on block. Peekaboo also features moves like PAB DF+2, which is a launching elbow attack at only -10 on block. Amazing move to call out characters with parries, such as Asuka or Jun, and also lethal vs people that duck PAB stance a lot. PAB 2 is a homing high punch which is +5 on block and +14 on hit, and also auto transitions into LNH stance. On hit, this move guarantees a free +14 frame follow-up (LNH+1 guaranteed on hit). On block, this also frame traps into LNH+1, making it a very potent move to check people trying to move. This move is also special because it has a built in punch sabaki meaning if the Steve player can time this move which the opponents punch he will sabaki it (a sabaki is a move with built in parry frames). As a tricky layer to offence, Steve can also cancel this into swindler by quickly pressing 1 after PAB 2. (PAB 2~1). This move is a fakeout counter hit launcher, great for calling out those who are over-eager to duck launch PAB stance, and is completely safe on block at -8. PAB D+1 is an i15 low that is +2 on hit and -12 on block. Great tracking and a good low for poking the opponent and gathering information on their tendencies. PAB DF+1 is a -9 on block and +2 on hit mid with 3 delayable extensions attached to it. PAB DF+1,2 is a mid-high homing string with transitions Steve into LNH stance at +3 on block and +8 on hit. Leading on from this he has PAB DF1,1,2,1, a four hit mid string which is -13 on block and hard knocks down on hit. Like all of Steve's other high LNH transitions on block such as PAB+2 and UB+2 this move can also be cancelled out into swindler by quickly pressing 1 after the 2. (DF,1,2~1) or plinking it. Both DF1 extensions can be delayed for oppressive mind games. PAB B,1,1,2,1 has similar usage to PAB DF,1,1,2,1. A mid, high, mid, mid string which is heavily delayable in order to mess with timing and play mind games with the opponent, but unsafe at -10. A few things make this different from the DF1 string, which is the last hit of PAB B,1,1,2,1 is a wall splatting punch which can be cancelled into flicker stance, thus making the string safe from -10 to -3. The second hit of this string is also a high, leaving a gap for your opponent to duck and punish you. A few more moves to round off the highly offensive PAB stance, we have PAB U+2, i17 high and Low crushing launcher which is -15 on block. Good to call out high and low attacks on a hard read and also as a hail mary when a comeback is needed. PAB B+2 is Steve's backswing blow move, fantastic to chuck out when expecting retaliation, especially near the wall, as this move wall splats/balcony breaks. Beware, as it's -13 on block. PAB d+2 is a i28 low, which is -12 on block and +7 on hit. This move also CH launches for a full combo. Risky to use in neutral due to it being extremely reactable and should only be used as a guaranteed ground hit follow-up, such as after 1+2 heat dash. PAB1+2, Steve's throw from PAB stance. i11,boasts a massive 45 and doesn't side switch. PAB F1+2, high wallsplatting move which is -5 on block. Technically is Steve's fastest wallsplatting option, but it is locked behind stance and is tricky to use as a punisher. Great move to use after pab d+1 at the wall as it's a frame trap. Lastly, we have PAB F2,1, an i18 mid mid attack with is +1 on block and balcony breaks. There is a huge gap between the first and second punch of this attack, leaving you vulnerable to being interrupted, so be careful using this move in neutral.

Panic Moves

B+1

13-frame high counter hit launcher. Very fast to just chuck out and fish for a counter hit while under pressure from time to time.
h, i13, -14 oB, +2 oH, +61a oCH

DB1+2

Steve's power crush. Is +14 on hit and gives him a free 1+2 as a follow-up, which is also a heat engager.
m, i28, -13 oB, +14 oH

4 | 3 (Weave)

Steve's main evasive tool. Very strong this year and can evade many highs, mids, and lows to steal turns and get out of pressure.
sp

UB+3

Steve's back kenpo and get out of jail free card. Moves him backwards and creates a gap between him and the opponent for easy whiff punishment opportunities
sp

1,2,1

10 frame jab string thats good to disrespect pressure as the whole string is guaranteed on Counter hit.
h, h, h, i10, -3 oB, +3 oH
Generic downjab, always good to snuff pressure and go under highs
sl, i10, -5 oB, +6 oH

Frame Traps

f,f,f+2 QCF+1
UB+2 LNH+1
2,1-b FLK+1, ALB.2
3,1,f,1,1-b FLK+1,D,1

Knowledge Checks

-3 into weave (4) or (3)

Steve players abuse -3 into weave, as people may not know how to properly deal with weave on block, which allows the Steve to loop offence. E.G. QCF1-b into weave and LNH+1 into weave.

2,1-b,FLK1,ALB2,UB3

One of the more common flow charts and spacing traps you'll see Steve players abuse. What makes this potent is the whole string frame traps if the opponent presses, and if they block the alb 2, then Steve has a free get out jail card with ub3.

FLK 1,D+1 into buttons

Many players don't know FLK 1,D,1 is 0 on block and mash slow buttons on retaliation, allowing the Steve player to walk them onto a free B1 counter hit or 1,2,1 sequence for big damage.

ALB 2 into b+1

Another overused knowledge check as alb,2 this year is -3 on block, leaving the Steve player safe enough to move or mash depending on how the opponent responds. B+1 is a common move Steve's can throw out after alb 2, due to the small amount of pushback it creates and the frame situation being so low.

PAB DF1,2 | 4,1,2 | 3,1,2 | B,1,2 into LNH+1 on block.

All of these Lionheart transitions are +3 on block, which means LNH+1 is not guaranteed, and Steve can be jabbed out if he attempts to mash LNH+1 after these moves. Be wary though, as Steve can simply weave, sway, or use ducking stance to beat your high attack, which creates a small mindgame but most opponents will be unaware of the situation and will attempt to move or mash something too slow, opening them up to LNH+1
m, h, i15~16, +3 oB, +8 oH

-9 into B+3,2

Steve players will knowledge check you with -9 setups into Snake Charmer (B+3,2). Common -9 setups are F+3, 1+2, 1+2,1+2 into Snake charmer and UF+4 into Snake Charmer. To avoid this, simply mid-check the Steve or launch if you have a hard read, or block and punish as Snake Charmer is -18 on block.

Defensive tips

Sidestep Left Duck (SSL)

Steve is highly susceptible to SSL duck, especially if the Steve is playing on immediate timing. Steve's highs such as 1,2,1 and B+1 have good tracking, but his mids, such as QCF+1 and DF+2, have poor tracking to the left/no tracking at all. This makes him ultra vulnerable to SSL duck as this beats most of his key mids and highs in one movement and option selects a lot of his moves. The Steve will have to start delaying his timing and realigning with movement to beat this.

Be patient

Steve has an arsenal of strong mids and highs, but very poor lows. He struggles to open up highly defensive players who leave little to no gaps for CH, which therefore makes him start taking risks by going low. Remain vigilant and let him mash himself to death by making one right read on a low or high attack and punish accordingly.

Recognise common UB+3 setups.

Don't be so eager to take your turn back all the time. Steve players will place UB+3 after certain pokes like df+1, 121, and behind bigger moves like UB+3. If you have a hard read, you can call out the UB+3 with an advancing move, but this leaves you open to B+1, so be careful.

Dont duck at the wall

Steve has a variety of mids which will ruin your life at the wall from QCF+1 to LNH+1, and while running 2. All of these, should they land at the wall, usually spell death, if not extremely heavy damage taken. Unless you're in a life or death situation or you have a big read, you should do your best not to duck at the wall and either gradually get off the wall using movement or time a reversal, such as a power crush/fast button to interrupt pressure.

Defensive Move Handling

All df+1 extensions can either be ducked or interrupted. Be on the lookout for Steve's overusing the extensions, as you can duck launch him/place a button in between.
m, h, i13, -6 oB, +3 oH, +5 oCH

2,1-b, FLK+1

Common flowchart for Steve players to abuse as this sequence is +3 on block and a frame trap. This loses to downjab/fast high crushing move as the flicker jab is a high, so don't be afraid to place them after you eat 2,1 on block, but beware of 2,1,2/2,1-b into weave, 2,1-b into U2 to call out the downjab/high crushing attack.

FLK 1,D,1

This move is a high, and Steve players fish for it alot especially at the wall, due to the massive reward it gives. Be sure to call this out a few times with a hard duck, but beware of 1,f,1 the mid extension,

1,2,1,D,2

Low extension is very slow and should be reacted to and punished/low parried if you're sharp.

B+1,2

Fuzzy duck this as a bare minimum, be careful committing to a duck punish as B1,2~1 will CH launch you if you get clipped by it.
h, h, i13, +3 oB, +8 oH

3,1,f,1,1

Last hit is a high, so be on the lookout for a free duck punish opportunity. Good Steve players may also delay this string/rarely finish it, so again be on the lookout for the final hit.

PAB B+1,1,2,1

Second hit is a high, so be on the lookout for it and duck punish. First hit of this string is also -19 on block, so don't let a Steve mindgame you with just the first hit.
m, h, m, m, i17~18, -10 oB, +16a (+7) oH

ALB.2

If a Steve player keeps chucking this out at range, then make sure to Sidestep right (SSR). This move is much weaker to SSR compared to SSL, so make sure you're going the right way if you want to call it out. But beware of QCF+1 at closer ranges, as that tracks SSR.
m, i23, -3 oB, +16a (+7) oH

Wr,2

Linear so step either side, if the Steve lands this on block, his most threatening option at +6 is QCF+1. Don't be afraid to call this out with an SSL/SSL duck to option select the most common options, as SSL duck will beat the highs and mids on immediate timing.

External Resources