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.
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 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
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
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
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
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
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
Combos
pab df+2pab f1+2 → f,2,2,2 T! → dash 1+2
fc df2 | U2ub2 → 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 moves3,1,1 → f2,2, LNH2 T!→ 3,1,2, LNH,2
Beginner Combos
CH B+1 | CH FLK2dck.1 → df,1,2,~1-b → dck cancel → ws,1 → f,2,2,2 T! → 3,1,2,LNH 2
pab df+2PAB F1+2 → b,1,2-b → f2,2, LNH,2 T! → 3,1,2, dck.1
fc df2 | U2ub2 → dck.1 → df,1,2,1,-b → dck.f+2 → LNH2 T! → 2,2
LNH 2exd.1 → df,1,2,1 → f2,1-b → FLK 1 → ALB, 2
4,1,2~1 | all swindler movesdf,1,2,1 → df1,2,1~b → dck.f2, LNH2 T! → 3,1,2, LHN 2.