steve

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.