Anti-Steve Fox Strats
Fortunately (or maybe unfortunately) I have had the pleasure of being mauled by Steve players in my area. I’ll give my best at tactics for anti-Steve here as he is one of our hardest match-ups. In my experience, our best bet is to try to keep him at range 4 because he likes to be in your face. If you can control your spacing well, he isn’t too scary.
2,1: normally, this is -4, but a good Steve player will always go into a stance after. This is ideal for Steve, because he can start an offense here. On block this is +3 if he goes into a stance. Don’t try to attack after this, maybe try a sw. I think waiting to see which stance your Steve player favors to base your next decision on is a good idea here. If you get hit by 2,1 (maybe after you threw out something unsafe and the Steve user chose it as a punishment option) hold back because he is at +13~14 and will get something guaranteed if you don’t hold back.
D/F+1,2,1: on block, this move is safe at - 4, but Steve can go into his flicker stance which will leave him at 0, be on the lookout for 1,d+1 here.
B+1(h): A good Steve player will not do this move its own, expect a transition. He can go into flicker or he can go into a duck cancel. This move is the equivalent (better than) of a generic magic 4 in my opinion. If you treat it that way you should be okay. Again from here, Steve players setup 1,d+1 because B+1 into flicker is -1. If you get hit by b+1 into flicker and it’s not counter hit, hold back.
F+2,1: this is another way for him to transition into flicker stance. He can also duck cancel from this. If you get hit by this he is at +19 and will hit you if you don’t hold back, and it is +5 on block. Beware as flicker and PAB mix-ups will follow.
D+2,1(l,m): many players use this as an oki option. For instance, your opponent gets a juggle on you. At the end, he may go with this option to try for a reset. By doing this, even he doesn’t get the oki. He is still in good position, to go into mix-ups. Here he can go into his ducking cancel setups.
4,1,2(m,m): this is the move that start with a shoulder bump and then goes into what sort of looks like his ducking 2. If you get hit by the 2 it is a launch; on block, it is -12 so D/F+4. However, rarely will you see a good Steve player go for this unless after a setup. Sometimes they will attempt this after 1,d+1 to counter hit bait. He can also just do the first part (4,1) and go into peekaboo here. You will probably see this more than anything. If he goes into PAB, if you blocked the shoulder, he will be at -5, on hit he is at +4.
Flicker
For this stance, do not try to parry. Both Asuka’s 2+3 and 1+3, 2+4 will not work against this stance. High crushes like d/b+1 or (if you are up for it) d/b+2 are good as well as d+4 or a crouch jab.
1,d+1 (h,h): 12 frames minus 0; He can ss or sway into shoulder launch attempt or swayR2. They are both highs, but you cannot duck the second hit. They may also delay this string to try to get you to press buttons, so be careful.
1,f+1(h,m): still at 12 frames, but now he will be at -5. This string can be delayed so beware.
Peek A Boo
In general, you want to SW to your left against this stance. This takes away a lot of his options. You can knock him out of highs so jabbing is worth a shot as well.
D+1: This is the only move in this stance that cannot be walked. It is 16 frames and +2 on hit, a lot of Steve players like to do this a few times back to back. If you catch him doing this, you can try to interrupt with a quick mid like D/F+4 or even try can-cans. With D/F+4, if you have one of those d+1 spamming Steve players, it will still hit before he can get another one out. Also, IF you choose to try and interrupt it you should be on your guard and ready to break a 1+2 throw. A throw is a good thing to try here too. Basically, something around 13 frames or lower that can knock him out of it.
If they try to mix it up D/F+4 with still beat out most options after a D+1(d/f+1 being 16 as well, D/F+2 at 17,etc), but again whenever choosing to attack him when he is in this stance, always be aware of his 10-count throw (1+2 break).
I honestly don't know if this is any good, this is just what I try to do against him. someone please correct the errors in this

if this is good info, i'll continue. I bet we could carry this into tag 2!