What are all the changes for Steve?

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Yo'Goodfella
Legend
Joined: May 2016
Posts: 532
From: Italy
PSN: Yo' Goodfella
XBL: Yo Goodfella 98
#1 “Quote” Edit Post
I decided that Steve will ve my new main,I found him so much fun.

Can somebody of you post a list of all the changes from TTT2 to the version we have now? Thank you.
Signature WR2s from Mother Russia! <3

Oh yeah, here's the new main as well! With a WR2. Yay!
asapmarko
1st Dan
Joined: Jun 2017
Posts: 12
#2 “Quote” Edit Post
To be honest he feels quite the same aside from his ff+2 being good for catching scrubberonis who keep rolling back. He's still a CH heavy, bulldog and pokey character though. Not much of his moveset is different but his combos are a bit different because its not about using dash cancel into WS1+2 as much anymore and more about using his dash moves for wall-carry and damage.
Toshinjin
Nooblet.
Joined: Jul 2000
Posts: 2113
From: Australia
PSN: foxlyfe
#3 “Quote” Edit Post
Umm... ill try my best.. If i left anything out someone tell me and ill edit.

NEW MOVES:

PAB f+2,1

f+1+2,2

RAGE MOVES:

Rage art - 1+2

Rage drive - df+3+4, 1+2

ARMOR MOVES:

FLK-b+2

db+1+2

TAIL SPIN MOVES:

dck f+2

flk 1,d+1

pab df+1,2

MOVE CHANGES:

db+2 no longer knocks down on regular hit

alb~d+2 no longer knocks down on regular hit

ext dck f+2 on block guarantees a dck f+2 or dck iws+1,2

ext dck 1 no longer launches on regular hit (although you can follow up with f,f+2 / alb~2
uf+2 new animation

1,1,2 can once again transition into dck

Last edited by Toshinjin on Jun 9th, 2017 at 12:48

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Michin Nom
Legend
Joined: Jun 2012
Posts: 504
#4 “Quote” Edit Post
You can now throw out u/f+1 and u/f+2 while in FLK stance without having to do FLK~d/b cancel.

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