Steve's Top 10 Moves.

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2nd Dan
Joined: Jun 2012
Posts: 20
#1 “Quote” Edit Post
Figured that I should do this because many character forums did this and may also help Steve players adapt to his nerfs. Don't forget to post your reasons as to why.
Whiff and die trying
Joined: May 2009
Posts: 869
From: Denmark
PSN: Adnanish
#2 “Quote” Edit Post
1. Db+3,2 (good old low, free 3+4 d1 on knd, at the wall try d1+2 after db32, gives w! at correct angle)

2. F+1+2,1 (NC,really good)

3. Dck 1(now gives full juggle on hit, same juggle as ch df2 in T6)

4. Uf+1(good mid, low crush, non reversable)

5. B+2 (high crush, launch in hit, strict ff2 timing)

6. Fc df+1 (Fc mixup sexy time)

7. Df+1+2 (still a good longrange punisher)

8. Df+1 (mid poke)

9. Flk 1,d1 (NCc,free db2)

10. Qcf+1 (great range, mid, w!, mixup with db32)

Last edited by Adnanish on Oct 23rd, 2012 at 18:34

Joined: Aug 2010
Posts: 134
From: Thailand
#3 “Quote” Edit Post
b+1 series - i13 CH move of death, first hit to FLK still very safe, 2nd hit to PKB good frames on hit
d/f+1 series - i13 fastest mid poke, other transitions are great for mindgames
1,2,1 series - i10, NCc, jails, good damage, -1/+5 on block if you go into stance, last hit for mind games
d+2,1 series, d+1, fc, d/f+1 - poking lows
d/f+2 - mid homing move, still very good despite no guaranteed combo
b+2/SF/f,f+2/iPAB u/f+2/DCK 2/ - whiff punishers in order of distance
qcf+1~flk/alb 2 - solid, safe mid moves that has crazy range and wall splats, mixup with d/b+3,2
all his ws moves - ws+1,2 fast, good damage, ws+1+2 launch on whiff or -19, ws+2 launch on CH
3,1 series - all NC, 3,1,1 for wallsplat, 3,1,f+1,1 for +frames, 3,1~flk for CH
iPAB d/f+2/d/f+1,2/d/f+1 - elbow launch/hc knd free d/b+2/CH on hit

If I can strictly use only 10 moves, however...

1,2,1~flk/pab mixups
Guerilla S.
Joined: Feb 2005
Posts: 407
From: USA North Carolina
PSN: Bigelow
#4 “Quote” Edit Post
b+1(or b+1,2)
d/f+1(or d/f 1,2, does more damage than sf now and best 13f punish option)
d+2,1 ducking cancel
f/c d+1
f+1+2,1(best whiff punish without juggle)
d/f 1+2(SF)

Also I like u/f+1, d/b+3, b+2, d+1, and 1,1, d+1.
Signature NewOrder:. Guerilla S./Boryomaru/BGS
"The real fight begins when you have seen each others complete hand."
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2nd Dan
Joined: Oct 2010
Posts: 25
From: Netherlands
PSN: Blackninja14
#5 “Quote” Edit Post
121 series possibility for low, mid or stance and also jails.
down 3,2 great low gives free albatross 2 after knockdown.
1, df 1 leaves you in flickter stance to throw, frame trap or you could use a low.
D 2,1,2 series is a safe low after you duck cancel it and can also be used to frame trap.
df 1 great at close range
qcf+1 great mid wall splats hold back to flicker stance for high mid throw or low mixup.
down forward 2 great for incoming low and slower moves gives decent juggle.
Back 1 great high counter for a nice amount of juggle damage.
Back 2 great for high crush gives decent juggle damage
Joined: Jan 2009
Posts: 3809
From: Canada
PSN: Forest613
XBL: ForestSkies
#6 “Quote” Edit Post
The d+2,1 series really opens up offensive possibilities.
Joined: Apr 2012
Posts: 105
From: United States
#7 “Quote” Edit Post
I finally know my top 10 moves for
They are self explanatory.

1. B 1 (best counter hit move EVER - EMPHASIZED for reason)

2. PEEKABO u/f 2 (Shoryuken) - Looks extremely cool and great damage

3. Sonic Fang - ends pretty much most of my combos / decent damage

4. Duck 2 - great launcher

5. EXT DCK 2(hold)

6. EXT DCK 1

7. d/f 1 - great mid poke

8. d/b 2 - Classic move

9. FC d/f 1 - love using this in a match. it is great how it goes into PKB

10. FLKR B 2 - great CH move and creates space to follow up with 3+4 2
Iron Fist God
Joined: Dec 2004
Posts: 1469
From: USA Washington
PSN: jpchato
#8 “Quote” Edit Post
I've been playing tons of Steve since i bought a ps3 a few weeks back. I'll put my top 10 in no specific order.

ch fishing, pressure tool from transitions, can throw in the d2 to poke or 2~f to maintain some pressure via pkb

112 and 121
112 to punish. 121 for beefy dmg on Ch. 121~f d1 to sneak in dmg

Df12 and df12~2

Flk1d1, flk1f1, and flk2
keep the opponent holding b.

only because im a scrub at heart and i love watching my opponent fly

Fc df1 pkb1
nice low poke

D21>2 d21dckcancel
Nice low poke that can build momentum

feels good when it hits.

Watch ya feet. Nice when opponent is scurred and just standing there.

Whiff punisher

how did I almost forget this move. Love using it at the wall after a knockdown.
War Lord
Joined: Dec 2007
Posts: 741
PSN: defcon_ronin
#9 “Quote” Edit Post
FC df1
PAB d1
Signature GMB
Joined: Jan 2002
Posts: 5804
From: United Kingdom
XBL: Archelon
#10 “Quote” Edit Post
literally not one of you put ws+1>2. NOT ONE.

edit except gaibulbaneixsfgs.
Signature Say NO to shoulder buttons!

Bloody Elbow: The MMA website I write for. It is the best MMA website.
Joined: Aug 2010
Posts: 134
From: Thailand
#11 “Quote” Edit Post
yes ws+1>2 is i think NH CONFIRMABLE within like 14 frames or something silly, but it's CH confirm for sure. Silly people still like to come in after ws+1 lol.
Joined: Apr 2012
Posts: 105
From: United States
#12 “Quote” Edit Post
Originally posted by TheDinosaur
literally not one of you put ws+1>2. NOT ONE.

edit except gaibulbaneixsfgs.

Steve's Top 10 moves... not top 10 strings... <.<
7th Dan
Joined: Sep 2012
Posts: 92
From: Norway
PSN: bestofnorway
#13 “Quote” Edit Post
Originally posted by KhronicKicks
Steve's Top 10 moves... not top 10 strings... <.<

Signature Steve/Lars
TK enthusiast
Joined: Apr 2013
Posts: 8
XBL: Ancient Prime
#14 “Quote” Edit Post
For me it looks like this

2,1 into stance
dck f2~dck

i wanna put more but i can only list ten
Joined: Oct 2009
Posts: 441
From: Italy
PSN: Tm-ghirlanda
#15 “Quote” Edit Post
b2 -->safe op mid launcher with 90 dmg + high crush. -10 but is just safe for 2 reasons: distance(just gan and jack can punish it evertime) 2)this game LAGS, so -10 are very hard to punish
d21/d21f3-->unblockable. free damage
df1 -->good generic mid, excellent on oki situation to pick up enemies as well.
b1 -->good ch move, tons of damage
ws1>2 --> the hcc is very easy for a mid 11f move, can make a lot of pressure
uf1 -->safe close the gap mid
42 --> love it when i want to go out from corners
ff2 -->good whiff punish
d1/fcdf1/pab d1 --> good homing low. the transtion into pab of fcdf1 and pabd1 makes them stronger than d1.
pabdf2-->safe mid launcher. -10 in this game is safe so for me it's a safe and fast mid launcher.
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3rd Dan
Joined: Jan 2014
Posts: 34
From: USA Florida
PSN: NuclearPolaris
#16 “Quote” Edit Post
I haven't been playing Steve for too long but I'll give my opinion.

b+1~b - Need I explain?
df1+2 - Great range, excellent for whiff punishing
b+2 - I myself need to use this more. High crush, NH launch, difficult to punish.
PAB d+1 - Great low, good for mind games and chip damage
PAB 2 - Easily one of his best moves. i14, safe, tracks, CH launch, built in parry.
121~f - NCc that does hella damage and transitions into PAB for more offense
df2 - i16 mid, tracks, safe, CH launch. Great tool to keep 'em in check from ducking
WS1,2 - Absolutely monster WS punish. i11 40dmg. Can be used out of duck cancel for bound.
ff+2 - To whiff punish those long range whiffs. Gives a free db+2 on hit.
3,1,1- NC, 47 dmg, KND, gives wallsplat, evasive. Found to be even better when combined with ssl.

Honorable mentions
ALB d+2
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Banned By Mod
Joined: Jun 2012
Posts: 463
#17 “Quote” Edit Post




2,1 & options

Df1 & options

Flicker 1 & options

Flicker 2

Sway right 2

Signature aka NorCal_Tekken aka lilty916
Joined: Sep 2012
Posts: 352
From: USA Connecticut
PSN: KillaKeef1989
#18 “Quote” Edit Post
b+1~b Super safe CH launcher with a beefy hit box
df+1+2 Good range, decent damage whiff punisher. Ends alot of combos and wall splats high at the right distance.
WS 1,2 The most damaging WS 11 frame punisher I can think of. Needed for decent solo combos.
qcf+1~b Damaging, safe wall splatting move. Will wallsplat from far away.
iPAB df+2 One of Steve few elbows, if not the only one. Slower than a hopkick but decent damage. People like to duck right in front of Steve. You can suprise them with this and fucking Asuka can reverse it.
iPAB uf+2 Eats jabs for breakfest. Good move to use if you think the other player is going to try and jab you out of PAB.
FC df+1 Awesome move to start and offensive. +2 on hit and transitions into PAB
3,1,f+1 Good mid poke, safe. Hit confirmable into 3, 1, F+1, 1 ~b or whatever you want.
d+2,1~f+3~db If done right, safe low, mid poke. Has a high CH launching extenstion that not very useful in my opinion. Everyone and their grandma know to duck it and launch.
df+1 Series Good mid pokes and the such.

Honorable mentions:
3,1,1 Somewhat hit confirmable, Does good damage.
b+1, d+2~f High low transition into PAB. Has a mid extenstion for those who try to interupt at the PAB transition.
Signature Hey....
Banned By Mod
Joined: Jun 2012
Posts: 463
#19 “Quote” Edit Post
Ok. New top ten. I have been playing Steve for like a couple months now so, here it goes....
*in no order*

1,2,1 - this is my counter hit go to string for like 43dmg. 10frames, jails, goes into PAB, or FLK. -3 on block +3 on hit. Has many transitions

df1 - mid, i13frames, +5 on hit, - 3 on block. Has many transitions.

d1 - low, i16frames, 0 on hit. This is "set up" or "defensive" poke. Do not be aggressive on hit. Just read opponent and adapt.

D2,1 and options. - this is my aggressive low poke. It had many transitions and they all should be, used.

uf1 - light mid poke that, jumps (crushes lows) cant be countered, spikes, advances foward, and is safe at -6 on block and +5 on hit.

4,2 - my favorite evasive move into an attack with steve. Steve ducks and sways right, then throws a mid heavy punch that knocks down and is unsafe at -13. But, Steve stays low in a ducking motion the entire time he throws his punch. Making evasion higher.
f3,1 - safe heavy mid poke. -6 or 7 on block, and launches on counter, knocks down on regular hit. Can combo.


df2 - this is my mid, medium poke. Its a plus that its safe and homing. I also use it as a whiff punish sometimes too if I want to be extra safe. I do not use this to catch counter hits. This is like a safe mid option to me but medium strength. Uf1 would be light. F3,1 heavy

3,2 (1)_3,2 into PAB. - this is my favorite transition into PAB (3,2~F). 3,2,1 is, safe.
Signature aka NorCal_Tekken aka lilty916

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