From the aspect of boxer-esque moves, I would say Steve's current movelist already is not a good representation. Boxers use body blows all the time, fast ones at that. How do we explain the fact that Steve's mid/gut punches are all generally slow? ie. 15 frames and above? Where are his 12 and 13 frame liver blows? If he had this, his mid attack pressure game would be very strong, but alas he doesn't. This is exactly why a lot of players just crouch 75% of the time against Steve - because they know his close-range mid pressure is weak. So nerfing him further for the sake of 'boxer' moves is not the way to go.
_This is exactly why a lot of players just crouch 75% of the time against Steve - because they know his close-range mid pressure is weak. So nerfing him further for the sake of 'boxer' moves is not the way to go._ DF2 can be buffed to be i15, increased damage output by 10 points, Shiro comes back, tracks SSL. LNH 1 can be less negative on block, do more damage, could guarantee 112 on CH. B2 can be i15 with PAB F1+2 replacing F1+2 2.
@@kushan_tk your suggestion brings him closer to his T7 glory. But in T8, even if DF2 is buffed to i15, it strengthens Steve's mid-range game, but his close-range game will still be lacking compared to other characters due to lack of good mid-mid strings. Most of Steve's strings end with a high which opponents constantly high crush. But maybe you can argue that if his mid-range is buffed, there will be less reason to enter close range.
You're advocating to nerf Steve's low game. His low game is already bad, and has limited ways to deal with opponents that lie on the ground like Xiaoyu, Zafina, Kuma etc. At some point, I'll say that Namco can't just stick to 'boxer' esque moves. Steve is weak because too many characters have good 50-50s and good lows into juggles. As a Steve player, I'm not asking for lows into juggles, but I'm asking for lows that can floor my opponent and give me oki. But your suggestion to stick to only d+2, db+3 and PKB d+1 essentially guarantees that he can never floor his opponent. So everybody has no incentive to care about his lows. This damages his already nearly non-existent 50-50 game even more.
Hi @AntiGod, Thanks for commenting. Your argument makes a lot of sense and I'll try to respond to most of your points. _You're advocating to nerf Steve's low game. His low game is already bad, and has limited ways to deal with opponents that lie on the ground like Xiaoyu, Zafina, Kuma etc. At some point, I'll say that Namco can't just stick to 'boxer' esque moves._ Yes, I don't think Steve needs lows like D1, since PAB D1 and D21 already exist. Regarding QCF2, I dislike the dependency Steve players have on this launch-punishable move to open up opponents and control space. To deal with low-profile opponents, Steve already has moves such as D21, Sonic Fang, LNH2, DF2, WS1, DB2, PAB D1, PAB D2, and EXT DCK 2. That said, these moves aren't as threatening as Jin's D2 or Steel Pedal type attacks. A fair compromise would be to make Steve's FC DF2 hit grounded consistently. I want Steve to be unique with well-defined strengths and weaknesses that can be effectively leveraged and exploited. I don't like what Namco has been doing with balancing since Season 2 of T7. They have constantly tried to homogenize the cast because people kept complaining that their character is weak and not visible in tournaments. I'm not advocating for a stronger Steve, but for a well-designed character that's fun to play. _Steve is weak because too many characters have good 50-50s and good lows into juggles. As a Steve player, I'm not asking for lows into juggles, but I'm asking for lows that can floor my opponent and give me oki. But your suggestion to stick to only d+2, db+3 and PKB d+1 essentially guarantees that he can never floor his opponent._ Steve is not weak because other characters have good 50-50s or lows that give combos. Steve is weak because his mid counterhit launchers, DF2 and WS2, have been removed. These moves were essential to complementing his strongest move, B1. Steve is also weak because the game mechanics don't favor him. Additionally, his own 50-50s have been destroyed, such as his guardbreak and DB32. If you really want Steve to have threatening lows, all that needs to be done is buff the damage on D21, and DB32. Either bring in the knockdown, or increase the base damage significantly. Simultaneously, you could also buff the frames on LNH 1 by making it -3 or something while it does about 6 chip damage. _So everybody has no incentive to care about his lows. This damages his already nearly non-existent 50-50 game even more._ As it should be. Boxers are scary because of their highs and mids, not their lows. Make the highs stronger. Integrate chip damage into his highs. Make more use of his clinch technique outside of heat. There's so much Namco can do with Steve apart from giving him a strong low CH game.
@@kushan_tk oh yeah, you sort of forgot about DB+2 'knee clipper'. I just want this move to floor my opponent like back in T6. It's already slow and reactable, and even on hit (but without counter), i don't get oki on my opponent. Kinda unfair considering that Mishimas have hell sweeps which are non-reactable, and they guarantee juggles. Lili, Law, Victor, Yoshi all have lows which are the same speed as DB+2 but give juggles, while Steve players like me are begging for a simple oki.
Hi Jason! I don't do any coaching because I am super busy with my job and I'm not a tournament player so I may not give solid pro advice. If you send me a video of your gameplay, I can review it on my channel publicly if you don't mind. It would make for some good content for Steve and I would do it for free since it's my first time coaching someone.
Absolutely any way I can learn would be awesome! I only have about 200 hours in the game but I'm really dedicated to getting better and trying my hand at the competitive scene doing a bunch of local tournaments. I'll send you some gameplay for you and your channel! I'm not any good but I'm really good at learning haha! Just let me know where to send the videos and I gotchu!
@@Jasondanam hey so you can upload the video to youtube as a private or unlisted version and drop the link in the comments. I'll check it out. Also if you have some questions in mind. Feel free to share them here. I'll go through all of them on video.
@@kushan_tk Hey brotha here are the videos definitely not the greatest gameplay but thank you for helping me out man I really appreciate the time your taking to teach us newbies! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-NGs267ofRJ4.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-EWmzpGjfwNw.html
so you have to input f3+4 as a justframe after F3? EDIT: Ah you answered this as soon as i pressed play again haha Damn, Steve is crazy. JUST TO BE SAFE after moves he needs to not be too early, not be too late, do a justframe AND THEN do the grab quickly enough aswell. Just to not be powercrushed xD
Damn nice matches we had 😅 I main Shaheen and I never win against you 😢but against Steve, I take it since it’s a hard character and on my part need to know the match up. Hope to fight you again soon.
I've been playing Steve since T8 launch, what i dont understand about the high ranks is how you're able to use so much ducking in(even with the cancels) and not eat a ton of mids, i try to do that but always end up getting launched
Hi Azul, thanks for commenting! that's a really good question. Essentially we use duck cancels to harass our opponents for respecting our options that come out at immediate timings. First and foremost you need to check your opponents with Steve's main standing counter-hit tools. Use B1 by default. If they are using moves that high crush or let's say you are trying to check them offensively, you should use DF2. If they are using fast moves that counter-hit your B1 and DF2, you use 121. Keep in mind that your unique movement options such as UB3 (Lion heart) and your Right weave 1,2 are also useful in punishing your opponents disrespect. Once they start to respect it. You can check them on one level of delayed timing. Try using duck f2 or duck 1 or even duck cancel into ws1 (can be used for counter-hit confirming). If they are still not biting you can use Steve's extended duck options. After all of these mind-games, you can start using your duck cancels. It's important to note that this gameplan is not linear. Good players will understand your intentions and call out your bluff if your offense isn't convincing enough. You have to create tangible results and introducing a little randomness goes a long way. A good Steve Player will introduce these mindgames in the first round or two and will proceed to start his game. I try my best to emulate that.
Bro bro bro!!! 🙌🏻🙌🏻 Nice execution!! Didnt got the time to try this since it was discovered. And wont get my hand on my pc for another 4-5 days. So my question is can we do this by doing f3 then pressing R1(3+4) or we have to buffer 3 and then press 4. Can't we do by buffering 3 and then press the hair trigger R1?? I play on Dpad
Hi Alphagamer, I have made a guide about this. Please check the previous video. We can buffer f3 and then press 4 to get F3,f3+4. This has to be a 1 frame link.
You are actually correct. This only works when the opponent respects the non peekaboo options. 90% of the time you need to not use pab. Use it only in edge case
They have to buff lionheart, it makes no sense that Steve has a 0 range low thats only 20dmg, -27 and does not even guarantee a single lionheart options without eating armor/rage art, you should be able at the very least to both commit LH 1 fully safe or cancel the LH transitions by holding back just like with ub2