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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > Namco Stuff > Tekken 6 - Steve Fox
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Author Topic: Tekken 6 - Steve Fox  (Read 2230 times)
Running Wild
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Tekken 6 - Steve Fox
« on: 04 of September of 2010, 04:07:51 am »

So I noticed there isn't a thread for Stevie Boy yet.

How about it?

Anyone got any tips, strategies or combo's for Steve? I could really use some advice for Steve vs Eddy/Christie, this match-up is giving me alot of trouble.
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Re: Tekken 6 - Steve Fox
« Reply #1 on: 04 of September of 2010, 04:43:38 am »

Steve's Combos.

CH b+1~b
- flk2, B!, f21, f21~b, flk1, alb2
- flk11, flk1(1)f1, B!, f21~b, dck1 ^
- ~db, df121, f21~b, dck ws12, B!, dash SF
- ~db, df121~b, flk1, f21~b, dck ws12, B!, dash SF
- dck1, df121, ff2, B!, f21~b, dck1_flk1,alb2
- dck1, df121~b, FLK2, B!, f21~b, dck1_flk1,alb2
- dck1, df121~b, dck ws12, B!, f21~b, dck1
- dck1, df121, f21~b, dck ws12, B!, dash SF
- dck1, df121, f21~b, dck1_dckf2 (for wall carry with B! saved up, dckf2 is the stronger option)
- dck1, b1~b, dck ws1, f21~b, dck ws12, B!, dash SF
- dck1, b1~b, flk1, f21~b, dck ws12, B!, dash SF
- ext dck1, 41~f, PAB df1<121, B!, uf32
- ext dck1, ~ (everything above works with ext dck1 as well)
- ext dck1, PAB df1121, B!, (2)1~b, flk1, alb2 *(enter PAB manually with f3+4)
- ext dck1, PAB df1121, B!, dash, b1~b, flk1, alb2
- ext dck1, dash d/f+1,2,1, f+2,1~b, dck ws+1,2 B! dash SF

* Personally I suggest doing the ext dck1, b1~b, flk1, f21~b, dck ws12, B!, dash SF combo since it does the most dmg and ain't too hard.

CH df2
- ff2, B!, f21, f21~b, flk1, alb2
- ff+2 B! dck 1, d/f+1,2,1~b, dck 1_flk 1, alb 2

uf2_PAB uf2_CH ws2
- 21~f, PAB df1121, B!, f21~b, dck1
- df121, f21~b, dck ws12, B!, dash SF
- df121~b, flk1, f21~b, dck ws12, B!, dash SF
- b1~b, flk1, f21~b, dck ws12, B!, dash SF ^(Iirc b1 hits now after uf2 as well. Other two launchers it's for sure)
- b1~b, flk1, d121, ff2, B!, f21~b, dck1 ^
- b1~b, flk1, df121~b, dck ws12, B!, dash SF

* Just use the df121~b, flk1, f21~b, dck ws12, B!, dash SF as the main staple. Iirc it's the best dmg and pretty consistent/easy once you get it down.

CH ws2~dck
- ~db, ws1, df121, f21~b, dck ws12, B!, dash SF
- ~db, ws1, df121, ff2, B!, f21~b, dck1
- dck1, df121, ff2_~b flk2, B!, f21~b, dck1

CH ws+2~4
- 1, d/f+1,2,1, f+2,1~b, dck ws+1,2 B! dash SF

PAB df2
- PAB 1, PAB df1121, B!, f21~b, dck1
- PAB df1121, B!, dash df121~b, dck1
- PAB 1,2, PAB d/f+1,1,2,1 B! u/f+3,2

CH dck1
- df121~b, flk1(1)f1, B!, f21~b, dck1
- d/f+1,2,1~b, FLK 2 B! f+2,1~b, dck 1
- b1~b, flk1, flk1(1)f1, B!, f21~b, dck1
- PAB df1<121, B!, f21~b, dck1 ^

ext dck1
- same as dck1
- dckf2~??

dck2
- everything from uf2_pab uf2_ch ws2 works
- dckf2~dck1, df121~b, flk(1)f1, B!, f21~b, dck1
- dckf2~dck1, df121, ff2, B!, f21~b, dck1

dckf2~
- dck1, flk2, B!, f21~b, dck1

CH dckf2_ext dckf2
- pretty much all CH b1 juggles work here

CH flk(1)d1_u1
- ssl d/f+1,2,1~b, FLK 2 B! f+2,1~b, dck 1


BR specific

ws+1+2
- ff+2 B! dck 1, d/f+1,2,1~b, flk 1, alb 2
- dash d/f+1,2,1~b, flk 1, f+2,1~b, dck ws+1,2 B! dash SF
- f+2,1~b, flk 1, f+2,1~b, dck ws+1,2 B! dash SF

CH b+2
- d+2>1,2, ff+2 B! f+2,1~b, dck 1 (need to flip them facing normal axis)

CH FLK 1,d+1
- ff+2 B! dck 1, d/f+1,2,1~b, dck 1_flk 1, alb 2

Punch parry (b+1+2,1
- ff+2 B!

Walls
w! f+2,1~b~d/b, ws+1,2 B! 3,1,1
w! ff+2 B! f+2,1~b~d/b, ws+1>2
w! ff+2 B! f+2,1, SF
w! ff+2 B! f+2,1~b~d/b, ws+1+2
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Re: Tekken 6 - Steve Fox
« Reply #2 on: 04 of September of 2010, 09:57:59 am »

I have no idea what any of that means.
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Re: Tekken 6 - Steve Fox
« Reply #3 on: 04 of September of 2010, 11:06:17 am »

Quote from: Running Wild on 04 of September of 2010, 09:57:59 am
I have no idea what any of that means.

*sigh* We gotta take you back to the basics.
Quote
1    left punch    2    right punch
3    left kick    4    right kick
5    tag button    any    any button but tag
f    tap forward    F    hold forward
d    tap down    D    hold down
b    tap back    B    hold back
u    tap up    U    hold up
d/f    tap down forward    D/F    hold down forward
d/b    tap down back    D/B    hold down back
u/f    tap up forward    U/F    hold up forward
u/b    tap up back    U/B    hold up back
qcf    quarter circle forward    qcb    quarter circle back
hcf    half circle forward    hcb    half circle back
Notations
FC    full crouch animation    WS    while standing up
N    joystick in neutral    WR    while running
SS    side step either way    SSL    side step to left
SSR    side step to right    [  ]    optional command
,    followed by    ~    immediately after
+    at the same time    (  _  )    or
<    delayed input    =    next in sequence
°    push and hold button    :    requires just frame input
Grounded Postions
PLD    play dead position    face up & feet away
KND    knockdown position    face up & feet towards
SLD    slide position    face down & feet away
FCD    face down position    face down & feet towards
Move Properties
BT    your back turned to the opponent
FF    face forward towards opponent
OB    forces opponent's back to face you
OC    forces opponent into crouch
OS    forces opponent's side to face you
JG    juggle starter
BN    bounce juggle starter
RC    recover crouching after a move
RCj    joystick modifier, need to hold D during the move to RC
CH    requires a counter hit
DS    double over stun
tap f to escape in most cases, you can usually launch opponent
FS    fall back stun
tap f to escape in most cases, you can usually launch opponent
MS    minor stun
various animations, in most cases doesn't lead to guaranteed hits
KS    kneel stun
opponent is forced onto one knee, usually does not act as a combo starter
CS    crumple stun
opponent crumples to the ground in front of you right away, usually acts as a combo starter
CF    crumple fall
opponent stay briefly upright before slumping to the ground, usually acts a combo starter
CFS    crumple fall stun
opponent is pushed away while crumping to the ground, can be a combo starter
BS    block stun (to attacking character, ex. Law d/b+4)
SH    stagger hit
GB    guard break
opponent is immobalized briefly, the opponent usually has the offensive advantage
GB    guard break (for move list prior to tekken 6)
indicates visual guard disturbance, but does not mean the opponent can't punish
TT    throw transition (results in throw on hit)
TC    technically crouching state
crouch status during this move cruches high attacks
TJ    technically jumping state
jump status during this move crushes low attacks
HA    homing attack
move tracks both left and right
B!    this move cause bound state
bound moves usually also cause floor destuction
F!    this move cause floor destruction
mostly for throws that don't cause a bound state but break floors
#    see corresponding footnote
[2]    hit modifier (eg RC[2] property applies to 2nd hit)
b    Block modifier (eg. OCb opponent crouch on block)
c    CH modifier (eg. JGc is a juggle starter on counter hit)
co    crouching opponent modifier (eg. KSco)
cco    CH on crouching opponent modifier (eg. FScco)
Hit Ranges
l    hits low (block d/b)
m    hits mid (block b)
s    hits special mid (block d/b or b)
h    hits high (block b or duck)
L    hits low and grounded opponents (block d/b)
M    hits mid and grounded opponents (block b)
S    hits special mid and grounded opponents(block d/b or b)
H    hits high and grounded opponents (block b or duck)
!    unblockable hit
(!)    unblockable hit which can be ducked
[!]    unblockable hits grounded opponents
"    indicates block point in string hits
Extra Combo Conventions
cc    crouch cancel    tap u or f,f while crouching
cd    crouch dash    f,N,d,d/f (usually)
iWS    instant while standing    d,d/b,N_d,d/f,N (usually)
wgf    wind godfist    f,N,d,d/f+2
ewgf    electric wind godfist    f,N,d~d/f+2
tgf    thunder godfist    f,N,d,d/f+1
big    big character combo    only works on big characters
(  )    missing hit    is required for the next hit
Character Specific Conventions
BDS    bad stomach    Dr. Bosconovitch
FB    fall back    Dr. Bosconovitch
EFB    electric fall back    Dr. Bosconovitch
EFF    electric fall fake    Dr. Bosconovitch
HSP    handstand position    Eddy Gordo
RLX    relaxed position    Eddy Gordo
AOP    art of phoenix    Ling Xiaoyu - Lei Wulong
RDS    rain dance stance    Ling Xiaoyu
LFF    left foot forward    Hwoarang
RFF    right foot forward    Hwoarang
LFS    left flamingo stance    Hwoarang
RFS    right flamingo stance    Hwoarang
VTS    vale tudo stance    Craig Marduk
DSS    dragon sign stance    Marshall Law
DFS    dragon fake step    Marshall Law
HMS    hit man stance    Lee Chaolan - Violet
HBS    hunting bear stance    Kuma - Panda
ROL    prowling grizzly roll    Kuma - Panda
CRA    art of crane    Lei Wulong
SNA    art of snake    Lei Wulong
TGR    art of tiger    Lei Wulong
DGN    art of dragon    Lei Wulong
PAN    art of panther    Lei Wulong
DRU    drunken master    Lei Wulong
INS    indian sit    Yoshimitsu
FLE    flea stance    Yoshimitsu
DGF    dragonfly stance    Yoshimitsu
MED    meditation    Yoshimitsu
KIN    kinchou stance    Yoshimitsu
NSS    no sword stance    Yoshimitsu
FLA    flamingo stance    Baek Doo San
CES    clockwise evasive spin    Julia Chang
KNP    kenpo step    Feng Wei
STC    shifting clouds    Feng Wei
SDW    shadow stance    Raven
HAZ    haze stance    Raven
CDS    crouching demon stance    Jin Kazama
ALB    albatross spin    Steve Fox
DCK    ducking    Steve Fox
PKB    peekaboo    Steve Fox
SWY    sway    Steve Fox, Paul Phoenix
LWV    left weave    Steve Fox
RWV    right weave    Steve Fox
FLK    flicker    Steve Fox

SIT    sit down    Ganryu - Kuma - Panda
CJM    chaos judgment    Anna
HPF    haze palm fist    Asuka
LCT    leg cutter    Asuka
DES    destroy form    Alisa Bosconovitch
SBT    single boot    Alisa Bosconovitch
DBT    dual boot    Alisa Bosconovitch
SEN    silent entry    Lars Alexandersson
DEN    dynamic entry    Lars Alexandersson
SAV    savage stance    Miguel Caballero Rojo
TRT    tarantula stance    Zafina
MNT    Mantis Stance    Zafina
SCR    scarecrow stance    Zafina
MTS    muay thai stance    Bruce Irvin
ROC    rocket stance    Roger Jr.
AKS    animal kick stance    Roger Jr.
BAL    spinning ball    Bob

Hope this helps, this is the Tekken notation.
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Re: Tekken 6 - Steve Fox
« Reply #4 on: 04 of September of 2010, 11:57:18 am »

Man what a headache. Do people really memorize all that?  Shocked

Whats ext mean? I don't see it listed.

Dammit, I'll never learn Tekken at this rate.  Sad
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Mikel
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Re: Tekken 6 - Steve Fox
« Reply #5 on: 04 of September of 2010, 02:28:23 pm »

Quote from: Running Wild on 04 of September of 2010, 11:57:18 am
Man what a headache. Do people really memorize all that?  Shocked

Whats ext mean? I don't see it listed.

Dammit, I'll never learn Tekken at this rate.  Sad

EXT basically means Extended, and EXT DCK means Extended Ducking.
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