Street Fighter X Tekken/Steve

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Steve

Sfxt steve face.jpg

Ideal Team Position: Anchor


Steve Fox is an offensive powerhouse utilizing quick movement options and fast strikes to overwhelm his opponent the moment an opening presents itself. Cancelling into his ducking stance can ensure that he can continuously be an opponent’s face where he can open them up with armored combo starters from Peekaboo, punish whiffs with either his Ducking LP or Ducking MP, or open a standing opponent’s guard with his Ducking HP which then leads to a tag opportunity with a LOT of hitstun for the partner to do practically whatever they want. Steve has the ability to convert into big damage off of something as simple as a f+LP > MP target combo into Ducking, and if he’s juggling an opponent in the corner he can utilize his Flicker Cancels (cr.HP or cl.HP xx Flicker Stance, cancel by crouching, cr.Hp xx Flicker Stance...) for big damage. He can even do them to a standing opponent in the corner for outrageous damage, though this can be very difficult to pull off consistently. Defensively, he leaves a lot to be desired: his anti-air buttons are modest at best, his parry is inconsistent, and his Alpha Counter can leave him quite vulnerable if baited while not doing much damage that would make it worth the risk. Furthermore, his Hellfire projectile is very short range and has long recovery, which can hinder his ability to space out opponents with it. Use Steve as an anchor after the opponent is already on the defensive, so that he can ensure that’s where the opponent stays until the match is over.


Strengths Weaknesses

+Once he’s in, he can easily continue to stay in the opponent’s face thanks to his movement options

+Several ways he can tag his partner in to either continue a combo on hit or enter the field of battle on block

+Possesses some of the highest damage combos and juggles in the game

+Excellent wall carry ability

+Strong pokes can either keep the opponent out or be cancelled to get him in the opponent’s face

-One of the worst Alpha Counters in the game

-Best combos require a high degree of execution

-Lacks a reliable reversal

-Stance switches have very limited defensive utility

-Struggles defensively overall


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
Close Medium Punch
(near opponent) Mp.png
Speccancel.png
Close Hard Punch
(near opponent) Hp.png
Speccancel.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Speccancel.png
Knockdown.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Speccancel.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Jump Light Punch
Ub.png / U.png / Uf.png + Lp.png
High.png
Jump Medium Punch
Ub.png / U.png / Uf.png + Mp.png
High.png
Jump Hard Punch
Ub.png / U.png / Uf.png + Hp.png
High.png
Jump Light Kick
Ub.png / U.png / Uf.png + Lk.png
High.png
Jump Medium Kick
Ub.png / U.png / Uf.png + Mk.png
High.png
crossup
Jump Hard Kick
Ub.png / U.png / Uf.png + Hk.png
High.png


Unique Attacks

Name
Command
Notes
Weaving A
Lk.png
evades mid and High.png attacks
Weaving B
Mk.png
evades mid and High.png attacks
   Shoulder Rush
Weaving B ---.png Lp.png
Knockdown.png vs airborne
      Uppercut
Shoulder Rush ---.png Mp.png or Hp.png
Knockdown.png
Quick Spin
Hk.png
evades mid and High.png attacks
   Spin Gut Punch
Quick Spin ---.png Mp.png or Hp.png
Knockdown.png
Chcrumple.png
   Spin Low Hook
Quick Spin ---.png D.png + Mp.png or Hp.png
Low.png
Hardknockdown.png
Chopping Straight
Df.png + Mp.png
High.png
Knockdown.png vs airborne
Foot Stomp
Db.png + Lk.png
Low.png
   Foot Stomp Right Hook
Foot Stomp (on hit or block) ---.png
Mp.png or Hp.png
Hardknockdown.png
Ducking Body
F.png + Mp.png
   Ducking Hook
Ducking Body ---.png Lp.png
      Flicker
Ducking Hook ---.png B.png
British Edge
F.png + Lp.png ---.png Mp.png

Throws

Name
Command
Notes
Gut Wrencher
F.png or N.png + Lp.png + Lk.png
Throw.png
Armlock Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Flicker Stance
B.png + 3k.png
   Flicker Jab
Flicker Stance ---.png P.png
Ex.png
L.png hits Low.png
Ex.png Knockdown.png on 2nd hit
Knockdown.png vs airborne
Peekaboo
F.png + 3k.png
   Patella Smash
Peekaboo ---.png Lp.png
Stagger.png
Knockdown.png vs airborne
   Cutting Elbow
Peekaboo ---.png Mp.png
Knockdown.png
(slightly floaty)
   Albion Combination
Peekaboo ---.png Hp.png
Groundbounce.png on 3rd hit
Ducking
Qcf.png + K.png
Ex.png
evades projectiles
Ex.png gains invincibility
   Fox Hunt
Ducking ---.png Lp.png
   Skyscraper
Ducking ---.png Mp.png
Knockdown.png
(slightly floaty)
   Gatling Gun
Ducking ---.png Hp.png
Standthrow.png
Sonic Fang
Dp.png + P.png
Ex.png
Knockdown.png
Swaying
Qcb.png + K.png
Ex.png
Counter.png vs mid and High.png attacks
Knockdown.png on Ex.png
Hellfire
Qcf.png + P.png
Ex.png Chrg.png
Knockdown.png vs airborne

Super Combo

Name
Command
Notes
Hellfire Rush
Qcf.png + 3p.png

Frame data (Updated for v2013)

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 6 2 5 +10 +6 SM,EX,SA,CA,HK 1 1 1 -
Far MP H 60 7 3 9 +9 +5 SM,EX,SA,CA,HK 2 1 1 -
Far HP H 90 9 3 17 +5 0 - 3 1 1 -
Close LP H 30 4 2 8 +7 +3 SM,EX,SA,CA,HK 1 1 1 -
Close MP H 60 6 4 10 +9 +3 SM,EX,SA,CA,HK 2 1 1 Forces standing, On hit: +11 on crouching opponent, 75 damage and stagger (+30) on crouching counter hit
Close HP H 90 5 2 18 +5 0 SM,EX,SA,CA 3 1 1 -
Crouch LP H 30 4 2 10 +5 +1 SM,EX,SA,CA,HK 1 1 1 -
Crouch MP H 60 7 2 10 +9 +5 SM,EX,SA,CA,HK 2 1 1 -
Crouch HP H 90 6 5 23 -2 -8 SM,EX,SA,CA 3 1 1 Forces standing, Attacking arm crushes airborne attacks frames 8-20
Crouch LK L 30 5 2 10 +5 +1 SM,EX,SA,CA,HK 1 1 1 -
Crouch MK H 60 8 2 19 0 -4 SM,EX,SA,CA,HK 3 1 1 -
Crouch HK L 90 11 2 26 hard knockdown -8 - 1 1 - -
Jump LP M 40 6 2 until ground+4 +12 +4 - 1 1 1 -
Jump MP M 70 6 3 until ground+4 +16 +5 - 2 1 1 -
Jump HP M 100 6 5 until ground+4 +20 +8 - 3 1 1 -
Jump LK M 40 8 4 until ground+4 +12 +4 - 1 1 1 -
Jump MK M 70 7 2 until ground+4 +16 +5 - 2 1 1 -
Jump HK M 100 8 2 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel **LC f+HP+HK (while blocking) H 120 8 2 27 hard knockdown -9 - - - - Invulnerability frames 1-8, Resembles Shoulder Rush
Gut Wrencher LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Armlock Throw b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Chopping Straight df+MP M 80 17 2 15 +2 -3 - 2 1 1 Ground bounce on crouching counter hit, On hit: +0 on crouching opponent
Foot Stomp b+LK L 50 15 2 20 -5 -7 MP,HP 1 1 1 -
Foot Stomp Right Hook MP or HP during Foot Stomp H 60 6 2 22 hard knockdown -4 - 1 1 1 -
Ducking Body f+MP or HP H 60 16 2 15 +4 0 - 2 1 1 Stagger (+25) on crouching counter hit
Ducking Hook LP during Ducking Body H 40 8 2 15 0 -2 - 3 0 1 -
Flicker b during Ducking Hook - - - - 1 - - Flicker Jab - - - -
- f+LP H 30 8 2 9 +6 +4 - 1 1 1 -
British Edge f+LP > MP H 60 7 3 9 +9 +5 - 2 1 1 Stagger (+29) on crouching counter hit
Weaving A LK - - - - 22 - - MK,HK - - - Upper body invulnerability frames 1-19
Weaving B MK - - - - 26 - - LK,HK - - - Upper body invulnerability frames 1-18
Shoulder Rush **LC LP during Weaving B H 50 8 2 27 -3 -9 - 1 1 0 Forces standing
Uppercut **LC HP during Shoulder Rush H 70 9 4 28 float -12 - 1 1 0 -
Quick Spin HK - - - - 25 - - - - - - Upper body invulnerability frames 1-19
Spin Gut Punch MP or HP during Quick Spin H 100 9 2 18 knockdown 0 - 1 1 1 Crumples on standing counter hit, Wall bounces on crouching counter hit
Spin Low Hook d+MP or d+HP during Quick Spin L 90 9 2 28 hard knockdown -10 - 1 1 1 -
Sonic Fang LP f,d,df+LP H 50,60 14 2(5)4 23 knockdown -7 - 3,4 1,1 1,0 -
Sonic Fang MP f,d,df+MP H 50,60 17 2(5)4 23 knockdown -7 - 3,4 1,1 1,0 -
Sonic Fang HP f,d,df+HP H 50,60 18 2(5)4 23 knockdown -7 - 3,4 1,1 1,0 -
Sonic Fang EX f,d,df+PP H 70,50 14 2(5)4 23 float -7 - 3,4 1,1 1,0 Projectile invulnerability frames 1-25
Swaying **LC qcb+K counter 140 1 24 42 +3 - - - - - Upper body counters strikes
Swaying EX **LC qcb+KK counter 180 1 24 42 knockdown - - - - - Ankle and above counters strikes
Hellfire qcf+P H 60 16 - 30 0 -3 - 3 1 0 Chargeable: 51F for EX Version and 100F for Super Art
Hellfire EX qcf+PP H 60x2 10 - 30 +8 +5 - 3,3 1,1 0 Chargeable: 51F for Super Art
Flicker b+KKK - - 10 - 4 - - Flicker jab - - - -
Flicker Jab LP **LC LP during Flicker L 100 8 2 30 -6 -11 - 3 1 1 Stagger (+10) on crouching counter hit, Ground bounce on airborne opponent
Flicker Jab MP **LC MP during Flicker H 100 8 2 30 -6 -11 - 3 1 1 Stagger (+10) on crouching counter hit
Flicker Jab HP HP during Flicker H 100 8 2 26 -3 -8 - 3 1 1 Stagger (+10) on crouching counter hit
Flicker Jab EX PP during Flicker L,H,H 50x3 8 2(8)2(9)2 18 knockdown -11 - 3,3,3 1,0,0 1 Ground bounce on airborne opponent
Peekaboo f+KKK - - 10 - 4 - - LP, MP, HP - - - Can only move forward, Throw invulnerable, Cancel stance by crouching, Weaving A, Weaving B or Quick Spin
Patella Smash LP (during Peekaboo) H 60 18 3 34 +8 -20 HP 1 1 0 1 point of armor during frames 1-18, Throw invulnerable
Cutting Elbow MP (during Peekaboo) H 70 13 6 23 float -6 - 1 1 0 Upper body invulnerability frames 1-14, Throw invulnerable
Albion Combination HP (during Peekaboo) H 30x2,40 21 4(10)3(23)2 21 ground bounce -6 - 1,1,1 1,1,1 0 Throw invulnerable
Ducking LK qcf+LK - - - - 25 - - LP, MP, HP - - - Projectile invulnerability frames 1-21
Ducking MK qcf+MK - - - - 28 - - LP, MP, HP - - - Projectile invulnerability frames 1-21
Ducking HK **LC qcf+HK - - - - 31 - - LP, MP, HP - - - Projectile invulnerability frames 1-21
Ducking EX qcf+KK - - - - 25 - - LP, MP, HP - - - Projectile invulnerability frames 1-21, Upper body invulnerability frames 1-21
Fox Hunt LP during Ducking H 120 9 6 17 +3 -3 EX,SA 1 1 1 Float on counter hit
Skyscraper MP during Ducking H 80 13 4 22 float -6 - 1 1 0 -
Gatling Gun HP during Ducking standing throw 200 15 2 26 hard knockdown - - - - - -
Hellfire Rush **LC qcf+PPP H 310 (60) 4 - 70 hard knockdown -42 - 3 1 - 65 frames cinematic freeze before attack begins, Invulnerability frames 1-7
Cross Art **LC qcf+MP+MK H 150+ 7 2(13)4(15)2(16)2 29 switch -13 - 3,3,3,3 0,0,0,4 - 64 frames cinematic freeze before attack begins, Invulnerability frames 1-8, +34 if first attack whiffs and 4th attack hits

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far MP H 42 7 3 23 -5 -9 EX,SA,CA -
Far HP H 63 9 3 33 -11 -16 - Forces standing
Close MP **LC H 42 6 4 17 +2 -4 EX,SA,CA Forces standing, On hit: +4 on crouching opponent, 52 damage and stagger (+30) on crouching counter hit
Close HP H 63 5 2 26 -3 -8 EX,SA,CA Forces standing
Crouch MP H 42 5 2 24 -5 -9 EX,SA,CA -
Crouch HP **LC H 63 6 5 31 -10 -16 EX,SA,CA Forces standing, Attacking arm crushes airborne attacks frames 8-20
Crouch MK H 42 8 2 25 -6 -10 EX,SA,CA -
Crouch HK **LC L 63 11 2 31 hard knockdown -13 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cl.HP xx b+KKK, cr.HP xx qcf+K>MP, qcf+HK>MP, qcf+HK>MP, f+MP>LP>b, FLK LP/MP/HP/HP+HK

(424) (punish, medium)


Hit Confirm Combos

  • cr.LK, cr.LP, cr.LP xx dp+LP (161)

(hitconfirm, low, easy)

  • cl.MP, cr.MP xx dp+P (208)

(hitconfirm, easy)

  • cl.MP, cr.MP xx qcf+K>LP (216)

(hitconfirm, easy)


Post-launch Combos

  • cl.HP xx qcf+LK>MP, f+MP>LP>b, FLK LP/MP/HP/HP+HK

(juggle, medium)

  • cl.HP xx b+KKK, crouch, cl.HP xx b+KKK, crouch, cl.HP xx b+KKK, crouch, cl.HP xx dp+LP

(juggle, corner, hard)


Advanced Combos

  • df+MP, qcf+K>MP, f+MP>LP>b, FLK LP/MP/HP/HP+HK (316)

(overhead, counterhit on crouching enemies, easy)

  • cr.LK, cr.LP~cr.MP~cr.HP xx qcf+KK>MP, qcf+HK>MP, qcf+HK>MP, f+MP>LP>b, FLK

LP/MP/HP/HP+HK (294) (1bar, low, medium)

  • cl.MP, cr.MP xx qcf+K>LP xx qcf+KK>MP, qcf+HK>MP, qcf+HK>MP, f+MP>LP>b, FLK

LP/MP/HP/HP+HK (416) (1bar, medium)


Combos Into Supers

  • N/A

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