GiantDojoALPHAv0.01
Steve

Steve

Steve - stance/punish. Tools include i14 launcher.

stancepunish
21 / 21 combos

Combos

Starter

Most Important

  • uf+2f+3then1df+1then[ 2~1 ]f+2then2LNH 2Tornado3then1then2LNH 2
  • FC df+2ub+2f+3then1df+1f+2then2LNH 2Tornado3then1then2LNH 2
  • PAB df+2PAB f+1+2df+1f+2then2LNH 2Tornado3then1then2LNH 2
  • LNH 2EXT DKC 1df+1then[ 2~1 ]f+2then2LNH 2

More Combos

  • CH(df+1)[ 2~1 ]3then1then1f+2then2LNH 2Tornado3then1then2LNH 2
  • CHub+[ 2~1 ]f+3then1df+1then[ 2~1 ]f+2then2LNH 2Tornado3then1then2LNH 2
  • CHPAB d+2WSthen1df+1then[ 2~1 ]f+2then2LNH 2Tornado3then1then2 LNH 2
  • DCK 2ub+2f+3then1df+1f+2then2LNH 2Tornado3then1then2LNH 2
  • heat dashWRthen2~Ff+3then1df+1then[ 2~1 ]df+1then[ 2~1 ]f+2then2LNH 2Tornado3then1then2LNH 2

Wall Combos

  • f+2then2then1+2
  • f+2then1~b+3SWY 1

Wall Carry

  • 3then1then2f+3then1
  • b+1then2~B
  • 1+2

With Tornado

  • PAB uf+2Tornado2then1~B SWY 1
  • 2then2TornadoDCK 1+2then1+2then1+2then1+2

Combo Enders

  • 3then1then2LNH 2

Wall / Floor Break

  • dthendfthenfthen1
  • WRthen2
  • fthenf+2
  • uf+1

Key Moves

  • 1then2then1Quick jab string. Can shift to different stances
  • df+1Mid poke with many extensions to pressure the opponent
  • FC df+1 / PAB d+1Quick low poke to harass the opponent
  • b+1Counterhit launcher for keepout and checking situations
  • df+2Mid counterhit move useful to deal with crouching opp.
  • d+2then1Low poke. Cancel into Ducking In to make it safe
  • db+3then2Short ranged low useful for pressure at the wall
  • FLK PABExplore these stances to improve your pressure

Heat Engagers

  • 1+2Mostly useful in punish situations
  • dthendfthenfthen1Mid Heat Engager. Very useful for wall pressure
  • WRthen2Approach and pressure tool that can enter Heat
  • 3+4then2Can be used to approach. Launches as a Heat Dash
  • ub+3then1Heat Engager from stance.

Command Grabs

  • dthendbthenbthen2+42 escape
  • uf+1+21+2 escape
  • FLK / PKB / SWY 1+21+2 escape
  • during heat EXT DCK 1+3 / 2+4unescapable follow-up mixup 1 or 2 escape

Block Punishers

StartupStandingCrouching
101then1then2FC d+1
11WSthen1then2
122then2
2then1~B 2then1~F
13b+1then2 df+1then2WSthen2then2
141+2(heat)WSthen1+2
15f+1+2then2
16FC df+2
17u+2u+2
22uf+2uf+2

Suggested Whiff Punishers

  • 1then1then2
  • 1+2
  • fthenf+2

Guaranteed Follow-ups

  • LNH 1+21then1then2 2then2
  • (guard break)1then1then2 2then2
  • b+21+2(heat)
  • SWY 1-
  • db+1+2-
  • FLK b+2fthenf+2
  • CH3(1)1-
  • EXT DCK 1-
  • FLK 2d+1+2
  • CHdb+2-
  • CH1then2then1thend+2-
  • fthenf+2d+1+2 dthendfthenfthen2
  • ub+2LNH 1
  • CHdf+2(f+3)DCK 1+2then1+2then1+2...

Defensive Options

  • b+1+3 b+2+4Punch parry
  • PAB 2Has punch parry properties
  • db+1+2 / FLK b+2Power Crush
  • during heat LNHHas reversal properties

Matchup Punishment

  • SlideWSthen1 float
  • Asuka's b+31+2
  • Kazuya db+1,2dthendfthenfthen1 1+2
  • Ling Calli Roll1then2then1then2
  • Ling AOP 3+4WSthen1 float
  • Leo's b+1,4sidestep left the 2nd hit
  • Paul's Deathfistdthendfthenfthen1 1+2
  • Demoman (3rd hit)1+2
  • Alisa's b+3+4,3+4-
  • Claudio's f+2,2-
  • Kuma's f,f+2-
  • Heihachi's f,f+21+2
  • Jack's d+1+2fthenf+2
  • Jack's df+1,2,1,2dthendfthenfthen1
  • King's JAG 4fthenf+2 ground hit