Steve

Tekken 8

Steve

Steve Fox

149 moves · frame data from wavu.wiki

Also in Tekken 4, Tekken 5, Tekken 6, Tekken Tag Tournament 2, Tekken 7

Throws 15

  • Gut Wrencher

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -6
    hit
    +0d

    Homing • Throw break 1 or 2 • Opponent left FUFA

  • Brain Pulverizer

    Front 35 break 1 or 2
    or
    start
    i12~14
    block
    -3
    hit
    +0d

    Homing • Floor Break • Throw break 1 or 2 • Sideswitch • Opponent left FDFT

  • Choker Slam

    Left 40 break 1
    or
    block
    -3
    hit
    +0d

    Throw break 1 • Opponent left FUFR?

  • Throw Down

    Right 40 break 2
    or
    block
    -3
    hit
    +0d

    Throw break 2 • Opponent left FUFL?

  • Schoolyard Bully

    Back 55
    or
    hit
    +5d

    Unbreakable • Sideswitch • Opponent left FUFT

  • Armlock Throw

    Front 40 break 1+2
    start
    i12~13
    block
    +0
    hit
    +0d

    1+2 Throw break • Sideswitch • Opponent left FUFA

  • Spinning Elbow Drop

    Front 40 break 2
  • Griffin Throw

    Front 40 break 1+2
    DuringFlickerStance
  • Ten Count

    Front 45 break 1+2
    DuringPeekaboo
  • Position Change

    Front break 1+2
    DuringSwaying
  • Parry

    Parry
    Synchrowiththeopponent'spunch
  • Revenge Blow

    Mid 30
    Aftersuccesfulparry
  • Low Parry

    Parry
    Timewithopponentlowattack
  • Two-Faced

    Front
    WithHeatactivatedduringLionHeart,takemidattackfromopponent
  • Two-Faced

    Front
    DuringHeatandDuckingIn

Attacks 60

  • Dear Land of Hope

    M 55
    DuringRage
    start
    i20
    block
    -18
    hit
    +0d

    Rage Art • Removes Recoverable Health • Reversal Break • Damage increases with lower health, maximum 82 • Freezes match timer on activation and on hit • Restores recoverable health on hit • Transition to attack throw on hit • Consumes Rage

  • Double Jab

    HH 12
    start
    i15
    block
    -3
    hit
    +3

    Combo from 1st hit with 4F delay • Jails from 1st block with 2F delay • Move can be delayed by 4F • Transition to LWV with 3 (-6/+0) • Transition to RWV with 4 (-6/+0) • Transition to SWY with b+3_4 (-6/+0) • Transition to r20? DCK with f+3_4 (-2/+4) • * r22? DCK FC cancel?

  • Jab Body Blow

    HM 20
    start
    i25
    block
    -6
    hit
    +0
    ch
    +5

    Transition to r18? FLK with b (+0/+6/+11) • * r18? FLK FC cancel? • Interrupt with i7 from 1st block • Move can be delayed by 3F

  • Lightning Combo

    HHH 25
    start
    i13-14
    block
    -7
    hit
    +4

    Combo from 1st hit with 3F delay • Jail from 1st block with 3F delay • Move can be delayed by 3F • Transition to LWV with 3 (-5/+6) • Transition to RWV with 4 (-5/+6) • Transition to SWY with b+3_4 (-5/+6) • Transition to r20? DCK with f+3_4 (-3/+8) • * r22? DCK FC cancel?

  • Double Jab Body Blow

    HHM 27
    start
    i25
    block
    -6
    hit
    +0
    ch
    +5

    Transition to r18? FLK with b (+0/+6/+11) • * r18? FLK FC cancel? • Interrupt with i6 from 1st block • Move can be delayed by 3F

  • Left Right

    HH 15
    start
    i10
    block
    -3
    hit
    +8

    Combo from 1st hit • Jail from 1st block • Transition to LWV with 3 (-4/+7) • Transition to RWV with 4 (-4/+7) • Transition to SWY with b+3_4 (-4/+7) • Transition to r20? DCK with f+3_4 (-2/+9) • * r22? DCK FC cancel?

  • British Edge Combo

    HHHM 45
    start
    i18-19
    block
    -10
    hit
    +16a (+7)

    Balcony Break • Combo from 3rd CH • Move cannot be interrupted • Transition to LWV with 3 (-6/+20a (+11)) • Transition to RWV with 4 (-6/+20a (+11)) • Transition to SWY with b+3_4 (-6/+20a (+11)) • Transition to r20? DCK with f+3_4 (-4/+22a (+13)) • * r22? DCK FC cancel?

  • British Edge Combo 2

    HHHL 49
    start
    i26-27
    block
    -12
    hit
    +1c
    ch
    +14d

    Transition to r30 FC with d_db • Interrupt with i9 from 1st block

  • Vanguard Rush

    HHM 48
    start
    i25
    block
    -11
    hit
    +13a (+4)

    Balcony Break • Combo from 2nd CH with 3?F delay • Interrupt with i6 from 1st block • Move can be delayed by 10?F

  • Cromwell Combination

    HM 29
    start
    i22-24
    block
    -14
    hit
    +6

    Tornado • Combo from 1st hit • Interrupt with i2 from 1st block

  • Ducking Left

  • Ducking Right

  • Sonic Fang

    MM 28
    start
    i14, i9-10
    block
    -12
    hit
    +18a (+11)

    Heat Engager • Heat Dash +5, +43d (+35)

  • Quick Spin

  • Ki Charge

  • Ducking Body Blow to Left Hook

    MH 23
    start
    i15
    block
    -5
    hit
    +1

    Combo from 1st hit with 7F delay • Move cannot be interrupted • Move can be delayed by 16F • Transition to r15? PAB with f (+0/+4) • Transition to r14? FLK with b (+1/+5) • * r14? PAB/FLK FC cancel?

  • Ducking Psyche-out Body

    MM 31
    start
    i31
    block
    -10
    hit
    +36d (+28)

    Balcony Break • Interrupt with i16 from 1st block • Whiffs vs SSR, SWR from 1st block

  • Conqueror Combination

    MMMMM 59
    start
    i18~19, i7~8, i16
    block
    -12
    hit
    +5c

    Combo from 2nd CH • Move cannot be interrupted • Spike • Floor Break

  • Ducking

    or
  • Shotgun Combination

    MHM 42
    start
    i18~19
    block
    -13
    hit
    +3d

    Combo from 2nd hit • Move cannot be interrupted

  • Peekaboo

  • Left Uppercut

    M 12
    start
    i13
    block
    -2
    hit
    +5

    Transition to LWV with 3 (-7/0) • Transition to RWV with 4 (-7/0) • Transition to SWY with b+3_4 (-7/0) • Transition to r20? DCK with f+3_4 (-5/+2) • * r22? DCK FC cancel?

  • Uppercut Cross Combo

    MH 25
    start
    i19
    block
    -6
    hit
    +3
    ch
    +5

    Combo from 1st hit • Cancel to r16? LWV with 3 (-16/-9) at frame 17 • Cancel to r16? RWV with 4 (-16/-9) at frame 17 • Cancel to r16? SWY with b+3_4 (-16/-9) at frame 17 • Cancel to r14? DCK with f+3_4 (-14/-7) at frame 17 • * r15? DCK FC cancel?

  • Uppercut Psyche-out Hook

    MH 32
    start
    i30~31
    block
    -2
    hit
    +2
    ch
    +61a

    Transition to r14? FLK with b (+0/+4/+63a) • * r14? FLK FC cancel? • Interrupt with i11 from 1st block • Interrupt with i4 from 1st hit

  • Uppercut Psyche-out Body

    MM 24
    start
    i37
    block
    -10
    hit
    +36d (+28)

    Balcony Break • Interrupt with i18 from 1st block • Interrupt with i11 from 1st hit • Whiffs vs SSR, SWR from 1st block or hit

  • Uppercut Psyche-out Left Right Combo

    MHH 32
    start
    i34, i9
    block
    -3
    hit
    +0
    ch
    +3

    Interrupt with i15 from 1st block • Interrupt with i8 from 1st hit • Whiffs vs SW from 1st block • Transition to r22? LWV with 3 (-4/-1/+2) • Transition to r22? RWV with 4 (-4/-1/+2) • Transition to r22? SWY with b+3_4 (-4/-1/+2) • Transition to r20? DCK with f+3_4 (-2/+1/+4) • * r22? DCK FC cancel?

  • Crescent Hook

    M 10
    start
    i16~17
    block
    -11
    hit
    +6
    ch
    +10c

    Transition to r22? LWV with 3 (-7/+10/+14c) • Transition to r22? RWV with 4 (-7/+10/+14c) • Transition to r22? SWY with b+3_4 (-7/+10/+14c) • Transition to r18? DCK with f+3_4 (-3/+14g/+18c~+19c) • * r19? DCK FC cancel?

  • Knee Blaster

    L 12
    start
    i16
    block
    -13
    hit
    -2
  • Wildman Combo

    LMH 36
    start
    i24~25
    block
    -2
    hit
    +27a (+18)
    ch
    +56a

    Balcony Break • Combo from 2nd CH • Interrupt with i6 from 2nd block

  • Knee Clipper

    L 21
    start
    i26
    block
    -12
    hit
    +1c
    ch
    +14d

    Transition to r30 FC with d_db

  • Foot Stomp Right Hook

    LH 20
    start
    i15~16
    block
    -6
    hit
    +8

    Combo from 1st hit • -27 on block after blocking first hit • Transition to LNH • Transition to r34 standing with b (-31/-10/+4)

  • Stun Gun

    M 21
    start
    i28~29
    block
    -13
    hit
    +29a (+21)

    -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state

  • Quick Hook

    H 10
    start
    i13
    block
    -14
    hit
    +2
    ch
    +61a

    Transition to r16? FLK with B (-1/+10/+69) • * r16? FLK FC cancel?

  • Quick Draw

    HH 27
    start
    i17~18
    block
    +3
    hit
    +8

    Homing • Strong Aerial Tailspin • Combo from 1st hit • Interrupt with i1 from 1st block • Transition to LNH • Transition to r34? standing with b (-1/+4)

  • Swindler

    HM 27
    start
    i30~31
    block
    -8
    hit
    +4
    ch
    +63a

    Interrupt with i13 from 1st block • Interrupt with i3 from 1st hit

  • Frigate Combo

    HLM 30
    start
    i25~27
    block
    -9
    hit
    +35a (+20a)

    Tornado • Combo from 2nd CH • Interrupt with i6 from 2nd block

  • Body Bomb

    M 20
    start
    i17
    block
    -13
    hit
    +14

    Can evade highs

  • Swaying

    or
  • Fox Fury

    MH 28
    start
    i16,i12
    block
    -8
    hit
    +19d

    Balcony Break • Jail from 1st attack

  • Flicker Stance

  • Dreadnought Uppercut

    M 14
    start
    i17~19
    block
    -15
    hit
    +34a (+24)

    Tornado

  • Bounty Hunter

    H 17
    start
    i17
    block
    +5
    hit
    +14c

    Strong Aerial Tailspin • Homing • 5 chip damage on block • Transition into LNH • Transition to r30 standing with b (+1/+10c)

  • Swindler

    M 17
    start
    i30~31
    block
    -8
    hit
    +4
    ch
    +63a
  • Outfox

  • Hellfire

    ! 70
    start
    i66~69
    hit
    +12a (+1)

    Balcony Break

  • Over the Top

    M 18
    or
    start
    i19~21
    block
    -6
    hit
    +5

    Spike

  • Burst Hammer

    M 20
    start
    i22~25
    block
    -14
    hit
    +52a

    Spike

  • Jump-in Foot Stomp Right Hook

    LH 30
    or
    start
    i15~16
    block
    -6
    hit
    +8

    Combo from 1st hit • -27 on block after blocking 1st hit • Transition to r34? standing with b (-31/-10/+4)

  • Jumping Duck Kick

    M 20
    or
    start
    i23
    block
    -9
    hit
    +22a (+5)
    ch
    +36a (+26)

    Balcony Break

  • Beat Down

    M 24
    start
    i14~17
    block
    -13c
    hit
    +12d

    Spike

  • Rocket Launcher

    M 21
  • Low Cross Blaster

    L 18
  • Eraser

    M 30
    start
    i20~24
    block
    +6
    hit
    +10d

    Heat Engager • Heat Dash (+5, +67a (+50)) • Balcony Break • Spike • 9 chip damage on block

  • Sliding Low Punch

    L 23
    Runmorethanthreesteps
  • Eagle Jab

    MH 19
    WS
  • Wildman

    MM 32
    WS
  • Nighthawk Combination

    MM 32
    WS
  • Finishing Blow

    M 20
    FC
  • Cheapshot

    L 12
    Withopponentdown
  • Taunt

During Flicker Stance 6

  • Flicker Stance

  • Spiteful Combination

    HHHM 52
    DuringFlickerStance
  • Tempest Combo

    HM 31
    DuringFlickerStance
  • Power Hook Combo

    HH 37
    DuringFlickerStance
  • Fly Swatter

    M 21
    DuringFlickerStance
  • British Lancer

    H 21
    DuringFlickerStance

During Ducking Left 6

  • Ducking Left

  • Double Stinger

    MM 36
    DuringDuckingLeft
  • Bee Sting Combo

    MH 31
    DuringDuckingLeft
  • Swindler

    MM 31
    DuringDuckingLeft
  • Centurion Rush

    MMH 31
    DuringDuckingLeft
  • Right Shoulder Rush to Billy Club

    MM 34
    DuringDuckingLeft

During Ducking Right 4

  • Ducking Right

  • Hawk Swoop Combo

    MH 30
    DuringDuckingRight
  • Swindler

    MM 30
    DuringDuckingRight
  • Gut Drill

    M 22
    DuringDuckingRight

During Ducking 11

  • Ducking

    or
  • Fox Hunt

    M 17
    DuringDucking
  • Skyscraper

    M 15
    DuringDucking
  • Punisher

    H 21
    DuringDucking
  • Swindler

    M 17
    DuringDucking
  • Gatling Gun

    MMMMMMMMMM 38
    DuringDucking
  • Ducking In

    DuringDucking Hold or Hold
  • Power Fox Hunt

    M 21
    DuringDuckingIn
  • Power Skyscraper

    M 21
    DuringDuckingIn
  • Power Punisher

    H 28
    DuringDuckingIn
  • Power Swindler

    M 17
    DuringDuckingIn

During Quick Spin 8

  • Quick Spin

  • Cyclone Punch

    M 22
    DuringQuickSpin
  • Cyclone Knee Clip

    L 17
    DuringQuickSpin
  • Spin to Peekaboo

    DuringQuickSpin or
  • Cyclone Left (Right)

    DuringQuickSpin or
  • Double Cyclone Punch

    M 12
    DuringQuickSpin or
    start
    i16
    block
    -13
    hit
    -2
  • Double Cyclone Knee Punch

    L 30
    DuringQuickSpin or
  • Spin to Peekaboo

    DuringQuickSpin or

During Peekaboo 14

  • Peekaboo

  • Albion Combination

    HHM 45
    DuringPeekaboo
  • Spite Hook

    H 19
    DuringPeekaboo
  • Swindler

    M 17
    DuringPeekaboo
  • Straight Punch Combination

    MM 35
    DuringPeekaboo
  • Nimrod Combination

    HH 35
    DuringPeekaboo
  • Argos Rush

    MMMM 58
    DuringPeekaboo
  • Swindler

    MM 29
    DuringPeekaboo
  • Cutting Elbow

    M 16
    DuringPeekaboo
  • Patella Smash

    L 11
    DuringPeekaboo
  • Knuckle Plow

    L 25
    DuringPeekaboo
  • Lancaster Combination

    MHMM 58
    DuringPeekaboo
  • Swaying Hook

    M 25
    DuringPeekaboo
  • Dreadnought Uppercut

    M 14
    DuringPeekaboo or
    start
    i17~19
    block
    -15
    hit
    +34a (+24)

    Tornado

During Swaying 3

  • Swaying

    or
  • Billy Club

    M 26
    DuringSwaying
  • Snake Charmer

    M 30
    DuringSwaying

During Two-Faced 2

  • Dominion Rush

    T 15
    DuringTwo-Faced
  • Debutante Ball

    T 50
    DuringTwo-Faced

During Lion Heart 4

  • Lion Heart

  • Vigilant Blow

    M 21
    DuringLionHeart
  • Bloodhound

    M 22
    DuringLionHeart
  • Swingfire Advance

    H 24
    DuringLionHeart

During Heat 14

  • Heat Burst

    M 12
    WhenHeatactivationisavailable
  • Sonic Fang

    MM 28
    start
    i14, i9-10
    block
    -12
    hit
    +18a (+11)

    Heat Engager • Heat Dash +5, +43d (+35)

  • Five Fox Fury

    MHMHM 38
  • Rocket Launcher

    M 21
  • Eraser

    M 30
    start
    i20~24
    block
    +6
    hit
    +10d

    Heat Engager • Heat Dash (+5, +67a (+50)) • Balcony Break • Spike • 9 chip damage on block

  • Cyclone Punch

    M 22
    DuringQuickSpin
  • Vigilant Blow

    M 21
    DuringLionHeart
  • Two-Faced

    M 15
    WithHeatactivatedduringLionHeart,takemidattackfromopponent
  • Ducking in Direct

    DuringHeat
  • Two-Faced

    H
    DuringHeatandDuckingIn
  • Dominion Rush

    T 15
    DuringTwo-Faced
  • Debutante Ball

    T 50
    DuringTwo-Faced
  • Bretwalda

    MT 50
    DuringHeat
    start
    i16
    block
    +8 LNH
    hit
    +0

    Heat Smash • Floor Break • Spike • Can cancel transition to LNH on block with B at -9 • 7 chip damage on block • Alternate input: H.FLK.2+3 or H.PAB.2+3

  • Bretwalda

    MT 45
    DuringHeatandPeekaboo

10 hit combo 2

  • MHHMMMHHLMM 106
  • MHHMMMHHLM! 124

Steve's Tekken 8 movelist from the Tekken Wiki, frame data from wavu.wiki.