Steve

Tekken Tag Tournament 2

Steve

Steve Fox

139 moves · frame data from wavu.wiki

Also in Tekken 4, Tekken 5, Tekken 6, Tekken 7, Tekken 8

Throws 11

  • Gut Wrencher

    Front 35 break 1
    or
    start
    i12~14
    block
    -6
    hit
    KND

    Throw break 1 • Opponent recovers FUFA

  • Brain Pulverizer

    Front 35 break 2
    or
    start
    i12~14
    block
    -3
    hit
    KND

    Floor Break • Throw break 2 • Side switch • Opponent recovers FDFT • Special throw animation if paired with Marshall Law(press 5 after the input), no side switch, balcony break, opponent recovers FDFA

  • Choker Slam

    Left 40 break 1
    or
    start
    i12~14
    block
    -3
    hit
    KND

    Floor Break • Throw break 1 • Opponent recovers FU(side)

  • Throw Down

    Right 40 break 2
    or
    start
    i12~14
    block
    -3
    hit
    KND

    Thrwo break 2 • Opponent recovers FU(side)

  • Schoolyard Bully

    Back 55
    or
    start
    i12~14
    hit
    KND

    Unbreakable throw

  • Armlock Throw

    Front 40 break 1+2
    start
    i12
    block
    +0
    hit
    KND

    Throw break 1+2 • Side switch • Opponent recovers FUFA

  • Spinning Elbow Drop

    Front 40 break 2
  • Griffin Throw

    Front 40 break 1+2
    DuringFlickerStance
  • Ten Count

    Front 40 break 1+2
    DuringPeekaboo
  • Position Change

    Front break 1+2
    DuringSwaying
  • Parry

    Parry
    Synchrowiththeopponent'spunch

Attacks 70

  • Double Jab

    HH 15
    block
    -1
    hit
    +5
    ch
    +5

    Natural combo from 1st hit • Jail on block • Can transition to DCK with f+3_4(-2/+4/+4) • Can transition to LWV/RWV with 3/4(-6/+0/+0) • Can transition to SWY with b+3_4(-6/+0/+0)

  • Lightning Combo

    HHH 33
    block
    -10
    hit
    +1
    ch
    +1

    Elbow • Natural combo from 1st hit

  • Double Jab Body Blow

    HHM 35
    block
    -6
    hit
    +0
    ch
    +5
  • Double Jab Body Blow to Flicker

    HHM 35
    block
    +0
    hit
    +6
    ch
    +11

    Transition to FLK • Can cancel out of stance and recover FC with db(-2/+4/+9)

  • Left Right

    HH 22
    block
    -2
    hit
    +6
    ch
    +6

    Natural combo from 1st hit • Jail on block • Can transition to DCK with f+3_4(-2/+6/+6) • Can transition to LWV/RWV with 3/4(-4/+4/+4) • Can transition to SWY with b+3_4(-4/+4/+4)

  • Jab Body Blow

    HM 29
    block
    -6
    hit
    +0
    ch
    +5
  • Jab Body Blow to Flicker

    HM 29
    block
    +0
    hit
    +6
    ch
    +11

    Transition to FLK • Can cancel out of stance and recover FC withdb(-2/+4/+9)

  • Left Right Left

    HHH 42
    block
    -3
    hit
    +3
    ch
    +3

    Natural combo from 1st CH • Can transition to DCK with f+3_4(-2/+4/+4) • Can transition to LWV/RWV with 3/4(-6/+0/+0) • Can transition to SWY with b+3_4(-6/+0/+0)

  • Left Right Left to Peekaboo

    HHH 42
    block
    -1
    hit
    +5
    ch
    +5

    Transition to PAB

  • Left Right Left to Flicker

    HHH 42
    block
    -1
    hit
    +5
    ch
    +5

    Transition to FLK • Can cancel out of stance and recover FC with db(-3/+3/+3)

  • British Edge Combo

    HHHM 62
    block
    -10
    hit
    KND
    ch
    KND

    Balcony Break • Natural combo from 3rd CH • Can transition to DCK with f+3_4(-4/KND/KND) • Can transition to LWV/RWV with 3/4(-6/KND/KND) • Can transition to SWY with b+3_4(-6/KND/KND)

  • British Edge Combo 2

    HHHL 62
    block
    -15
    hit
    KND
    ch
    KND

    Can recover FC with D • Opponent recovers FDFT

  • Straight Body to Peekaboo

    HM 29
    block
    +3
    hit
    +14g
    ch
    +14

    Transition to PAB

  • Straight Body to Flicker Stance

    HM 29
    block
    +3
    hit
    +14g
    ch
    +14

    Transition to FLK • Can cancel out of stance and recover FC with db(+2/+13g/+13)

  • Vanguard Rush

    HMM 58
    block
    -11
    hit
    KND
    ch
    KND

    Balcony Break • Natural combo from 2nd CH • Can be delayed

  • Ducking Left

  • Ducking Right

  • Quick Spin

  • Ki Charge

  • Ducking Body Blow

    M 14
    start
    i21
    block
    -6
    hit
    +5
    ch
    +5
  • Ducking Body Blow to Left Hook

    MH 30
    block
    -5
    hit
    -1
    ch
    -1

    Natural combo from 1st hit • Can be delayed

  • Ducking Psyche-out Body

    MM 32
    block
    -5
    hit
    +6
    ch
    +31

    Opponent must techroll to avoid guaranteed follow-ups on CH, on hit also if they're crouching

  • Ducking Body Blow to Left Hook to Peekaboo

    MM 30
    block
    +1
    hit
    +5
    ch
    +5

    Transition to PAB

  • Ducking Body Blow to Left Hook to Flicker Stance

    MM 30
    block
    +1
    hit
    +5
    ch
    +5

    Transition to FLK • Can cancel out of stance and recover FC with db(+0/+4/+4)

  • Ducking

    or
  • Gyro Hook to Peekaboo

    MM 20
    block
    -2
    hit
    +8
    ch
    +8
  • Gyro Hook

    MMH 47
    block
    -13
    hit
    KND
    ch
    KND

    Natural combo from 1st hit • Opponent recovers FUFA

  • Peekaboo

  • Left Uppercut

    M 13
    start
    i13
    block
    -2
    hit
    +5
    ch
    +5

    Can transition to DCK with f+3_4(-5/+2/+2) • Can transition to LWV/RWV with 3/4(-6/+0/+0) • Can transition to SWY with b+3_4(-6/+0/+0)

  • Uppercut Cross Combo

    MH 29
    block
    -6
    hit
    +3
    ch
    +5

    Natural combo from 1st hit • Can be cancelled and transition to DCk with f+3_4(-14/-7/-7) • Can be cancelled and transition to LWV/RWC with 3/4(-16/-9/-9) • Can be cancelled and transition to SWY with b+3_4(-16/-9/-9)

  • Uppercut Psyche-out Hook

    MH 40
    block
    -2
    hit
    +2
    ch
    JG
  • Uppercut Psyche-out Hook to Flicker Stance

    MH 40
    block
    +0
    hit
    +4
    ch
    JG

    Transition to FLK • Can cancel out of stance and recover FC with db(-2/+2/JG)

  • Uppercut Psyche-out Body

    MM 26
    block
    -5
    hit
    +6
    ch
    +31

    Opponent must techroll to avoid guaranteed follow-ups on CH, on hit also if they're crouching

  • Uppercut Psyche-out Left Right Combo

    MHH 39
    block
    -3
    hit
    +0
    ch
    +3

    Natural combo from 2nd hit • Jail from 2nd block • Can transition to DCK with f+3_4(-2/+1/+4) • Can transition to LWV/RWV with 3/4(-4/-1/+2) • Can transition to SWY with b+3_4(-4/-1/+2)

  • Crescent Hook

    M 22
    start
    i16
    block
    -9
    hit
    +4
    ch
    JG

    Homing

  • Sonic Fang

    MM 44
    start
    i14,i24
    block
    -12
    hit
    KND
    ch
    KND
  • Knee Blaster

    L 18
    start
    i16
    block
    -13
    hit
    +0
    ch
    +0
  • Wildman Combo 1

    LMH 49
    block
    -2
    hit
    KND
    ch
    JG

    Balcony Break • Natural combo from 2nd CH • Can be delayed

  • Scorpion's Claw

    MM 35
  • Wildman Combo 2

    MH 32
  • Knee Clipper

    L 28
    start
    i126
    block
    -15
    hit
    KND
    ch
    KND

    Can recover FC with D • Opponent recovers FDFT

  • Foot Stomp

    L 13
    start
    i16
    block
    -15
    hit
    +1
    ch
    +1
  • Foot Stomp Right Hook

    LH 31
    block
    -7
    hit
    KND
    ch
    KND

    Natural combo from 1st hit • Opponent recovers FUFA

  • Quick Hook

    H 22
    start
    i13
    block
    -14
    hit
    +2
    ch
    JG
  • Quick Hook to Flicker Stance

    H 22
    block
    -2
    hit
    +9
    ch
    JG

    Transition to FLK • Can cancel out of stance and recover FC with db(-3/+8/JG)

  • Quick Hook & Straight

    HH 35
    block
    -5
    hit
    +6
    ch
    +6

    Natural combo from 1st hit • Can be delayed

  • Quick Hook & Straight to Peekaboo

    HH 35
    block
    -5
    hit
    +6
    ch
    +6

    Transition to PAB

  • Frigate to Peekaboo

    HL 27
  • Frigate Combo

    HLM 47
  • Body Bomb

    M 20
    start
    i17
    block
    -11
    hit
    JG
    ch
    JG
  • Swaying

    or
  • Flicker Stance

  • Cougar Punch

    M 13
    start
    i16~17
    block
    -5~-4
    hit
    +6~+7
    ch
    +6~+7
  • Over the Top

    M 21
    start
    i19
    block
    -6
    hit
    +5
    ch
    +5

    Spike

  • Sky High

    M 24
    or
    start
    i19
    block
    -13
    hit
    JG
    ch
    JG
  • Jump-in Foot Stomp

    L 27
    or
    start
    i36
    block
    -12
    hit
    +9
    ch
    +9

    Spike

  • Jump-in Foot Stomp Right Hook

    LH 45
    or
    block
    -7
    hit
    KND
    ch
    KND

    Natural cobmo from 1st hit • Opponent recovers FUFA

  • Jumping Duck Kick

    M 27
    or
    start
    i23
    block
    -14
    hit
    JG
    ch
    JG
  • Beat Down

    M 32
    start
    i14~15(15~)
    block
    -13c~-12c
    hit
    KND
    ch
    KND

    Bound • Oponent recovers FDFA

  • Rocket Launcher

    M 21
  • Rocket Launcher to Flicker Stance

    M 21
  • Hellfire

    ! 70
  • Eraser

    M 40
    start
    i20~23(23~)
    block
    +9~+12g
    hit
    KND
    ch
    KND

    Bound

  • Sliding Low Punch

    L 17
    Runmorethanthreesteps
  • Wildman

    MM 30
    WS
  • Right Uppercut

    M 17
    WS
  • Finishing Blow

    M 20
    FC
  • Foul Play

    H 23
    SS
  • Cheapshot

    L 12
    Withopponentdown
  • Taunt

During Flicker Stance 6

  • Flicker Stance

  • Spitfire Combo

    HHHM 50
    DuringFlickerStance
  • Tempest Combo

    HM 29
    DuringFlickerStance
  • Power Hook Combo

    HH 35
    DuringFlickerStance
  • Fly Swatter

    M 21
    DuringFlickerStance
  • British Lancer

    H 25
    DuringFlickerStance

During Ducking Left 8

  • Ducking Left

  • Double Stinger

    MM 35
    DuringDuckingLeft
  • Left Body to Flicker

    M 13
    DuringDuckingLeft
  • Centurion Rush

    MMH 29
    DuringDuckingLeft
  • Centurion Rush to Flicker

    MMH 29
    DuringDuckingLeft
  • Right Shoulder Rush

    M 13
    DuringDuckingLeft
  • Right Shoulder Rush to Peekaboo

    M 13
    DuringDuckingLeft
  • Right Shoulder Rush to Billy Club

    MM 34
    DuringDuckingLeft

During Ducking Right 5

  • Ducking Right

  • Left Shoulder Rush

    M 13
    DuringDuckingRight
  • Left Shoulder Rush to Peekaboo

    M 13
    DuringDuckingRight
  • Left Shoulder Rush to Uppercut

    MM 28
    DuringDuckingRight
  • Gut Drill

    M 22
    DuringDuckingRight

During Ducking 9

  • Ducking

    or
  • Fox Hunt

    M 17
    DuringDucking
  • Skyscraper

    M 13
    DuringDucking
  • Punisher

    H 21
    DuringDucking
  • Gatling Gun

    MMMMMMMMMM 39
    DuringDucking
  • Ducking In

    DuringDucking Hold or Hold
  • Power Fox Hunt

    M 21
    DuringDuckingIn
  • Power Skyscraper

    M 21
    DuringDuckingIn
  • Power Punisher

    H 23
    DuringDuckingIn

During Quick Spin 8

  • Quick Spin

  • Spin to Peekaboo

    DuringQuickSpin
  • Cyclone Punch

    M 22
    DuringQuickSpin
  • Cyclone Knee Clip

    L 17
    DuringQuickSpin
  • Cyclone Left (Right)

    DuringQuickSpin or
  • Double Cyclone Punch

    M 18
    DuringQuickSpin or
    start
    i16
    block
    -13
    hit
    +0
    ch
    +0
  • Spin to Peekaboo

    DuringQuickSpin or
  • Double Cyclone Knee Punch

    L 21
    DuringQuickSpin or

During Peekaboo 16

  • Peekaboo

  • Albion Combination

    HHM 44
    DuringPeekaboo
  • Spite Hook

    H 18
    DuringPeekaboo
  • Short-Range Uppercut

    M 18
    DuringPeekaboo
  • Break

    H 5
    DuringPeekaboo
  • Argos Rush

    MMMM 55
    DuringPeekaboo
  • Cross Cut

    MH 30
    DuringPeekaboo
  • Cutting Elbow

    M 16
    DuringPeekaboo
  • Cobra Weave

    DuringPeekaboo
  • Endless Roll

    MMMM 88
    DuringCobraWeave ...
  • Patella Smash

    L 12
    DuringPeekaboo
  • Knuckle Plow

    L 23
    DuringPeekaboo
  • Lancaster Combination

    MHMM 58
    DuringPeekaboo
  • Lancaster Combination to Flicker Stance

    MHMM 58
    DuringPeekaboo
  • Swaying Hook

    M 25
    DuringPeekaboo
  • Dreadnought Uppercut

    M 18
    DuringPeekaboo or

During Swaying 3

  • Swaying

    or
  • Billy Club

    M 26
    DuringSwaying
  • Snake Charmer

    M 30
    DuringSwaying

10 hit combo 3

  • MHHMMMHHLMM 114
  • MHHMMMHHLM! 132
  • MHHMMMHHLH 105

Steve's Tekken Tag Tournament 2 movelist from the Tekken Wiki, frame data from wavu.wiki.