GiantDojo ALPHAv0.01
Steve

Steve

Steve - stance/punish. Tools include i14 launcher.

stancepunish

Key Moves

df+2

i16 mid. -11 on block, +6 on hit.

b+1

i13 high. -14 on block, +2 on hit.

PABthen2

i14 high. +5 on block, +14c on hit.

d+2

i17 low high crush. -18 on block, -5 on hit.

b+1+3

parry.

1+2

i14 mid launcher. -12 on block, launches on hit.

fthenfthenF+2

i20 mid low crush. +6 on block, +10d on hit.

after_2steps+1

i16 low high crush. -12 on block, +17d on hit.

Overview

Steve is classified as stance, punish. Their toolkit includes wall-finish tools. Their fastest standing launcher comes out in 14 frames.

Strengths

  • Fast i14 standing launcher for whiff punishment
  • Strong wall-carry and wall-finish tools

Weaknesses

  • No CH-launch low - lows are for chip and frames only
  • No dedicated homing move - vulnerable to side-step
  • No power crush listed in the data

Game Plan

  1. Whiff-punish with 1+2 (i14 launcher).
  2. On block, recheck pressure with f,f,F+2 (+6 on block).
  3. Mix in after_2steps+1 low to keep them honest.

Defense

  • Parry: H.LNH.P (Two-Faced) catches a high or mid attack and turns the round around.
  • Panic launcher: uf+4 (low crush, launches on hit) hops over jabs and lows when you read a string.
  • Heat burst (2+3) is +1 on block and resets pressure if you have heat available.

Punish guide

How to beat them. The Frame Data tab in Punish mode shows per-move counter hints.

  • Block low and wait. Steve’s safe lows give frames but no launch; their real threat is the mid/low mix.
  • Step their linear strings - many extension routes are step-killable.
  • The Frame Data tab in Punish mode highlights moves you can launch-punish on block.