@@shaikrafey3714 df2 just doesn't track it's not like they removed the counter hit property.. or were you expecting a counter hit when they're stepping you lol
Some extra things to note: 1. You can do iws1 with a qcb1 or qcf1 input. Doing it off of qcf is pretty difficult as there's a specific timing you need to achieve to not get rocketpunch which already takes the qcf1 spot. If you've ever wondered why you've gotten ws1 instead of qcf1 at the wall, it's because both moves can be done from qcf. 2. Your combo ender flexibility isn't that limited if you know how to screw properly. For one, dckf2 needs to be dck cancelled itself if you want your optimal enders. So that means holding f3 after the input to go into dck, cancelling it with db into crouch, then dashing. This allows you more time for sonic fang, pabf2,1, and, with proper practice, enders like flk1,d1, alb2, or SSR f2,1b, dck1. 3. To aid with consistency with the above enders, it is worth trying to delay dckf2 as much as possible. It causes dckf2 to recover faster as he is further along the dck cycle, and gives you a little more time to run up and connect stuff like flk jabs. You want to cancel out of f2,1b into your dck stance as fast as you can, followed by delaying dck2 for as long as possible. The max delay is just shy of entering extdck (blue sparks) and will require some practice to get a feel for the limit. This can turn the fairly imposing flk ender into a fully staple-able route with practice. 4. If you just want damage on a route that is perfectly bnb'able, you can do CH df2, gattling, iws1,1, f2,1b, dck2, s!, pabf2,1. The iws1,1 in tandem with the pabf2,1 ender allows for a chunky ass route that's a tad easier to execute than the flk ender, useful if you are out in the open with no walls nearby.
@@thejoekage9499 doing f,b2 without any neutral frame(s) will not result in a Jet Upper but only in a b2, the ingame notation is false when it shows you can input it without neutral
2 things: 1: instead of pressing b3+4(FLK) and tap d/f * 1 to get the wr1. Its easier to press b3+4 into qcb1. A proper qcb1 input when in FLK always gives a wr1 and you can do the input in one sequence, meaning you can do it faster so less likely to mess up the timing. 2: after you bound with dck f+2. Its better to press f3 and dck cancel to hasten recovery. If you delay f+2 and bound the opponent as late as possible, you can (when timed correctly) cancel the duck extra fast and you can make a quick sprint to the opponent. This enables the FLK 1,1 ALB 2 combo ender that the pro’s use. Anyway cool vid. Seeing you play steve sometimes hurts my eyes so nice that you’re putting some time into him. Hope to see u bring him to tekken god sometime!
@@blazinkid5178 the 3 most go-to options are sonic fang df 1+2, pkb f+2, 1 and flk 1,1 alb 2. Since alb 2 got a nerf in wall carry lately and since it is the most difficult ender to master, most people opt for pkb f+2,1 these days. It has the most wallcarry right now, but it lacks wall combo damage potential as you can only follow up with a sonic fang if you reach the wall. And yeah tbh i dont think this combo is hard at all, i rarely drop it. Dont ask me to do a pewg or TJU however, as i think that is on another level.
I feel like I'm.putting 100 times more effort into steve, when I play him. especially since I'm not trying to spam b1 or trying to force 5050s. But it's worth it because when I fight a normal non crushing top tier character, steve is way too op lmao.
@@haiderhussain5129 Easier way to connect 1+2 is to bind it to a key and then press it twice, you will get first two punches of gattling gun which will float the character. In order to land it there are two ways, 1- This method is simple, after landing df2 just do extended duck and press 1+2 twice, you will be able to float the char. 2. This method is difficult which is demonstrated in this video by MainMan, and this is the preferred way of doing it, i would say learn the duck cancel first, do the consecutive duck cancels 10 times, once you get used to that i am sure you will be able to float enemy with 1+2 easily. That's how i learned atleast.
@@MagnumOpus1122 im a controller boy and i have 1+2 bound to L1, i approve this comment! also bind 3+4 to R1 for "easier" FLK cancel. the timing is the hard part about this combo like it starts with perfect ext dck cancel and just keeps getting harder from there.
i'm glad you made this guide i had a hard time finding good guides for this combo i ended up spending so much time piecing together info from different guides and i get the combo around 50% of the time this one covers a lot of info, pretty great video
Damn this video was helpful! Got into Steve today and wanted to see what all the fuss is about with his combos and god damn is this one demanding on execution. The df2 into machine gun is pretty easy to get down but the flicker into ws1 gives me nightmares. Amazing video TMM, helps us noobs with this difficult game!
Nice video. I got a simpler way of doing the combo from a tip from Book. after the machine gun punch do the flicker into iWS1 by inputting the directions as b,qcb (just like an electric) and input the 3+4 and 1 at the same timings as the b,qcb so something like b+3+4,qcb+1. there is a bit of a timing issue, its not done immediately, its just done really quickly. biggest challenge is picking it up after confirming the CH. reactions need to be tip top
Mainman wtf!? I was just trying to do this combo for the first time I swear. Just got off the laptop and here you posted it's guide. Wow man. I was watching your older videos and concluded that I just have to go into extended duck for a second to reach the opponent. I used to duck twice as fast as possible before that but didn't work. Ext duck did infact connect. I have not watched the video yet so, let's go.
The issue with doing an extended duck is that your opponent can techroll out of it. Doing the duck cancel after df2 does not only make df2 completely safe all the time, it also makes sure your opponent cannot techroll on counterhit. I used to do this combo with extended duck when i first learned it in season 3 but you have to learn the duck cancel into duck for sure. Goodluck
@@olivier6340 not to mention its alot harder to confirm when it lands on counter if the opponent ends up blocking df2 and you go for ext duck you are open to free launchers for a very long time,the window to punish ext duck on blocked df2 is very big.always best to double duck cancel after the df2
bro I been playing Steve like 3 years ago on this game but i dropped the game because i got bored and started playing this game again like a month ago they lost my DATA but i tried to this combos for like 2 hours and i did it but now i need to experiment with this combo so i find a combo that does insane damage that would be tricky because of the limitations while doing this combo this video was really helpful keep it mainmanswe 👍
You can do flicker qcb1 instead of ws1 also you can do crouch cancel 1+2 1+2 instead of 1+2, 1( it helps if you got a 1+2 input bind), Other that that great guide keep it up main man ;D.
I would actually like to see tmm analysing the parry system of the legacy characters (Jin, Heihachi...) Vs the parry system of the dlc characters(Geese, Leroy)
Thank you so much for this! I haven't played Tekken since T4 just got back into it and holy shit did I miss a lot lol. Steve was always my main guy he's super complicated but I don't wanna give up on him. Keep up the good work!!
I hope this series of videos will be as successful as 8 minutes series. So here's my feedback. Maybe this will help. 1. A lot of The Guv Gang (a.k.a. Steve mains) on youtube like XiangsGaming, ThatBlastedSalami, etc recommend to do qcb+1 instead of db+1 after b+3+4 flicker transition. This somehow helps with the tricky timing of landing ws1. 2. Can you please enable command history and move your camera to the left. For someone these visual hints might be important
As I Gigas main and ex Steve main (never in T7 though) I always find myself wanting to go back to Steve, but he always feels so lacking. Heard about that Shiro combo before, didn’t know what it was, maybe this is gonna spice it up a bit. Thx MainMan
This combo is relatively easier if you do this on keyboard. The way I learned the pickup was to: after 1+2 1, HOLD back button, and while holding back press 3+4, down and 1, in this order. you have little room after 1+2 1, wait until steve's head is looking straight and not down when you pick up your opponent. I guess this also works on mixbox, but I haven't tested this.
Not sure if there has been an update or something to this, but you no longer need to duck cancel to pick up opponent after df2. As soon as steves head ducks for ext duck you can input 1+2, 1+2 to carry
Nice guide, could you please give some tips on how to practice the tech next time you do a breakdown? I mean, ok to explain how to do it, but it would be great if you could tell us how YOU like to train for these techniques. Inputs can be seen in an onlime guide, but your experience has great value. Thanks again for the upload
TBH as a main decent steve player i can do this almost 95% .. here's what i can share to you guys hopes this helps.. to get this easier is to setup ng R1 and L1 to 1+2 and 3+4 this is easier to land the WS1 also people drop the combo bcuz " ONE THING!" they think they need to input the ws1 qs fast as possible.. NO! there is a lot of frame u can do the ws1 sometimes i delay this one and still got the combo bcus there is a additional secret to that combo if u delay the screw u can land a flk 11 alb 2.. im not the one who created this guide.. i learned it on low high vidz you can check his video about landing the flk1 combo.. hopes this help steve enthu like me moving forward guys!
I legit dropped steve as my main because of how difficult he is to master, I can't ever get a grasp of his combos no matter how much I try. Well one day when I get good enough I'll come back to try again #GuvGang
@@p99chan99 Yes… yes I did. It turns out I did not really need to master him that was too far fetched. He’s very difficult to win with but it’s very rewarding. Just got used to the sways & wallcarry combos
TTM: Steve is not main. Practiced only 1 hours for 4 days to do Shiro Me: Main Steve 1 year. Did first successful Shiro after a month of irregular training...
That manual flicker into crouch is similar to something I did with Jim. So after f4 nerf you have very little time to dash forward after a CH so you can buffer b1 (mental alertness stance) and then press a single f for running that covers the whole recovery issue after CH. Might as well practice that before going to Steve because that whole flicker buffering sounds like the next level compared to the mental alertness buffer.
I feel that in order to be able to execute this, you need a stick or you need to play claw on controller. I switched to stick for this same reason. Its a huge learning curve!
i have 1+2 on L1 and works fine for me, the trick is to telegraph the inputs 1 sec after, i do d/f + 3 then press L1 a bunch of times right away@@ivancarlos4951
What a stupid combo. I love it!!! Prehaps a Lidia technique guide on her just ftames, mainly her qcf 22 ender. Marduk vts cancel air throw as a combo ender is always asked about. King FF1 after a jab mid combo. Just some suggestions i see asked about a lot. Also KBD and Wavedash are always asked about. We actually need a very simple and clear guide for the KBD for new players tbh. Its very hard for new players to wrap their heads around. Same with sidestep.
I always thought you had to do the extended dck after d/f2 and I would rarely get the combo cus of that. I’m glad to find out it’s actually out of the dck~d/b cus I’m actually pretty good at that cus I learned it back in the DR days.
@@triiz8220 I mean sometimes it would say combo in practice mode when I would try it but it was so inconsistent that I couldn’t really practice the combo. I’m glad to know now that I was just doing it wrong.
ive done this in practice twice on controller. would love to try it on a stick :D also im not sure if this is widely known, but there is an easier way of this combo, of course a little less dmg. instead of the ws1 you can actually connect d2,1 into forward sway 2.
@@aakashm1 but they are in the air? so it doesnt matter. tried that online, and in practice. the combo stays the exact same, just another move to pick up.
one thing tho if you do plinking tho its a little easier like df2~3 , b~3+4 press down release 1 (iws 1 ) plinking is good for for his his screw f 3~2(hold 2 ), his gatlling gun as well really wierd how no one talks about plinking tho and leave it to intuition btw plinking is tapping a button lightly instead of pressing it
you can just hold f4 until the 2nd duck after df2 only if you want to do the combo alone. but i guess in real matches you have to do the duck-in cancel db
I played steve since T5, well all I can say is this is really hard especially playing online and living in a country with not that good internet connection. I guarantee you, you will never land this in a yellow bar connection.
Delay the duck f2 screw. You still duck right away but delay the f2 screw. time it basically to hit the top leg with the screw. This gives you more time.
I learned how to do it accidentally by screwing up the input on the the first pewgf then throwing the second right away its the same timing as the first 2 pewgf in a combo
I learned it yesterday and have gotten it quite a few times already if you want some tips to hold you over till tmms guide I suggest doing the perfect electric as soon as kazuya head faces the opponent after the df2 recovers. Theres 2 pewgf inputs but the easiest for me is the f, d, df, f+2 no neutral input so there should be no space inbetween those inputs in your command history. I have some videos I just post with the command history if you wanna look, there no talking or anything its just so yo I see the inputs
That’s what’s known as his extended duck in which is the incorrect method and the opponent can reach out that . The additional duck after the first duck cancel is required to make it true
manual flicker makes instant ws1 possible, it doesn't affect the machine punch recovery i recommend duck cancelling in the end. allows for more ender options
Ive been trying jin and i struggle sometimes committing after making a read but thats just me. Steve looks fun as hell to play tho and hes not a mishima.
You can really see the passion MainMan has for this game in every video he makes. Big respect for you!
I knew the combo required some execution, but i didn’t know it was that difficult. Respect to Steve mains.
This is way more difficult than it seems.
@@Dark_Crow_Official yes. And for what damage? His only Identity is counter hits and he got nerfed.
@@shaikrafey3714 The salt is strong on this one
@@-Four- ???
@@shaikrafey3714 df2 just doesn't track it's not like they removed the counter hit property.. or were you expecting a counter hit when they're stepping you lol
Some extra things to note:
1. You can do iws1 with a qcb1 or qcf1 input. Doing it off of qcf is pretty difficult as there's a specific timing you need to achieve to not get rocketpunch which already takes the qcf1 spot. If you've ever wondered why you've gotten ws1 instead of qcf1 at the wall, it's because both moves can be done from qcf.
2. Your combo ender flexibility isn't that limited if you know how to screw properly. For one, dckf2 needs to be dck cancelled itself if you want your optimal enders. So that means holding f3 after the input to go into dck, cancelling it with db into crouch, then dashing. This allows you more time for sonic fang, pabf2,1, and, with proper practice, enders like flk1,d1, alb2, or SSR f2,1b, dck1.
3. To aid with consistency with the above enders, it is worth trying to delay dckf2 as much as possible. It causes dckf2 to recover faster as he is further along the dck cycle, and gives you a little more time to run up and connect stuff like flk jabs. You want to cancel out of f2,1b into your dck stance as fast as you can, followed by delaying dck2 for as long as possible. The max delay is just shy of entering extdck (blue sparks) and will require some practice to get a feel for the limit. This can turn the fairly imposing flk ender into a fully staple-able route with practice.
4. If you just want damage on a route that is perfectly bnb'able, you can do CH df2, gattling, iws1,1, f2,1b, dck2, s!, pabf2,1. The iws1,1 in tandem with the pabf2,1 ender allows for a chunky ass route that's a tad easier to execute than the flk ender, useful if you are out in the open with no walls nearby.
Thanks
This is so much harder than i thought it was, i have more respect for steves that can do this
Holy shit this is such a good guide. Would LOVE to see Bryan’s Taunt Jet Upper guide
f on the frame it hits, one frame of neutral, b and 2 the same frame
@@MuhammadSalman7236 jimmy j saved a generation
@@MuhammadSalman7236 is impossible to miss the frame of neuttal from F to B input
@@MuhammadSalman7236 avoidingthepuddle memories
@@thejoekage9499 doing f,b2 without any neutral frame(s) will not result in a Jet Upper but only in a b2, the ingame notation is false when it shows you can input it without neutral
i didnt even know it had to go into the flicker stance omg its insane how hard it is to do that combo
2 things:
1: instead of pressing b3+4(FLK) and tap d/f * 1 to get the wr1. Its easier to press b3+4 into qcb1. A proper qcb1 input when in FLK always gives a wr1 and you can do the input in one sequence, meaning you can do it faster so less likely to mess up the timing.
2: after you bound with dck f+2. Its better to press f3 and dck cancel to hasten recovery. If you delay f+2 and bound the opponent as late as possible, you can (when timed correctly) cancel the duck extra fast and you can make a quick sprint to the opponent. This enables the FLK 1,1 ALB 2 combo ender that the pro’s use.
Anyway cool vid. Seeing you play steve sometimes hurts my eyes so nice that you’re putting some time into him. Hope to see u bring him to tekken god sometime!
It's seems like you this combo well, what the the combo options after bound before ALB 2 Ender?
@@blazinkid5178 the 3 most go-to options are sonic fang df 1+2, pkb f+2, 1 and flk 1,1 alb 2. Since alb 2 got a nerf in wall carry lately and since it is the most difficult ender to master, most people opt for pkb f+2,1 these days. It has the most wallcarry right now, but it lacks wall combo damage potential as you can only follow up with a sonic fang if you reach the wall. And yeah tbh i dont think this combo is hard at all, i rarely drop it. Dont ask me to do a pewg or TJU however, as i think that is on another level.
" I drop It very often"
*Do It immediatly*
"Well, not very often"
That part is easy he shouldn't drop it really
doesent matter the fact its the hardest combo in the game
@@xalz3em340 I've seen Steves on tournament dropping that part a lot.
Steve's difficulty is underrated and overshadowed by his strength
Don't all op chars have some difficulty? (Akuma, geese, jin, d jin, etc)
I feel like I'm.putting 100 times more effort into steve, when I play him. especially since I'm not trying to spam b1 or trying to force 5050s. But it's worth it because when I fight a normal non crushing top tier character, steve is way too op lmao.
My main is Steve in Tekken 6 and Tekken tag 2 days but dropped Steve in Tekken 7 because of this crazy execution
@@kachucho872 No, look at Lee and Yoshi xD
@@luna_kits2345 Why would you drop him because of his execution 🥲
Jesus when you go into detail about this combo it's actually so hard and technical. Ws 1 damn
i found that the most consistent way is to do a quick qcb1 immediately after going into flicker. i find it much harder to do it with db.
Why don't my 1+2 1 connect after duck cancel what could i be doing wrong i sometimes get extended duck even though i hold db after df 2.
@@haiderhussain5129 Easier way to connect 1+2 is to bind it to a key and then press it twice, you will get first two punches of gattling gun which will float the character. In order to land it there are two ways, 1- This method is simple, after landing df2 just do extended duck and press 1+2 twice, you will be able to float the char. 2. This method is difficult which is demonstrated in this video by MainMan, and this is the preferred way of doing it, i would say learn the duck cancel first, do the consecutive duck cancels 10 times, once you get used to that i am sure you will be able to float enemy with 1+2 easily. That's how i learned atleast.
@@MagnumOpus1122 im a controller boy and i have 1+2 bound to L1, i approve this comment! also bind 3+4 to R1 for "easier" FLK cancel. the timing is the hard part about this combo like it starts with perfect ext dck cancel and just keeps getting harder from there.
A really important tip is that you can do quarter circle back into 1 instead for getting the iws 1, i found it easier than holding downback then ws 1
Been labbing this out recently... Thanks for the guide!
I’ll need to try it again, didn’t know about the double duck cancel at the start, will post a vid when I get it down
@@Guitar-Dog yea the cancel is mandatory lol. if u doubt ext duck raw off df2 u asking for pain lol
i'm glad you made this guide
i had a hard time finding good guides for this combo
i ended up spending so much time piecing together info from different guides and i get the combo around 50% of the time
this one covers a lot of info, pretty great video
Took me a month of solid practice to get this consistent, doing this combo consistently is no game.
Damn this video was helpful! Got into Steve today and wanted to see what all the fuss is about with his combos and god damn is this one demanding on execution. The df2 into machine gun is pretty easy to get down but the flicker into ws1 gives me nightmares.
Amazing video TMM, helps us noobs with this difficult game!
Nice video. I got a simpler way of doing the combo from a tip from Book.
after the machine gun punch do the flicker into iWS1 by inputting the directions as b,qcb (just like an electric) and input the 3+4 and 1 at the same timings as the b,qcb so something like b+3+4,qcb+1.
there is a bit of a timing issue, its not done immediately, its just done really quickly.
biggest challenge is picking it up after confirming the CH. reactions need to be tip top
The way you showed step 3 with your hands shows where you're from
Mainman wtf!? I was just trying to do this combo for the first time I swear. Just got off the laptop and here you posted it's guide. Wow man. I was watching your older videos and concluded that I just have to go into extended duck for a second to reach the opponent. I used to duck twice as fast as possible before that but didn't work. Ext duck did infact connect. I have not watched the video yet so, let's go.
The issue with doing an extended duck is that your opponent can techroll out of it. Doing the duck cancel after df2 does not only make df2 completely safe all the time, it also makes sure your opponent cannot techroll on counterhit. I used to do this combo with extended duck when i first learned it in season 3 but you have to learn the duck cancel into duck for sure. Goodluck
@@olivier6340 not to mention its alot harder to confirm when it lands on counter if the opponent ends up blocking df2 and you go for ext duck you are open to free launchers for a very long time,the window to punish ext duck on blocked df2 is very big.always best to double duck cancel after the df2
yea, i've been missing that flicker ws1 part. Thank you for the clarity
I would take my hat for your if I had one . I’m a Steve main and I’m learning so much with you peace ✌🏾
bro I been playing Steve like 3 years ago on this game but i dropped the game because i got bored and started playing this game again like a month ago they lost my DATA but i tried to this combos for like 2 hours and i did it but now i need to experiment with this combo so i find a combo that does insane damage that would be tricky because of the limitations while doing this combo this video was really helpful keep it mainmanswe 👍
You can do flicker qcb1 instead of ws1 also you can do crouch cancel 1+2 1+2 instead of 1+2, 1( it helps if you got a 1+2 input bind), Other that that great guide keep it up main man ;D.
I would actually like to see tmm analysing the parry system of the legacy characters (Jin, Heihachi...) Vs the parry system of the dlc characters(Geese, Leroy)
Dragonov can parry any mids and highs. He can also parry lows, but it bugs out, so I rather just do a normal low parry.
You can also use df3 to enter a duck, basically making it, df23 -> db -> df3, duck 1+2,1+2. Its a more natural input especially on stick.
For anyone who is daring, you can do ws1,2 after the Gatling punches for a floor break combo.
Rage art also works after ws1
You can actually do ws1,2 instead of the gatling punches, that way the combo has way more damage
@@baqer41 yeah if youre lame sure
@@DzlDizzleDzl Lame? why? CH DF2 into ws1,2 floor break is hella hard. Harder than landing the gatling punches.
@@baqer41 like df2 DCKc, dckcws1,2? Is this what you mean?
@@DzlDizzleDzl yup
Thank you so much for this! I haven't played Tekken since T4 just got back into it and holy shit did I miss a lot lol. Steve was always my main guy he's super complicated but I don't wanna give up on him. Keep up the good work!!
Welcome back to tekken dude.How do you like Rage art/drive,armour Attacks and wall bounce systems in tekken 7? Preety nuts is it haha
I hope this series of videos will be as successful as 8 minutes series.
So here's my feedback. Maybe this will help.
1. A lot of The Guv Gang (a.k.a. Steve mains) on youtube like XiangsGaming, ThatBlastedSalami, etc recommend to do qcb+1 instead of db+1 after b+3+4 flicker transition. This somehow helps with the tricky timing of landing ws1.
2. Can you please enable command history and move your camera to the left. For someone these visual hints might be important
regarding 1 the qcb and db doesnt even feel different lol
You gave us a breakdown.. Harada caused us a meltdown with Steve nerfs..
As I Gigas main and ex Steve main (never in T7 though) I always find myself wanting to go back to Steve, but he always feels so lacking. Heard about that Shiro combo before, didn’t know what it was, maybe this is gonna spice it up a bit. Thx MainMan
Thank fck for the recovery animation 😅 helps me a lot with the timing.
Now when DF2 has zero tracing this move need more reword then 37 dmg. Shiro combo is badass, but Steve players deserve some middle ground.
This combo is relatively easier if you do this on keyboard. The way I learned the pickup was to: after 1+2 1, HOLD back button, and while holding back press 3+4, down and 1, in this order. you have little room after 1+2 1, wait until steve's head is looking straight and not down when you pick up your opponent. I guess this also works on mixbox, but I haven't tested this.
really good guide mainman, you should do more of these videos, they are fun and informative
NOOOO WHEN WILL THIS MADNESS STOP!? PLEASE SAY "MAINMANSWE HERE, HOPE YOU ARE ALL DOING AWESOME AS ALWAYS!" I MEANS A LOT TO ME!!! 🥊💀❤️
300 hours with steve and now i can practice this. Time to rub dem fingers raw bois
Not sure if there has been an update or something to this, but you no longer need to duck cancel to pick up opponent after df2. As soon as steves head ducks for ext duck you can input 1+2, 1+2 to carry
The only hard (extremely hard) part is the flicker cancel to ws1. The duck cancel is practiceable in 5 mins, the other one is pure agony.
Your 8 min guides keep me alive
Nice guide, could you please give some tips on how to practice the tech next time you do a breakdown? I mean, ok to explain how to do it, but it would be great if you could tell us how YOU like to train for these techniques. Inputs can be seen in an onlime guide, but your experience has great value. Thanks again for the upload
Practice first the iflk iws1 on its own. Having done it consistently, try it out together with the combo.
Background music is awesome 🤘
do you know what its called or where its from?
TBH as a main decent steve player i can do this almost 95% .. here's what i can share to you guys hopes this helps.. to get this easier is to setup ng R1 and L1 to 1+2 and 3+4 this is easier to land the WS1 also people drop the combo bcuz " ONE THING!" they think they need to input the ws1 qs fast as possible.. NO! there is a lot of frame u can do the ws1 sometimes i delay this one and still got the combo bcus there is a additional secret to that combo if u delay the screw u can land a flk 11 alb 2.. im not the one who created this guide.. i learned it on low high vidz you can check his video about landing the flk1 combo.. hopes this help steve enthu like me moving forward guys!
Thank you for this, at least people that don't play Steve know how annoying the combo is to staple.
I legit dropped steve as my main because of how difficult he is to master, I can't ever get a grasp of his combos no matter how much I try. Well one day when I get good enough I'll come back to try again #GuvGang
You can still win without this shit. Not even knee could do it consistently but hes just really good on movements
Did you pick him back up?
@@p99chan99 Yes… yes I did.
It turns out I did not really need to master him that was too far fetched.
He’s very difficult to win with but it’s very rewarding. Just got used to the sways & wallcarry combos
TTM: Steve is not main. Practiced only 1 hours for 4 days to do Shiro
Me: Main Steve 1 year. Did first successful Shiro after a month of irregular training...
Great guide. I would have appreciated it though, if the inputs were visible.
I just got into Tekken 3 days ago with Steve as my main, gotta start big.
steve main here. just reached divine ruler and thought its finally time to actually start executing this combo. it just gave me a headache hahaha
hardest pickup combo in the game should be easier since is not homing anymore
One two three Fawr
-Guv gang
@@turabnaveed9765 shu shu shu 1234
If you put the 1+2 input to a specific button on your controller like r1 or r2 you can tap that a few times to get the Shiro
That manual flicker into crouch is similar to something I did with Jim. So after f4 nerf you have very little time to dash forward after a CH so you can buffer b1 (mental alertness stance) and then press a single f for running that covers the whole recovery issue after CH. Might as well practice that before going to Steve because that whole flicker buffering sounds like the next level compared to the mental alertness buffer.
Why I believe there’s more boxers like me who feels so satisfying playing Steve. It’s like make him box as you want.
I feel that in order to be able to execute this, you need a stick or you need to play claw on controller. I switched to stick for this same reason. Its a huge learning curve!
Do you bound 1+2 or 3+4 to L1 or R1 respectively ?
@@ivancarlos4951 i tried that but could never do the hits after
@@oscarantonio9963 yeah, it feels like, you miss just 1 frame, you fuck up thr whole combo
i have 1+2 on L1 and works fine for me, the trick is to telegraph the inputs 1 sec after, i do d/f + 3 then press L1 a bunch of times right away@@ivancarlos4951
What a stupid combo. I love it!!!
Prehaps a Lidia technique guide on her just ftames, mainly her qcf 22 ender.
Marduk vts cancel air throw as a combo ender is always asked about.
King FF1 after a jab mid combo.
Just some suggestions i see asked about a lot. Also KBD and Wavedash are always asked about. We actually need a very simple and clear guide for the KBD for new players tbh. Its very hard for new players to wrap their heads around. Same with sidestep.
I always thought you had to do the extended dck after d/f2 and I would rarely get the combo cus of that. I’m glad to find out it’s actually out of the dck~d/b cus I’m actually pretty good at that cus I learned it back in the DR days.
U can do it with the ext duck but they can tech it.
@@triiz8220 I mean sometimes it would say combo in practice mode when I would try it but it was so inconsistent that I couldn’t really practice the combo. I’m glad to know now that I was just doing it wrong.
Long time.. would love to see some Paul. I am a big fan of the Phoenix.
Yes i will soon make a guide on paul pheonix
you can just hold f3 or f4 and do the second duck and that stills let you connect the 1+2, it simplifies it just a little bit
I think ur opponent can techroll if u do that
another tip: instead of doing iFLK db into WS1, you can do iFLK qcb1. I find this more consistent
Much needed of this guide
Okay i actually didnt know that you have to do iWS1 like this with him. Quite hard
ive done this in practice twice on controller. would love to try it on a stick :D
also im not sure if this is widely known, but there is an easier way of this combo, of course a little less dmg.
instead of the ws1 you can actually connect d2,1 into forward sway 2.
IIRC the d21 pickup only works if they press
@@aakashm1 but they are in the air? so it doesnt matter. tried that online, and in practice. the combo stays the exact same, just another move to pick up.
@@coooolibri its sadly not guaranteed
i knew how to do it, but i didn't know that u can do duck cancel into another f 3. nice vid
I don't mind any hard execution, but waiting so long for the recovery to unlock my controls pisses me off enough to lose consistency.
Great Vid main man. hope all is well with you and your family
one thing tho if you do plinking tho its a little easier like df2~3 , b~3+4 press down release 1 (iws 1 )
plinking is good for for his his screw f 3~2(hold 2 ), his gatlling gun as well
really wierd how no one talks about plinking tho and leave it to intuition
btw plinking is tapping a button lightly instead of pressing it
6:42 *after tmm explains*
TMM : OK. I hope you get that.
Me too main man. Me too.
I don’t even play Steve. I just wanted to hear Tmm’s voice
This combo not only hurts the mind but the fingers aswell
after machine gun pick up you can do f1+2 2 for a simpler combo.
May I suggest you put in notations on screen? or even just a demonstration on the stick as you explain. It would be super useful
Howd the hell u make it look so effortless gawd damn
you can just hold f4 until the 2nd duck after df2 only if you want to do the combo alone. but i guess in real matches you have to do the duck-in cancel db
Thank you for this guide
I'm excited for this series
Tekken has inputs that you can work around, this just requires a lot of timing and speed
I played steve since T5, well all I can say is this is really hard especially playing online and living in a country with not that good internet connection. I guarantee you, you will never land this in a yellow bar connection.
Great Video. Can you show us how Pauls qcf 1 combo works?
We want a guide Bryan's Taunt Jet Upper
input forward when the knee hits then b+2 in one frame
According to my experience it's actually impossible to do, sorry everyone
Same here. My main is Steve in Tekken 6 and Tekken tag 2 days but dropped Steve in Tekken 7 because of this crazy execution
2:40 Got me pegged with the ff+2 after d/f+2 ch hahaha
I can do this combo all day but the thing I cannot do to save my life is the flicker 1,1 to albatross 2 ender to the Shiro combo
Delay the duck f2 screw. You still duck right away but delay the f2 screw. time it basically to hit the top leg with the screw. This gives you more time.
@@oZiiix Bro THANK YOU. I actually managed to hit it one time at least lol. I need to get it consistent but I appreciate the tip.
@@slickhollow3881 np at all just keep at it
in ttt2 homing property on this move was fine, because no duck cancel. Better it was be just remove duck cancel, not homing property
Definitely gotta see Kazuyas df2 into PEWGF, I know main man has done it before lol, we need a new version
I learned how to do it accidentally by screwing up the input on the the first pewgf then throwing the second right away its the same timing as the first 2 pewgf in a combo
I learned it yesterday and have gotten it quite a few times already if you want some tips to hold you over till tmms guide I suggest doing the perfect electric as soon as kazuya head faces the opponent after the df2 recovers. Theres 2 pewgf inputs but the easiest for me is the f, d, df, f+2 no neutral input so there should be no space inbetween those inputs in your command history. I have some videos I just post with the command history if you wanna look, there no talking or anything its just so yo I see the inputs
holy moly, the iws1. i never knew that
6:30 and this is where i had my mental breakdown this character is very hard
Mainman pls turn on input history during these vids
u dont have to hold back after duck u can just hold forward and he does second duck automatically
That’s what’s known as his extended duck in which is the incorrect method and the opponent can reach out that . The additional duck after the first duck cancel is required to make it true
the amount of muscle memory required for this combo is mad bruv
Very good guide
Next up please: hwoarang jfsr double backlash combo
This helped me alot thaaaaaks
manual flicker makes instant ws1 possible, it doesn't affect the machine punch recovery
i recommend duck cancelling in the end. allows for more ender options
I thought it was called the heera combo ? Because it was first made from heera ?
I liked the last clap that Tmm did
Flicker qcb1 is another way to do ws1, and easier imo
Next time since ur inputs are perfect could we get the input list showned plz?
Ive been trying jin and i struggle sometimes committing after making a read but thats just me. Steve looks fun as hell to play tho and hes not a mishima.
Awesome sauce!
Float like a butterfly, sting like a bee!!
Why you don't show input history?