1. b+1 (quick CH juggle starter move, safe and even give +3 (?) on block after ~b and can be followed by flk 11 too. b+121 is also good to pull sometimes randomly. Steve's only "low risk high return" move and a must move for every Steve player)
2. d+21 (best Steve's low move, imho, though many would disagree. Can be pulled into dck, crouch, ws and even mid block in such short time, makes this move is unpredictable. Great move when dealing with low lifebar opponent)
3. 3_4~dck 2 (imo, Steve best launcher. can be pulled in the middle of nowhere. quite safe as long as the opponent isn't against the wall. the wve~dck animation makes it good side punisher and high crush in the same time. if you're already experienced enough with the timing and best way to pull this one out, it'll be great asset to your arsenal.
4. ff+2 (whiff punisher, good B! juggle link move, an important move but not safe on block though)
5. uf+1 (safe and quick mid hit low crush move. great poking tools)
6. ws+1 (call me old fashioned, but I still think this is a good and important move for Steve player. I like to do dck~ws+1 sometimes. ws+12 itself is -11 punisher and ws+1 on block is only -3, we still can input jab afterward as part of mindgames since ws+1>2 delayable)
7. qcf+1 (long range mid hitter, quite fast at 16 frame, safe on block after ~b, basically Steve's version of phoenix smasher. It gives more dimension into Steve gameplay especially with its animation that looks like dck)
8. PAB 1+2 (best Steve throws ever)
9. db+32 (very good low hit and very damaging one. can lead into okizeme play which is one of Steve's strength in T6)
10. 41_32 (good side poking moves. even when being block, it still gives mindgame because of opponent's fear of being hit by 321_412. And it also can be followed into PAB. a lot of options from this moves)
Actually, Steve has more good moves other than I mentioned above. There're moves like :
- PAB df+11_df+12_12_d+1 (safe poking from PAB)
- 12_121 (still important even if it's 10f now)
- 112 (-10f punisher)
- ALB
- dck f+2
- flk b+2
- 311_31f+11_31~b FLK
- SF (somewhat unsafe now, esp. against Kaz and other Mishimas, but it doesn't mean we should completely abandon this move, it rocks against certain character and it creates wall splat and tech trap opportunity)
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