1:14 Don't give up on Peekaboo stance's mobility, it's really good at varying timing in-between pressure(makes d+1 100x more annoying) and actually good for approach outside of d/f+1 range.
It works if they challenge you afterwards with anything over 13 frames that does not high crash If they duck or down parry, you can use Peekaboo f2 after d1
Did you cover his peekaboo back+1? I was messing with it in practice and found it has terrible frames and fairly short range. It leads into a cool string (lancaster combination I think it's called), but that's about it. When should it be used?
@@GamerNemy After a bit of playing around, I found you could launch with peekaboo df2, then begin lancaster combination. It's a 41 damage combo with very easy execution (I have 1+2 mapped to left trigger, so I just have to initiate the combo and then mash) that carries the opponent a decent distance. The hard part is getting the launch in the first place.
Steve can use his qcb 2+4 grab in PAB
that's big.
i like how im seeing all this stuff about steve not to play him, but to counter him
Ill be waiting
do people really struggle vs steve
@@tristanherb49impatient people do
For the most part dick jab and high crush moves and your good, the Steve player has option against it but it's not what they want to do
@@90sPotatoprobably this character has such huge weaknesses and struggles vs turtles.
1:14 Don't give up on Peekaboo stance's mobility, it's really good at varying timing in-between pressure(makes d+1 100x more annoying) and actually good for approach outside of d/f+1 range.
Thanks man i just started playing tekken because of Steve and this guide really helped bro
Happy to help bro😊
I love this, I'm going to start practicing and implementing this immediately
Thank you
Glad it was helpful
Iron mike would be proud 👊.
Good stuff, surely will help with the matchup.
I was sad when I realized you can parry flicker punches now 😢
Oh
You couldn't parry then before?
@@GamerNemy yeah because he’s all punches was a built in counter to parries n shit
I also noticed you can’t parry charge attacks so annoying
does peekaboo d1, 2 really work? because most if the opponents eats peekaboo d1 he ducks or down parries after.
It works if they challenge you afterwards with anything over 13 frames that does not high crash
If they duck or down parry, you can use Peekaboo f2 after d1
Sway Nation Baby
Did you cover his peekaboo back+1? I was messing with it in practice and found it has terrible frames and fairly short range. It leads into a cool string (lancaster combination I think it's called), but that's about it. When should it be used?
The problem is that the second hit is a high so it's not really worth using
Unless your opponent isn't ducking of course.
It leaves you -3 in flicker if you hold back. Also wall splats and guaranteed on CH
@@GamerNemy After a bit of playing around, I found you could launch with peekaboo df2, then begin lancaster combination. It's a 41 damage combo with very easy execution (I have 1+2 mapped to left trigger, so I just have to initiate the combo and then mash) that carries the opponent a decent distance. The hard part is getting the launch in the first place.