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Tekken 8 — Characters

Steve Fox – Frame Data

Steve Fox is the counter-hitting paragon: a defensive boxer who controls tempo with the safest moves in the game and punishes overeager opponents with devastating CH tools. His stance-based offense, especially the Lionheart pressure at the wall, lets you dictate the flow and snowball rounds once you master his complex kit.

171 Moves

Normal Moves

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FC Stance

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OTG Stance

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H. Stance

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R. Stance

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WS Stance

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ALB Stance

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DCK Stance

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EXD Stance

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FLK Stance

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LNH Stance

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LWV Stance

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PAB Stance

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RWV Stance

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SWY Stance

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TFA Stance

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Fighter Profile
Defensive | Punishment Expert
Offense
8
Defense
8
Execution
9

Weak to: Step Left

Overview

Compact boxing pressure and strong counter hits; weak lows and slower launch punishment.

Heat System

Heat grants Steve strong pressure tools, including a heat duck that skips the extended duck animation and a five-hit safe mid string (H B1+2,1+2) that wall splats and can be looped or cancelled into Flicker. In heat, Lionheart also has a built-in auto-parry against standing punches and kicks, which triggers his Two-Face grab.

Strengths

Counter Hit buttons: one of the best CH tools in the game like B+1 and DF+2.Defense: Outfox (UB+3), Weave (4 or 3), and ducking stances provide strong evasion.Safety: By far the safest character in the game, with moves like 1,2,1 and DF+2~DCK.Good Mids: Great mid buttons like QCF+1 and LNH+1 to control neutral and enforce wall pressure.Great Highs: Access to some of the best highs in the game, including B+1 and UB+2.Expression: Highly versatile moveset that supports many playstyles.

Weaknesses & Counterplay

Poor Lows: Lackluster low options make it tough to open up defensive opponents.Tracking: His mids from neutral are weak to side-step left.Puncher: Almost all attacks are punches, making parry-heavy characters strong against him.Difficulty: One of the most complex characters with a steep learning curve.Punishment: Can't launch -15 and doesn't wallsplat until -16, leaving his punishment game below par.
Game Plan
Bait aggression and punish with CH tools like B+1 and DF+2; don't press first.Use 1,2,1 and stance cancels to stay safe and maintain pressure.Transition into Lionheart from moves like UB+2 and threaten LNH+1 at the wall.Mix timings in FLK and PAB to keep your opponent guessing and force whiffs.Spend heat on Fox Fury or the heat duck to impose offense and close out rounds.
Stances
Lionheart (LNH) — enter: UB+3, or auto-transition from moves like UB+2. — A high-pressure stance with three main options: LNH+1 is a safe i14 homing heat-engaging wallsplat, LNH+2 is an i16 launching mid, and LNH+1+2 is an i18 guard break that also reversal breaks. Devastating at the wall.Flicker (FLK) — enter: B3+4. — A core stance with strong highs: jabs that jail and have delayable extensions, a CH-launching FLK+2, a safe high power crush (FLK B+2), and a side-switching throw. Great for changing timing and punishing overextension.Peekaboo (PAB) — enter: F3+4. — An offensive close-range stance with jailing jabs, a launching elbow (PAB DF+2), a homing high with punch sabaki (PAB 2), and a variety of delayable strings. Built to make your opponent uncomfortable and force mistakes.