Steve, official Tekken 8 character render
Render: Bandai Namco Entertainment
Tekken 8 frame data · character

Steve

103 moves you can start on your own, 68 follow-ups inside strings, and 17 stances they come out of. Ask the table a question rather than reading it top to bottom.

Moves
103
Launchers
41
Fastest
i10
Safe
91

You blocked it. What does Steve get?

Pick how minus they were.

Blocked standing

The punish people take
  • b+1,2 27 +8 LNH / +4

Anything Steve can start from neutral inside the window.

  • qcb+2+4 Spinning Elbow Drop throw i12 40
  • uf+1+2 Armlock Throw throw i12 40
  • 1+3 Gut Wrencher throw i12 35
  • 2+4 Brain Pulverizer throw i12 35
  • 1 Jab i10 5
  • db+1 Crouch Jab i10 5

Blocked a low

The punish people take
  • WS.2,2 32 +11 LNH / +7

You are crouching, so the punish comes out while you rise — the ws moves.

The source records no while-standing move for Steve inside this range.

Sorted by damage, highest first, and the top one at each window is marked. Frames are necessary and not sufficient: pushback is not in the source, so a move listed here can still whiff at the distance the blocked attack left you at.

103 of 171 rows
Input Name Level Startup Block Hit CH Damage
1 Jab Recovers 2f faster on hit or block (t27 r17) h i10 1 8 5
db+1 Crouch Jab Transition to standing with f sl i10 -5 6 5
SWY.1+2SWY Position Change 3 damage on wall crush th i10~15 -2 +1 / +10~17wc
SWY.1+2~b_u_dSWY 3 damage on wall crush th i10~15 -2 +1 / +13~23?wc
PAB.1+2PAB Ten Count 1+2 for throw break th i11 0 +0d 45
WS.1WS m i11~12 -3 3 8 12
1+3 Gut Wrencher Homing t i12~14 -6 +0d 35
2 h i12 -1 5 12
2+4 Brain Pulverizer Homing t i12~14 -3 +0d 35
FLK.1FLK Transition to r18? FLK with b (-1/+10/+10) h i12 -4 7 14
FLK.1+2FLK Griffin Throw 1+2 for throw break th i12~14 -6 +0d 40
PAB.1PAB h i12~13 -2 9 10
PAB.f+1+2PAB Nimrod Combination Balcony Break h,h i12, i15~16 -5 +24a (+15) 12,23
qcb+2+4 Spinning Elbow Drop 2 Throw break t i12~14 -2 +0d 40
uf+1+2 Armlock Throw 1+2 Throw break t i12~13 0 +0d 40
ALB.dALB Cyclone Left (Right) Transition to r10 PAB with F after 20F sp i13
b+1 Quick Hook Transition to r16? FLK with B (-1/+10/+69) h i13 -14 2 [[Steve_combos#Staples|+61a]] 10
df+1 Left Uppercut Transition to LWV with 3 (-7/0) m i13~14 -2 5 12
WS.2WS Transition to r22? LWV with 3 (-7/+4) m i13~15 -7 4 17
1+2 Sonic Fang Heat Engager m,m i14, i9-10 -12 +18a (+11) 7,21
f,F+2 Beat Down Spike m i14~17 -13c +12d 24
FLK.b+2FLK British Lancer Tornado h i14~15 -9 [[Steve_combos#Mini-combos|+35d (+27)]] 21
LNH.1LNH Vigilant Blow Balcony Break m i14-15 -9 +15g 21
LWV.1LWV Input b to r18? FLK (-3/+8/+8) m i14 -10 1 14
LWV.1+2LWV Nemesis Hook Balcony Break h i14 -9 8 +35d (+27) 20
LWV.2LWV Transition to r10? PAB with f (-1/+8) m i14~16 -5 4 13
PAB.2PAB Spite Hook Homing h i14 5 +14c 19
RWV.1RWV Transition to r10? PAB with f (-1~+1/+8~+10) m i14~16 -5~-3 +4~+6 13
RWV.2RWV Gut Drill Balcony Break m i14 -13 +10a (+1) +31a (+5) 22
DCK.f+2DCK Punisher Strong Aerial Tailspin h i15~16 5 +14c +55a 21
EXD.f+2EXD Power Punisher Strong Aerial Tailspin h i15~16 5 [[Steve_combos#Staples|+56a]] 28
f+1+2 Jail from 1st block m,h i15~16, i7~9 -14 -3 10,12
PAB.d+1PAB Patella Smash Alternate input: FC df1 l i15~16 -12 2 11
PAB.df+1PAB m i15~16 -9 2 12
2+3 Heat Burst Heat Burst m i16 1 +2c [12;12]
after_2steps+1 Sliding Low Punch l i16 -12 +17d 23
b+1+2 Fox Fury Balcony Break m,h i16,i12 -8 +19d 8,20
b+1+2,H.1+2 Five Fox Fury Balcony Break m,h,m,h,m i16,i12,i12,i12,i19 -4 +36a (+10) 8,4,3,3,20
d+1 Knee Blaster l i16 -13 -2 12
db+3 l i16 -13 0 10
DCK.1+2DCK m,m i16, i7 -9 2 3,3
df+2 Crescent Hook Transition to r22? LWV with 3 (-7/+10/+14c) m i16~17 -11 6 +10c 10
FC.df+2FC Finishing Blow Tornado m i16~17 -15 [[Steve_combos#Staples|+34a (+24)]] 20
H.2+3H Bretwalda Heat Smash m,th i16 +8 LNH 0 10,4,2,3,3,3,25
LNH.2LNH Bloodhound Tornado m i16-17 -13 [[Steve_combos#Staples|+61a (+51)]] 22
PAB.df+2PAB Cutting Elbow Elbow m i16~17 -10 [[Steve_combos#Staples|+31a (+21)]] 16
qcf+1 Rocket Launcher Heat Engager m i16 -10 +16a (+7) 21
SWY.1SWY Billy Club Can be +15c at farther ranges m i16~17 -1c~+0c [[Steve_combos#Mini-combos|+14c~+15c]] 26
b+2 Body Bomb Can evade highs m i17 -13 [[Steve_combos#Mini-combos|+14]] 20
d+2 l i17 -18 -5 11
FLK.u+2FLK Dreadnought Uppercut Tornado m i17~19 -15 [[Steve_combos#Staples|+34a (+24)]] 14
OTG.d+1+2OTG Cheapshot Recovers in crouch L i17 -11c 2 16
PAB.b+1PAB m i17~18 -19 -6 15
PAB.uf+2PAB Dreadnought Uppercut Tornado m i17~19 -15 [[Steve_combos#Staples|+34a (+24)]] 23
SWY.2SWY Snake Charmer m i17~18 -18 [[Steve_combos#Staples|+36a]] 30
u+2 Dreadnought Uppercut Tornado m i17~19 -15 [[Steve_combos#Staples|+34a (+24)]] 14
ub+2 Bounty Hunter Strong Aerial Tailspin h i17 5 [[Steve_combos#Mini-combos|+14c]] 17
FLK.2FLK Fly Swatter Spike m i18~19 -5c [[Steve_combos#Mini-combos|+7d]] [[Steve_combos#Staples|+42a]] 21
H.EXD.1+3H.EXD Two-Faced (TFA) Homing h (th) i18~19
LNH.1+2LNH Swingfire Advance Guard Break h i18-19 [[Steve combos#Mini-combos|+12]] +51a (+31) 24
PAB.f+2PAB m i18~19 -13 [[Steve_combos#Mini-combos|+31a (+16)]] 18
DCK.1DCK Fox Hunt m i19 -7 +58a (+27) +34a (+24) 17
DCK.2DCK Skyscraper m i19 -14 [[Steve_combos#Staples|+35a (+25)]] 15
EXD.1EXD Power Fox Hunt 8 chip damage on block m i19 -7 [[Steve_combos#Mini-combos|+44d (+36)]] +41a (+31) 21
EXD.2EXD Power Skyscraper 6 chip damage on block m i19 -14 +61a (+51) 21
qcf+2 Low Cross Blaster Transition to r36? PAB with F (-18/+2c) l i19 -18 +2c 18
uf+1 Over the Top Spike m i19~21 -6 5 18
f,f,F+2 Eraser Heat Engager m i20~24 6 +10d 30
R.df+1+2R Dear Land of Hope Rage Art m,t i20 -18 +0d 55+
f+2 m i21~22 -6 5 11
uf+2 Burst Hammer Spike m i22~25 -14 [[Steve_combos#Staples|+52a]] 20
ALB.2ALB Cyclone Punch Heat Engager m i23 -3 +16a (+7) 22
uf+4 Jumping Duck Kick Balcony Break m i23 -9 +22a (+5) +36a (+26) 20
db+2 Knee Clipper Transition to r30 FC with d_db l i26 -12 +1c +14d 21
PAB.2~1PAB Swindler m i27~28 -8 4 +63a 17
db+1+2 Stun Gun -9 frame advantage and 8 chip damage on block after absorbing an attack in power crush state m i28~29 -13 +29a (+21) 21
DCK.f+2~1DCK Swindler m i28~29 -8 4 +63a 17
EXD.f+2~1EXD Swindler m i28~29 -8 4 +63a 17
PAB.b+2PAB Swaying Hook Balcony Break m i28~29 -13 +11a (+2) 25
PAB.d+2PAB Knuckle Plow Cancel into FC with DB l i28~29 -12 7 +32a 25
ub+2~1 Swindler m i30~31 -8 4 +63a 17
ALB.d+2ALB Cyclone Knee Clip l i34 -12 +1c +14d 17
uf+3 l i36~37 -12 9 20
ub+1+2 Hellfire Balcony Break ub(m) i66~69 +12a (+1) 70
1+2+3+4 Ki Charge
1+2+4 Taunt
3 Ducking Left Actionable for 21F sp
3+4 Quick Spin Transition into ALB sp
4 Ducking Right Actionable for 21F sp
b+1+3 Parry Parry h and m punches sp
b+3+4 Flicker Stance Transition to FLK sp
b+3_4 Swaying Transition to SWY sp
Back throw Schoolyard Bully Unbreakable t +5d 55
DCK.f+3_4DCK Ducking In Transition to EXD sp
f+3+4 Peekaboo Transition to PAB sp
f+3_4 Ducking Transition to DCK sp
H.df+3+4H Transition to r13 EXD sp
TFA.1TFA Dominion Rush Press 1 for throw break th 0 14 15
TFA.2TFA Debutante Ball Press 2 for throw break th 0 +0d 50 (60)
H.LNH.PH.LNH Two-Faced Parries high and mid punches and kicks? m,t 15
Left throw Choke Slam Throw break 1 t -3 +0d 40
Right throw Throw Down Throw break 2 t -3 +0d 40
ub+3 Lion Heart Transition to LNH sp

Move data and the published punish tables are imported once from a community frame-data project that releases its text into the public domain (CC0). Numbers are theirs; the grouping, the derived flags and any mistake in them are ours. Character renders are Bandai Namco Entertainment’s, shown to identify the fighter. TEKKEN is a trademark of Bandai Namco Entertainment Inc., which is not affiliated with this site. A dash means the source does not record that column for that move — it is not a zero, and the filters treat it as unknown.