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| STEVE FOX |
Tekken 7

| STEVE FOX |

Unlock Steve Fox's full potential in Tekken 7! Learn his grappling and combat techniques, including command lists, move properties, and crucial tips for dominating the arena.

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Unlock Steve Fox's full potential in Tekken 7! Learn his grappling and combat techniques, including command lists, move properties, and crucial tips for dominating the arena.

Alright, let's dive into Steve Fox's toolkit in Tekken 7. He's a slick boxer character, all about fast punches and tricky stances. This guide breaks down his moves so you can start stringing combos and keeping your opponents guessing.

Grappling Techniques

Steve has some solid throws to mix up your offense when your opponent is blocking too much. Here's what you need to know:

  • Front Throws: You've got a few options here. The Stomach Gutter and Rabbit Punch can be escaped with a 1 or 2 button press. For bigger damage, the Lifting Arm Suplex and Gryphon Throw require a 1+2 escape. Don't forget the Ten Count, also a 1+2 escape. The Falling Elbow Toss is a bit different, escaped with just a 2.
  • Side Throws: When you're to his left or right, you can use the Gut Slugger Toss (escape with 1) or the Neck Takedown Snap (escape with 2).
  • Back Throws: The Hugging Slam is your go-to, and it doesn't have a standard escape (indicated by '-').

Combat Techniques

This is where Steve really shines. His punches are fast and can lead into some nasty follow-ups and stances. Let's break down some key strings:

Basic Strings:

  • 1 (Jab): This is your go-to poke. It's fast (10 frame startup) and safe on block (-8). It can lead into a few things:
    • 1,1 (Snap Jabs): A quick two-hit combo. The second hit is unsafe on block (-3), but can be followed by stances.
      • 1,1,3 (Left Sway Stance): Puts you into a defensive stance.
      • 1,1,4 (Right Sway Stance): Another defensive stance.
      • 1,1,f+3_4 (Ducking Stance): Lets you duck under high attacks.
      • 1,1,b+3_4 (Back Sway Stance): Moves you backward.
    • 1,1,d+1 (2 Jab, Body Blow): Hits low, good for mixing up your offense. It's safe on block (-6).
    • 1,1,2 (Shining Fist): This is a classic Steve move. It's a three-hit string, but the third hit is unsafe on block (-7). It also leads into stances:
      • Shining Fist into 3 (Left Sway Stance)
      • Shining Fist into 4 (Right Sway Stance)
      • Shining Fist into f+3_4 (Ducking Stance)
      • Shining Fist into b+3_4 (Back Sway Stance)
  • 1,d+1 (1 Jab, Body Blow): A simpler version of the jab-body blow, also safe on block (-6).
  • 1,2 (1-2 Punches): A standard two-hit punch combo. Safe on block (-2). This can lead to more:
    • 1,2,1 (British Rush): A three-hit string that's safe on block (-3). It can transition into stances or special follow-ups:
      • ~B (FLI - Flicker): Steve's signature stance.
      • ~F (PKB - Pocket): Another offensive stance.
      • 1,2,1 into 3 (Left Sway Stance)
      • 1,2,1 into 4 (Right Sway Stance)
      • 1,2,1 into f+3_4 (Ducking Stance)
      • 1,2,1 into b+3_4 (Back Sway Stance)
    • 1,2,1,2 (British Edge): A four-hit string that hits multiple times. The final hit is unsafe on block (-10) but can lead to a knockdown (KD). It also transitions into stances.
      • British Edge into 3 (Left Sway Stance)
      • British Edge into 4 (Right Sway Stance)
      • British Edge into f+3_4 (Ducking Stance)
      • British Edge into b+3_4 (Back Sway Stance)
    • 1,2,1,d+2 (British Low): A three-hit string that ends with a low attack. Unsafe on block (-12) but can catch opponents off guard.
  • d+1 (Ankle Chaser): A fast low attack that's quite punishable on block (-13). Use it sparingly.
  • b+1 (Rushing Punch): A forward-moving punch that causes a screw attack (STc) on hit. It's unsafe on block (-14) but can lead to the Flicker stance (~B).
  • b+1,2 (DUAL HOOKS): A two-hit string that's safer on block (-5) and can lead to the Pocket stance (~F).
  • b+1,d+2 (Frigate Rush): A punch followed by a low. Unsafe on block (-11). Can lead to the Pocket stance (~F).
  • b+1,d+2,1 (Frigate Edge): A three-hit string ending in a mid. Unsafe on block (-9) and can lead to knockdown (KD).
  • u/f+1 (Dashing Fist): A forward-moving mid attack with good range (19 frame startup).
  • d/f+1 (Uppercut): A mid uppercut that's safe on block (-2). It can transition into stances:
    • d/f+1 into 3 (Left Sway Stance)
    • d/f+1 into 4 (Right Sway Stance)
    • d/f+1 into f+3_4 (Ducking Stance)
    • d/f+1 into b+3_4 (Back Sway Stance)
  • d/f+1,2 (Straight Punch): A mid-punch follow-up. Unsafe on block (-6). Leads into stances, but they are very unsafe on block.
    • d/f+1,2 into 3 (Left Sway Stance)
    • d/f+1,2 into 4 (Right Sway Stance)
    • d/f+1,2 into f+3_4 (Ducking Stance)
    • d/f+1,2 into b+3_4 (Back Sway Stance)
  • d/f+1,2,1 (Punch Feint, Hook): A mid-mid string, safe on block (-2). Can lead to Flicker stance (~B).
  • d/f+1,2,f+1+2 (Feint, 1-2 Punch): A mid-mid-mid string, unsafe on block (-3).
  • d/f+1,2~2 (Feint, Body Hook): A mid-low string, unsafe on block (-10) and leads to knockdown (KD).
  • QCF+1 (Brit Smash): A mid attack that leads to knockdown (KD) on hit. Unsafe on block (-10) but can transition into Flicker stance (~B).
  • WS+1 (Uppercut): A standard uppercut from a standing-waking state. Safe on block (-3).
  • WS+1,1 (SLIP JAB): A mid-mid string, safe on block (-3).
  • WS+1,2 (Overhead Bomb): A mid-overhead string, unsafe on block (-13).
  • WR+1 (Low Scooper): A running low attack that leads to knockdown (KD). Unsafe on block (-12).
  • 1+2 (SHIPPED SEAWORTHY): A fast mid attack that causes a screw attack (RA) on hit. Unsafe on block (-3).
  • f+1+2 (Gyroscopes): A mid-mid string, unsafe on block (-14). Can lead to Pocket stance (~F).
  • f+1+2,2 (SHOTGUN COMBINATION): A mid-mid-mid string, unsafe on block (-13) and leads to knockdown (KD).
  • d+1+2 (Ground Punch): A powerful low attack that leads to knockdown (KD). Unsafe on block (-11).
  • d/f+1+2 (Sonic Fang): A mid-mid string that leads to knockdown (KD). Unsafe on block (-12).
  • d/b+1+2 (GYROSCOPES HOOK): A powerful mid attack with long range and good plus frames on block (+24). This is a key move for Steve.
  • 2 (British Right): A standard mid punch, safe on block (-1).
  • 2,1 (Short British Edge): A mid-mid string, safe on block (-5). Can transition into Pocket stance (~F) or Flicker stance (~B).
  • 2,1,2 (Edge Upper): A mid-mid-mid string, unsafe on block (-11) and leads to knockdown (KD).
  • f+2 (Dashing Midpunch): A long-reaching mid attack. Unsafe on block (-6).
  • f+2,1 (Body Hook): A mid-mid string, unsafe on block (-5). Can transition into Pocket stance (~F) or Flicker stance (~B).
  • f+2,1~2 (Feint, Delayed Blow): A mid-mid-low string, unsafe on block (-10) and leads to knockdown (KD).
  • f,f+2 (Eagle Claw): A forward-moving mid attack that leads to knockdown (KD). Unsafe on block (-13).
  • b+2 (Body Bomb): A mid attack that causes a screw attack (ST) on hit. Unsafe on block (-14).
  • d+2 (Low Punch): A fast low punch. Unsafe on block (-18).
  • d+2,1 (Uppercut): A low-mid string. Unsafe on block (-11).
Tips for Playing Steve
  • Steve is all about pressure and mix-ups. Use his fast jabs and strings to keep your opponent on the defensive.
  • Learn to transition smoothly into his stances (Left Sway, Right Sway, Ducking, Back Sway, Flicker, Pocket). These stances offer different offensive and defensive options.
  • The d/b+1+2 (GYROSCOPES HOOK) is a fantastic move. It's safe on block and has great range, making it excellent for controlling space and punishing mistakes.
  • Don't be afraid to use his throws, especially when your opponent is blocking too much.
  • Practice your combos in training mode! Steve's damage comes from well-executed strings and follow-ups.

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