(Created page with "{| class="wikitable" |+ Options from HRM |- ! Move !! Purpose !! Defense |- | class="bg-red" | HRM.f+1 || to catch steps || Duck |- | class="bg-red" | HRM.SS 1+2 || to catch jabs and gain plus frames || Duck |- | class="bg-blue" | HRM.b+4 || to catch steps, stand blocking and power crush|| Duck or low crush |- | class="bg-blue" | HRM.2,3 || to mixup pressure || block both hits or low parry |- | class="bg-yellow" | HRM.f+4 || to catch duckers || SWL/SWR |- | class="bg-yel...") Â |
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{{Navbox Leroy}} | |||
{{Navbox counterplay}} | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Options from HRM | |+ Options from HRM | ||
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|- | |- | ||
| class="bg-red" | HRM.f+1 || to catch steps || Duck | | class="bg-red" | HRM.f+1 || to catch steps || Duck | ||
|- | |||
| class="bg-red" | HRM.2,3 || mainly used to end combos but will catch steps to the right || Duck or SSL/SWL(better) | |||
|- | |- | ||
| class="bg-red" | HRM.SS 1+2 || to catch jabs and gain plus frames || Duck | | class="bg-red" | HRM.SS 1+2 || to catch jabs and gain plus frames || Duck | ||
Line 10: | Line 15: | ||
| class="bg-blue" | HRM.b+4 || to catch steps, stand blocking and power crush|| Duck or low crush | | class="bg-blue" | HRM.b+4 || to catch steps, stand blocking and power crush|| Duck or low crush | ||
|- | |- | ||
| class="bg-blue" | HRM. | | class="bg-blue" | HRM.3,4 || to mixup pressure || SWL/SWR | ||
|- | |||
| class="bg-blue" | HRM.b+3,1+2 || mixup and knockdown and catch SSL/SSR as well as SWL || Duck or SWR | |||
|- | |- | ||
| class="bg-yellow" | HRM.f+4 || to catch duckers || SWL/SWR | | class="bg-yellow" | HRM.f+4 || to catch duckers || SWL/SWR | ||
Line 18: | Line 25: | ||
| class="bg-yellow" | HRM.1+2,1 || to catch duckers and sidesteps || i17 punish | | class="bg-yellow" | HRM.1+2,1 || to catch duckers and sidesteps || i17 punish | ||
|- | |- | ||
| class="bg-yellow" | HRM.1 || to catch jabs, duckers || Â | | class="bg-yellow" | HRM.1 || to catch jabs, duckers || SWL/SWR | ||
|- | |- | ||
| class="bg-yellow" | HRM.b+1 || to catch slow moves, duckers and gain plus frames || | | class="bg-yellow" | HRM.b+1 || to catch slow moves, duckers and gain plus frames || SSL/SSR | ||
|} | |} |
Latest revision as of 16:42, 5 September 2024
Leroy |
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Counterplay (Tekken 8) |
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Move | Purpose | Defense |
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HRM.f+1 | to catch steps | Duck |
HRM.2,3 | mainly used to end combos but will catch steps to the right | Duck or SSL/SWL(better) |
HRM.SS 1+2 | to catch jabs and gain plus frames | Duck |
HRM.b+4 | to catch steps, stand blocking and power crush | Duck or low crush |
HRM.3,4 | to mixup pressure | SWL/SWR |
HRM.b+3,1+2 | mixup and knockdown and catch SSL/SSR as well as SWL | Duck or SWR |
HRM.f+4 | to catch duckers | SWL/SWR |
HRM.4,1+2 | to catch duckers and steps | i14 punisher |
HRM.1+2,1 | to catch duckers and sidesteps | i17 punish |
HRM.1 | to catch jabs, duckers | SWL/SWR |
HRM.b+1 | to catch slow moves, duckers and gain plus frames | SSL/SSR |