Leroy counterplay: Difference between revisions

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| 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.2,3 || to mixup pressure || SWL/SWR
| class="bg-blue" | HRM.3,4 || to mixup pressure || SWL/SWR
|-
|-
| class="bg-blue" | HRM.b+3,1+2 || mixup and knockdown || Duck
| 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

Latest revision as of 16:42, 5 September 2024

Options from HRM
Move Purpose Defense
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