Leroy counterplay: Difference between revisions

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(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...")
 
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| class="bg-blue" | HRM.2,3 || to mixup pressure || block both hits or low parry
| class="bg-blue" | HRM.2,3 || to mixup pressure || block both hits or low parry
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| class="bg-blue" | HRM.b+3,1+2 || mixup and knockdown || Duck
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| class="bg-yellow" | HRM.f+4 || to catch duckers || SWL/SWR
| class="bg-yellow" | HRM.f+4 || to catch duckers || SWL/SWR

Revision as of 02:29, 30 July 2024

Options from HRM
Move Purpose Defense
HRM.f+1 to catch steps Duck
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.2,3 to mixup pressure block both hits or low parry
HRM.b+3,1+2 mixup and knockdown Duck
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
HRM.b+1 to catch slow moves, duckers and gain plus frames