Leroy counterplay: Difference between revisions

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| 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
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|-
| class="bg-yellow" | HRM.1 || to catch jabs, duckers ||  
| class="bg-yellow" | HRM.1 || to catch jabs, duckers || SWL/SWR
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|-
| 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 ||   
|}
|}

Revision as of 19:04, 31 July 2024

Options from HRM
Move Purpose Defense
HRM.f+1 to catch steps Duck
HRM.2,3 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 SWL/SWR
HRM.b+1 to catch slow moves, duckers and gain plus frames