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| class="bg-blue" | HRM.2,3 || to mixup pressure || SWL/SWR | | class="bg-blue" | HRM.2,3 || to mixup pressure || SWL/SWR | ||
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| 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 |
Revision as of 13:36, 11 August 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.2,3 | 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 |