Leroy counterplay

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Revision as of 13:36, 11 August 2024 by Wolf (talk | contribs)
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.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