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.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 |