Leroy combos

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Notation summary for combos
Symbol Meaning
1 Left Punch
2 Right Punch
3 Left kick
4 Right kick
u Up
d Down
f Forward
b Backward
uf Up and forward
df Down and forward
ub Up and backward
db Down and backward
n Neutral
Symbol Meaning
U Up (Hold)
D Down (Hold)
F Forward (Hold)
B Backward (Hold)
UF Up and forward (Hold)
DF Down and forward (Hold)
UB Up and backward (Hold)
DB Down and backward (Hold)
Symbol Meaning
+ Pressed together
# Pressed together, on the same frame
,[1] Followed by
~ Followed by, immediately
: Followed by, tight input window
< Followed by, with delayed input
* Held input
Symbol Meaning
.[1] From stance
~ From stance transition[2]
H During Heat[3]
R Rage
FC Full crouch
hFC Half crouch
ws While standing
wr While running
Symbol Meaning
T! Tornado
W! Wall splat
WB! Wall break
F! Floor break
BB! Balcony break
Symbol Meaning Example Example Meaning
CH Counter hit CH 1,2,3 1,2,3 where the first hit is a counter hit
CL Clean hit CL db+4 db+4 with a clean hit
(?) Whiffed or blocked moves CH (1,2),3 1,2,3 where the third hit is a counter hit
(2,2),2 2,2,2 where the first two hits whiff
(x?) Repeat string ? times b+2,f~n(x3) b+2,f~n repeated 3 times
[?; ?] Damage dealt; recoverable damage [50; 12] ws2,3 f,F+3 Combo deals 50 damage, 12 of which is recoverable
  1. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+2)
qcf+2 df+4,3 db+1,2 T! b+3+4
f2,3,4 HRM.2,3 T! dash ssr b3 HRM.2,3
After instant tornado (e.g. low parry)
T! qcf+2 df+4,3, df+3,1 b3+4
T! qcf+2 df+4,3 df+3 dash uf3+4,1+2[1]
After heat dash launcher [2]
qcf+2 df+4,3 f+2,3,4 HRM.2,3 T! b+3 HRM.2,3
  1. Better Oki w/ running shoulder tackle
  2. This includes HRM.1+2~f, d/b+1+2~f, f+4,4~f, d+1+2~f, but not 1+2,1+2,1~f


CH db+3
CH b+3
HRM Low Parry
HRM.4,1+2 [1][2]
HRM.1+2,1 [3]
CH (df4),3
CH b1 (trade)
ub2 (Sabaki or CH)
(df1,1+2),2 (Sabaki or CH)
dash uf3+4,1+2[1]
dash 3,3[5]
[15] CH db4
[+27] dash db+2,1+2 d2
[+20] uf3+4,1+2 [6]
[13] CH (d2),4
[+30] dash db+2,1+2 d2
[20] CH ss4
[+30] 2,2
1+2,1+2,1~f (Heat dash)
[68] wr3
[62] uf3+4,1+2
[60] b3+4[4]
  1. 1.0 1.1 Max damage
  2. Further wallsplat
  3. Heat engager / heat dash
  4. 4.0 4.1 Pancake flip okizeme
  5. Floor break, less stable
  6. Further knockback


Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
CH HRM.b+4
qcf+2 f+3 f+3 f+3,1+2,4 T! b+3 HRM.2,3
CH HRM.b+1
qcf+2 2,2 f+3,1+2,4 T! b+3 HRM.2,3 [1]
CH db+(1),3
ws+1 3 d+3,2 HRM.2,3 T! b+3+4
CH db+(1),1+2
[73] ff+4,2 T! ssr qcf+2 1 dash b+3+4[2]
[72] 3 d+3,2 HRM.2,3 T! ssr b+3 HRM.2,3[3]
CH FC.df+4,1
f+2,3,4 HRM.2,3 T! dash ssr b+3 HRM.2,3
CH (2,1,2),1
f+2,3,4 HRM.2,3 T! dash ssr b+3 HRM.2,3
df+4,3 d+3,2 HRM 2,3 T! b+3+4
  1. The opponent's body needs to be coming down. Wait ever so slightly for qcf2 after launch
  2. Hard - need to dash in for ff42 and that's range dependent based on where you landed the CH
  3. Easy route


Note: v1.03 changed how wall combos work, and as such some (pre-T! in particular) of these routes are not stable. As a hotfix is expected, they aren't being removed, but it's something to keep in mind if learning.

W! (post-T!)
[27] HRM.f4 db2,1+2 [1]
[22] 1+2,1+2>1 [2]
[22] 1 f+3,1+2,4
[22] 2 uf+3+4,1+2
[21] 2,1,2,1
[38] 1+2,1+2,1~H.F 1+2,1+2>1 [1]
[32] 1+2,1+2,1~H.F df+3,1,1+2
W! (pre-T!)
[40] (2),1,2,1 T! HRM.f+4 db+2,1+2[3]
[36] f,F+4,2 T! HRM.f+4 db+2,1+2[3]
[35] db+1,2 T! HRM.f+4 db+2,1+2[3]
[51] (2),1,2,1 T! 1+2,1+2,1~H.F 1+2,1+2>1
[49] f,F+4,2 T! SSR 1 1+2,1+2,1~H.F 1+2,1+2>1
[47] f,F+4,2 T! 1+2,1+2,1~H.F 1+2,1+2>1
[41] f,F+4,2 T! 1+2,1+2,1~H.F df+3,1,1+2

  1. 1.0 1.1 HRM.f4 must be timed to hit low slump
  2. Delay final >1 to hit low slump
  3. 3.0 3.1 3.2 db2,1+2, f1+2, and b+3+4 are all interchangeable wall enders after HRM.f+4 low slump. While db2,1+2 is max damage by 1, it can have its damage + frame advantage reduced is the opponent attempts to spring kick. b+3+4 deals extra (total 35) damage to opponents attempting to spring kick along w/ pancake okizeme. f+1+2 is, in general, the best okizeme.


combo when you anti-air with jab here

Back-turned opponent

df+2 (or any launch)
df+3,1 dash 2,1,2,1 T! uf+4 d4
No launch combos
f+2,3,4 HRM.4,1+2

Stage hazard

Secluded Training Ground
big boy break all the walls combo here


Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.