Leroy: Difference between revisions

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
m (Slightly touched up weakness and strengths to reflect patch 1.04)
(condensed pros and cons somewhat)
ย 
(6 intermediate revisions by 3 users not shown)
Line 3: Line 3:
|name=Leroy
|name=Leroy
|heat={{Plainlist|
|heat={{Plainlist|
* Increased chip damage on chain punches
* Chain punches deal increased chip damage on block
* Chain punches restore heat on hit
* Parries restore heat}}
* Parries restore heat}}
|heatSmash=Mid, {{MoveGet|Leroy-H.2+3|startup}}, {{MoveGet|Leroy-H.2+3|block}}
|heatSmash=Mid, {{MoveGet|Leroy-H.2+3|startup}}, {{MoveGet|Leroy-H.2+3|block}}
Line 16: Line 17:
* i15 – {{MoveGet|Leroy-df+2,1+2|input|recursive=true}} ''(standing)''
* i15 – {{MoveGet|Leroy-df+2,1+2|input|recursive=true}} ''(standing)''
* i15 – {{MoveGet|Leroy-ws2|input}} ''(crouching)''}}
* i15 – {{MoveGet|Leroy-ws2|input}} ''(crouching)''}}
|splat={{Plainlist|
* i14 – 1+2,1+2,1 ''(standing)''
* i14 – uf+3+4 ''(crouching)''}}
|chLaunch=i12 – b+1+2
|chLaunch=i12 – b+1+2
|parry={{Plainlist|
|parry={{Plainlist|
Line 42: Line 46:
'''Leroy''' Smith is an aggressive fighter defined by his stance mix-ups, parries, and lightning fast counter hit moves. ย 
'''Leroy''' Smith is an aggressive fighter defined by his stance mix-ups, parries, and lightning fast counter hit moves. ย 


Leroyโ€™s [[Parry|parry]]; ''Twin Dragon Gate'' (b+2), parries high and mid strikes, including typically unparryable moves such as knee strikes and jumping attacks. Combined with his sabakis and counter hits, Leroy is risky to challenge. At close range, combine ''Hermitโ€™s Fist'' (b+1) and ''Outcast Arrow'' (b+1+2) - two fast counter hit moves - with poke attacks and his [[Parry#Sabaki|Sabaki]] (db+1+2) to condition the opponent to block. Open them up with the mix-up lows: ''Twin Snake Strike'' (d+3,2) and ''Amputation Kick'' (db+3), both of which lead into ''Hermit'' stance mix-ups. In stance, dissuade counter attacks with ''Chain Punch: Root'' (1+2,1), another hit confirmable Heat Engager, and mix it up with low attacks.
Leroy excels at close range thanks to fast, multi-hit punches called ''โ€chain punchesโ€''. These lie at the heart of his pressure game. ''Chain Punch: Stem'' (1+2,1+2,1) is a hit confirmable Heat Engager, and ''Admonishment Whirl'' (df+1,1+2), is a strong mid poke. These moves leave Leroy in an almost neutral situation on block, maintaining many options afterwards. ''Chain Punch: Seed'' (ss1+2) and ''Beheading Back Kick'' (b+3) excel at pressing advantage and maintaining momentum with plus frames.


Leroyโ€™s gap closing attacks are lacking. Patient opponents that seldom make mistakes can make him struggle to obtain momentum and force him to gamble. Many of Leroyโ€™s attacks also knock the opponent away, compounding his issues maintaining optimal range.
Leroyโ€™s [[Parry|parry]]; ''Twin Dragon Gate'' (b+2), parries high and mid strikes, including some typically unparryable moves - knee strikes, jumping attacks, etc. Leroyโ€™s [[Parry#Sabaki|sabaki]] (db+1+2) is a Heat Engager. Combine these parries with ''Chain Punch: Sheath'' (1,1,1+2,1) and ''Outcast Arrow'' (b+1+2) - two fast counter hit moves - to condition the opponent to block. Capitalise with the mix-up lows: ''Twin Snake Strike'' (d+3,2) and ''Amputation Kick'' (db+3), which lead into ''Hermit'' stance mix-ups. In stance, dissuade counter attacks with ''Chain Punch: Root'' (1+2,1), another hit confirmable Heat Engager, and mix it up with low attacks. ย 


Space control moves, such as ''Zhuan Shen Jiao'' (b+4) and ''Chanhui Zhang'' (d+1+2) complement movement, creating opportunities to use whiff punishers, including ''Chain Punch: Stem'' (1+2,1+2,1), a hit confirmable Heat Engager. This allows for a safe approach with ''Sacrum Severance'' (f,F+4). ย 
Whilst dominating up close, Leroyโ€™s gap closing attacks are lacking. Patient opponents can make Leroy struggle to obtain momentum and force him to gamble. Respond by combining movement with space control attacks such as ''Chanhui Zhang'' (d+1+2) to create a solid neutral presence and chances to whiff punish. Additionally, ''Sacrum Severance'' (f,F+4), while a tad unrewarding, can be used to approach safely. This alleviates Leroyโ€™s flaw of approaching somewhat and helps him get up close and personal. ย 


Armed with powerful parries that are uniquely combined with strong mix-ups and counter hits, any foe of this Wing Chun master will get more than their feelings hurt!
Armed with powerful parries that are uniquely combined with strong mix-ups and counter hits, any foe of this Wing Chun master will get more than their feelings hurt!
Line 54: Line 58:
|blue=
|blue=
* '''Fast Counter Hits''': Leroy has both a CH jab string and a CH df+1 string. He also has an i12 mid CH launcher, and a safe i13 CH high. ย 
* '''Fast Counter Hits''': Leroy has both a CH jab string, a CH df+1 string and a very strong i14 CH mid string. He also has an i12 mid CH launcher and a safe i13 CH high.
* '''Strong Pokes''': Chain punches are very powerful poking strings as Leroy recovers quickly enough on block to maintain many options, such as sidestepping. 1+2,1+2,1 is especially rewarding and hit-confirmable. ย 
* '''Strong Pokes''': Chain punches are powerful poking strings as Leroy recovers quickly enough on block to maintain many options, such as sidestepping. 1+2,1+2,1 is especially rewarding and hit-confirmable. ย 
* '''Turn Stealer''': He has many parries, a Heat Engager sabaki, and a high-crushing CH low.
* '''Turn Stealer''': Armed with multiple parries, a Heat Engager sabaki, and a high-crushing CH low, Leroy is quite risky to challenge.
* '''Stance Mix-ups''': Hermit stance provides many powerful mix-up options including a knockdown low and a hit-confirmable Heat Engager.
* '''Stance Mix-ups''': Hermit stance provides many powerful mix-up options including a knockdown low and a hit-confirmable Heat Engager.
* '''Solid Punishment''': He has a lot of rewarding, medium-ranged punishers, including hit-confirmable ones. f+4,4 is especially powerful when Heat Dash cancelled.
* '''Grandmaster of Chip''': Leroy deals high chip damage, most notably from ss1+2 and 1+2,1+2,1 Heat Dash.
* '''High Chip Damaging''': Has great ways of dealing chip damage, namely from ss1+2, and 1+2,1+2,1 heat dash.
* '''Combo Master''': Leroy's combo damage is quite high, both with and without resources to spend. Additionally, his df+2,1+2 launcher turns the opponent to directly face him, making his sidewalk punishment especially strong. For wall combos, Leroy's HRM f+4 spike into a grounded follow-up allows for great okizeme and damage.
* '''Great Wall Combos''': Has great wall combos sequences, including a spike using a well-timed HMR f+4 which allows for gaurnateed grounded follow-ups for great [[okizeme]] and damage. ย 
* '''My Last Resort''': Leroy's one-use per match cane gives him access to a long range, high damage launcher that's both safe on block and doesn't extend Leroy's hurtbox. Leroy also gains access to a -14 on block low that tornado launches; a very powerful low.
* '''Fashion''': He's called the ''Grandmaster of Drip'' for a reason. ย 
* '''Fashion''': He's called the ''Grandmaster of Drip'' for a reason. ย 
|red=
|red=
Line 67: Line 71:
* '''Weak Power Mids''': His power mids are underwhelming as they are either quite slow or disproportionately risky for their reward. Even when the opponent is conditioned to duck, Leroy needs to take big risks when mixing them up or settle for safe pokes. Also lacks a fast, safe mid wall-splat.
* '''Weak Power Mids''': His power mids are underwhelming as they are either quite slow or disproportionately risky for their reward. Even when the opponent is conditioned to duck, Leroy needs to take big risks when mixing them up or settle for safe pokes. Also lacks a fast, safe mid wall-splat.
* '''Old Man Movement''': His generic movement options are on the weaker side, and he struggles to approach as his approach attacks are mediocre at best. He's quite reliant on turn-stealing as a result.
* '''Old Man Movement''': His generic movement options are on the weaker side, and he struggles to approach as his approach attacks are mediocre at best. He's quite reliant on turn-stealing as a result.
* '''Please Press Into Me''': Struggles against players who mix up their offensive timing, as his reversals are heavily punishable if baited.


}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|Mashing|importance=5|value=5|dexterity=1|rhythm=2}}
{{KeyTech|1+2,1+2,1 hit confirm|importance=5|value=5|dexterity=0|rhythm=0}}
{{KeyTech|Blocking|importance=0|value=0|dexterity=5|rhythm=5}}
{{KeyTech|HRM 1+2,1 hit confirm|importance=5|value=5|dexterity=0|rhythm=0}}
{{KeyTech|DB3 CH confirm|importance=5|value=5|dexterity=0|rhythm=1}}
{{KeyTech|Perfect B2 timing|importance=4|value=5|dexterity=0|rhythm=3}}
{{KeyTech|FF2,2 block punish|importance=4|value=5|dexterity=3|rhythm=3}}
{{KeyTech|Optimised combos|importance=5|value=4|dexterity=1|rhythm=1}}
}}
}}



Latest revision as of 01:08, 6 September 2024

Leroy
Heat
  • Chain punches deal increased chip damage on block
  • Chain punches restore heat on hit
  • Parries restore heat
Heat Smash Mid, i15, +6
Heat Engagers
  • 1+2,1+2,1
  • f+4,4
  • d+1+2
  • db+1+2
  • HRM.1+2,1
Stances HRM (Hermit)
Fastest
Launch
  • i15 – df+2,1+2 (standing)
  • i15 – ws2 (crouching)
CH launch i12 – b+1+2
Wall splat
  • i14 – 1+2,1+2,1 (standing)
  • i14 – uf+3+4 (crouching)
Archetypal moves
Parry
  • b+2 (high, mid)
  • HRM (low)
Sabaki
  • 1,2,1 (high, mid)
  • 2,1,2 (high, mid)
  • uf+1 (high)
  • db+1+2 (mid)
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Slash kick
  • f,f,F+3
Generic moves
Remapped
  • d+2 โ†’ db+2
Missing
  • d+4
External links
Lore Leroy Smith
Twitter #T8_Leroy
Discord Leroy's Drip Academy

This page is for Tekken 8. For Tekken 7, see Leroy (Tekken 7).

Leroy Smith is an aggressive fighter defined by his stance mix-ups, parries, and lightning fast counter hit moves.

Leroy excels at close range thanks to fast, multi-hit punches called โ€chain punchesโ€. These lie at the heart of his pressure game. Chain Punch: Stem (1+2,1+2,1) is a hit confirmable Heat Engager, and Admonishment Whirl (df+1,1+2), is a strong mid poke. These moves leave Leroy in an almost neutral situation on block, maintaining many options afterwards. Chain Punch: Seed (ss1+2) and Beheading Back Kick (b+3) excel at pressing advantage and maintaining momentum with plus frames.

Leroyโ€™s parry; Twin Dragon Gate (b+2), parries high and mid strikes, including some typically unparryable moves - knee strikes, jumping attacks, etc. Leroyโ€™s sabaki (db+1+2) is a Heat Engager. Combine these parries with Chain Punch: Sheath (1,1,1+2,1) and Outcast Arrow (b+1+2) - two fast counter hit moves - to condition the opponent to block. Capitalise with the mix-up lows: Twin Snake Strike (d+3,2) and Amputation Kick (db+3), which lead into Hermit stance mix-ups. In stance, dissuade counter attacks with Chain Punch: Root (1+2,1), another hit confirmable Heat Engager, and mix it up with low attacks.

Whilst dominating up close, Leroyโ€™s gap closing attacks are lacking. Patient opponents can make Leroy struggle to obtain momentum and force him to gamble. Respond by combining movement with space control attacks such as Chanhui Zhang (d+1+2) to create a solid neutral presence and chances to whiff punish. Additionally, Sacrum Severance (f,F+4), while a tad unrewarding, can be used to approach safely. This alleviates Leroyโ€™s flaw of approaching somewhat and helps him get up close and personal.

Armed with powerful parries that are uniquely combined with strong mix-ups and counter hits, any foe of this Wing Chun master will get more than their feelings hurt!

Strengths
  • Fast Counter Hits: Leroy has both a CH jab string, a CH df+1 string and a very strong i14 CH mid string. He also has an i12 mid CH launcher and a safe i13 CH high.
  • Strong Pokes: Chain punches are powerful poking strings as Leroy recovers quickly enough on block to maintain many options, such as sidestepping. 1+2,1+2,1 is especially rewarding and hit-confirmable.
  • Turn Stealer: Armed with multiple parries, a Heat Engager sabaki, and a high-crushing CH low, Leroy is quite risky to challenge.
  • Stance Mix-ups: Hermit stance provides many powerful mix-up options including a knockdown low and a hit-confirmable Heat Engager.
  • Grandmaster of Chip: Leroy deals high chip damage, most notably from ss1+2 and 1+2,1+2,1 Heat Dash.
  • Combo Master: Leroy's combo damage is quite high, both with and without resources to spend. Additionally, his df+2,1+2 launcher turns the opponent to directly face him, making his sidewalk punishment especially strong. For wall combos, Leroy's HRM f+4 spike into a grounded follow-up allows for great okizeme and damage.
  • My Last Resort: Leroy's one-use per match cane gives him access to a long range, high damage launcher that's both safe on block and doesn't extend Leroy's hurtbox. Leroy also gains access to a -14 on block low that tornado launches; a very powerful low.
  • Fashion: He's called the Grandmaster of Drip for a reason.
Weaknesses
  • Unrewarding Mix-up Lows: The purpose of his mix-up lows in normal stance is mostly to enter Hermit stance for more threatening mix-ups. This two-step gameplan makes multiple correct guesses required when mixing the opponent up.
  • Weak Power Mids: His power mids are underwhelming as they are either quite slow or disproportionately risky for their reward. Even when the opponent is conditioned to duck, Leroy needs to take big risks when mixing them up or settle for safe pokes. Also lacks a fast, safe mid wall-splat.
  • Old Man Movement: His generic movement options are on the weaker side, and he struggles to approach as his approach attacks are mediocre at best. He's quite reliant on turn-stealing as a result.
  • Please Press Into Me: Struggles against players who mix up their offensive timing, as his reversals are heavily punishable if baited.
1+2,1+2,1 hit confirm
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
HRM 1+2,1 hit confirm
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜†โ˜†โ˜†โ˜†โ˜†
DB3 CH confirm
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜†โ˜†โ˜†โ˜†
Perfect B2 timing
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
FF2,2 block punish
importance
โ˜…โ˜…โ˜…โ˜…โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
Optimised combos
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜†
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜†โ˜†โ˜†โ˜†

External links