RogerDodger (talk | contribs) (renaming Template:Navbox fighters7 to Template:Navbox fighters (Tekken 7)) Tag: Script |
RogerDodger (talk | contribs) m (RogerDodger moved page Leroy to Leroy (Tekken 7) without leaving a redirect: the great Tekken 8 migration) Tag: Script |
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Revision as of 16:03, 25 January 2024
Leroy (Tekken 7) |
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Leroy | |
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Heat | {{{heat}}} |
Heat Smash | {{{heatSmash}}} |
Heat Engagers | {{{heatEngagers}}} |
Stances |
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Fastest | |
Launch |
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CH launch |
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Wall splat |
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Archetypal moves | |
Parry |
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Mid check |
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Orbital | uf+4 |
Stature kick |
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Power low | db+3,1+2 |
Shadow cutter |
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Clef cannon | 1,1,1+2,1 |
Generic moves | |
Remapped |
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Missing | (none) |
External links | |
Lore | Leroy Smith |
#{{{twitter}}} |
Fast attacks, strong mix-ups, incredible defense, and drip like no other. Leroy, the solitary warrior, is a versatile fighter defined by his phenomenal parries and counter hit tools.
Leroy's decent space control tools, such as Zhuan Shen Jiao (b+4), complement good defensive movement, creating opportunities to use his powerful whiff punishers. Combining Hermit’s Fist (b+1) and Outcast Arrow (b+1+2), two amazing counter hit tools, with basic pokes such as Chopping Chain Fist (d/f+1, 1) will condition the opponent to play cautiously. This opens them up to mix-up lows, including the powerful Twin Dragon Acceptance (d/b+3, 1+2) and Twin Snake Strike (d+3, 2) which leads into his powerful Hermit stance for more mix-ups.
Twin Dragon Gate (b+2) is Leroy’s signature move, which can parry any high or mid strike, including typically unparryable moves likes elbow and knee strikes. It complements all aspects of his gameplan and allows him to punish attacks and create openings in strings that other characters cannot. Combined with his multiple sabakis, excellent counter hits, and strong standing and crouching punishers, Leroy's defense is nothing short of spectacular. Even on the backfoot, Leroy will make opponents second guess their every move.
However, Leroy’s gap closing attacks are far from the best. Patient opponents that seldom make punishable mistakes can make him struggle to obtain momentum and force him to gamble. Several of his best moves also knock opponents away, compounding his issues maintaining optimal range. When he does get in though, he excels.
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!
- Large arsenal of excellent parries
- Good pokes
- Powerful mix-ups in and out of Hermit stance
- Superb counter hit tools
- Brutal punishment
- Sub-par gap-closing tools
- Poor okizeme
- Lacks lockdown moves outside of Hermit stance (only substantially plus on block move is i20 from Hermit)