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== Big text editing ==
== Big text editing ==
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight:bold;line-height:1.6;">Leroy Strategy</div>
<div class="mw-collapsible-content">
Contrary to what his parries might suggest, Leroy isn't a defensive character. He can play safe yes, but he is designed as an offensive, close ranged stance character with parries and fast moves that let him take his turn back if the opponent tries to punish his gaps. You don't wait for them to mess up, you make them impatient with a flurry of blows and parry punish them when you have a read. You can choose when to be safe and when to go in.
== MID RANGE TOOLS ==
'''D1+2''': your main heat engager but it's also safe with good reach.
'''B4''': anti step mid that's safe and also has long reach. Can also be used at close range.
'''F4,4''': another heat engager. Same purpose as D1+2 but has further reach.
== APPROACH TOOLS: ==
'''FF3''': a safe but duckable high that leads to a mini combo.
'''FFF3''': Slower than FF3 but mid and plus on block.
'''FF2,2''': punishable mid but gives a full combo.
'''UF4''': An orbital heel. Jumps over lows, launches on hit, and safe on block. A bane for low get up kicks.
'''UF2: ''': Another jumping attack that leaves Leroy at +1. Faster than your orbital heel but does not combo outside of the wall.
== CLOSE RANGE TOOLS ==
'''1''': The standing jab is the basis of every strategy in Tekken. Use it to check if strings are safe, to check for gaps, and to start your pressure.
'''CH 1,1,1+2,1''':  great for taking your turn back. This string does nor combo together on a normal hit, so watch for the counter. If 11 combos together, thats your cue and you can mash 1+2 to complete the string, and you have a sizable gap after committing to 11 to continue the string.
'''DF1''': your mid check to stop your opponent from blocking low. It's safe on block but stepping after can be a bit dangerous since you're -6 (-3 in Tekken 7), but you can parry after. Step once they start getting scared of the parry.
'''D2''': Your main low poke. Its fast, ducks under high attacks, but is -13 on block and -1 on hit. While the move is minus on hit and leaves you in a crouching state, you can still comfortably step to the background after.
'''B1+2''': a safe on block counter hit launcher that has short reach but is incredibly fast at 12 frames. Learn to love this move, it will reward you when getting out of tight mix up situations.
'''D3,2''': your low string that goes into stance. HRM4 cannot be uninterrupted if this hits so use that to keep them from mashing and start your mid/low mix once they sit still.
'''B3''': a new stance transition. Plus on block and tracks but is a slow high that can be ducked so use with some caution. Same mix as D3,2
== PARRIES==
Leroy has a few types of parries:
'''Hermit Stance''': Parries lows automatically
'''HRM 1''': A Punch and kick parry. See hermit section for more details.
'''DB1+2''': Your main punch and kick parry that is also a heat engager. Use this  if you think your opponent will try to mash after DF1. Jab punishable on block.
'''UF2: ''': A punch only parry that leads into a combo on success. Jab punishable on block.
'''DF1,1+2,1''': Final hit is a punch only parry. Jab punishable on block.
'''B2''': Your other main punch and kick parry. Use with caution because on whiff your opponent can do whatever they want. Differing from his other parry attacks, the B2 parry makes attacks phase through Leroy safely. Some of Leroy's attacks will lead into this parry animation if hit during start up. You can follow up a successful parry with any punch button to counter attack. A new addition to his B2 parry is if you get the slow motion effect (a perfect parry similar to SF6) your follow up attack will blue spark and do more damage.
Attacks that lead into B2 parry:
* UF1
* Third hit of 121
* Third hit of 2121
* Walking animation of QCF3+4
== HERMIT (3+4)==
Leroy's stance that auto parries lows. You can side step in this stance. Get into this stance primarily from D3,2 or manually after a knockdown.
'''HRM 1''': A counter hit launcher that can parry punches and kicks on start up. If Leroy parries an attack it will leave the opponent at +28(g) situation.
'''HRM 2,3''': Your tornado extender. Only ever used in combos., so you can ignore this otherwise.
'''HRM 3,4''': A fast low-mid string that leaves the opponent standing and Leroy +1. One of your many lows.
'''HRM 4,1+2''': HRM 4 by itself is your DF1 in stance. Safe on block at -7 and will give you a perfect parry if your opponent mashes jab and you mash B2. The 1+2 follow up is used mostly as counter hit bait and for a wall splat.
'''HRM 1+2,1''': A new heat engager string. Use to either heat up or chip your opponent when heated.
'''HRM Side Step 1+2''': Unlike the above this string does not activate heat but is enhanced. Use it for an easy go to option after side stepping an attack.
'''HRM F1''': Ignore this move. I honestly don't know why they kept it since it doesn't tornado anymore.
'''HRM F4''': Your main launcher in stance but its slow at 26 frames so be careful. Use as a safe on block launcher when your opponent is scared of your lows.
'''HRM B1''': Your plus on block attack stance. Use this to press the advantage. While quicker than HRM F4 it only launches on counter hit.
'''HRM B2''': Your B2 parry. Works the same as out of stance. Can safely be used when -7 or less.
'''HRM B3, 1+2''': Your hell sweep and best low in stance. Chunky damage, tracks both directions for some reason, and can break walls.
'''HRM B4:''': Another tracking low. +4 on hit and -13 on block. Use this if you want to use a safer low than hell sweep.
</div></div>
== Feng ==  
== Feng ==  
== MID RANGE TOOLS ==
== MID RANGE TOOLS ==
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b+3+4 (KNP): Not a bad idea to just throw this out in the mid-range to see if your opponent whiffed. Read more in the KNP section.
b+3+4 (KNP): Not a bad idea to just throw this out in the mid-range to see if your opponent whiffed. Read more in the KNP section.


== APPROACH TOOLS ==


NEW APPROACH TACTICS
== APPROACH: ==
ws1 - fantastic approach tool


ws1:
ws1,3 - Delayable follow up to dissaude mashing after ws1. It is a high, but giving your opponent the idea to duck can be used in your favor.
FC.df+4,1 (d,DF+4):
 
FC.df+4,1 - Can also be done out of his roll dash (qcf) by inputting
d,DF+4 to extend the range. The string is a natural combo
and is +6 on hit.
Unlike previous versions of this move,
the first hit doesn't stagger on block which means the
the opponent has do duck both hits of the string in order
to effectively punish. However, doing just the first hit
leaves you in backturn where you can actually PC through
an attempted punish if they're too slow. This will eventually
force your opponent to try to low parry the move if they
want to deal with it effectively, giving you the opportunity
to start your offense.
Mix FC.df+4,1 with ws1 and other mid options on your approach.


qcf: Great movement option to approach. You can go into FC with just d,DF giving you even more options


qcf+1 - Unparryable low that CH launches. Slower than FC.df+4 but great to annoy your opponent with in combination.
qcf+1 - Unparryable low that CH launches. Slower than FC.df+4 but great to annoy your opponent with in combination.
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== KNP (Deceptive Step) ==
KNP (b+3+4)


== KNP (Deceptive Step): ==
KNP.1 - Chunky low
KNP.2 - Fast and safe high for punishing things you avoided with KNP. Heat Engager.
KNP.3 - Running hopkick that instant Tornados. Very punishable
KNP.4,1+2 - Hellsweep option from KNP. Why did they give him this?
KNP.3+4,3+4 - Big low-crushing kick and kip-up
KNP.F - transitions to STC (Shifting Clouds)
ways to enter KNP: b+3+4, db+1,B STC.B


== BT: ==
BT.1 - fast jab thats +14 on hit guaranteeing a b+1+2
BT.2 - Mid Powercrush Heat Engager.
BT.3 - Slow mid that's plus on block. Can enter STC if you hold F
BT.4 - fast kick, nothing remarkable
BT.1+2 - Safe mid check that guarantees a b+1+2 on CH
BT.1+4/2+3 - Command grab borken with 1+2. You can mix
this up with generic throws from BT since
it's harder to see the hands.
BT.d+1 - same as KNP.1
BT.d+3 - Big low that launches on hit but is heavily punshible.
It wont launch if the opponent is out of Clean Hit range.
BT.d+4 - Generic low from BT. Good as a quick poke but is heavily
punishable now due to system changes.


ways to enter BT: b+3~4 1,2,2~B 2,4,1~B 3,3,4~B f+4~B CH db+3 FC.df+4 KNP.4 STC.2,B STC.3 ss2


== STC (Shifting Clouds): ==
Feng waves his arms around and parries high and mid punches or kick.
If he parries 2 attacks he will automatically punish the opponent,
allowing for a full combo.


STC.1 - Powercrush mid that's very punishable on block.
STC.2 - fast high that can transition to BT if you hold B
STC.3 - Homing high that's + on block and leaves you in BT
STC.4 - Chunky low that's + on hit
STC.1+2 - Safe mid that knocksdown on hit
STC.B - transitions to KNP


== BT ==
ways to enter STC: f+3+4 db+1,F f,F+3,F KNP.F
BT (b+3~4)

Revision as of 16:04, 6 February 2024

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Feng

MID RANGE TOOLS

f+4: Good safe keepout tool. Can transition to BT while still being easy to confirm into a combo.

b+1+2: Shoulder. Your i13 punish that works very well as a fast whiff punisher due it's good range. The most common way you'll be entering Heat.

f,F+2: Big safe mid Heat Engager. Can be hard to whiff punish because he takes a step back during the recovery frames.

df+4,3: Nice mid check with a natural high extension. Careful, because your opponent can duck and punish the 2nd hit.

db+3: Great long range low that's + on hit with a nice reward on CH. While no longer pseudo-homing, it can still be difficult to step around it.

df+3+4: Safe homing mid that gives a guaranteed 3~4 on hit.

b+3+4 (KNP): Not a bad idea to just throw this out in the mid-range to see if your opponent whiffed. Read more in the KNP section.


APPROACH:

ws1 - fantastic approach tool

ws1,3 - Delayable follow up to dissaude mashing after ws1. It is a high, but giving your opponent the idea to duck can be used in your favor.

FC.df+4,1 - Can also be done out of his roll dash (qcf) by inputting d,DF+4 to extend the range. The string is a natural combo and is +6 on hit. Unlike previous versions of this move, the first hit doesn't stagger on block which means the the opponent has do duck both hits of the string in order to effectively punish. However, doing just the first hit leaves you in backturn where you can actually PC through an attempted punish if they're too slow. This will eventually force your opponent to try to low parry the move if they want to deal with it effectively, giving you the opportunity to start your offense. Mix FC.df+4,1 with ws1 and other mid options on your approach.


qcf+1 - Unparryable low that CH launches. Slower than FC.df+4 but great to annoy your opponent with in combination.

f+3: Long mid that can get you into range. Follow-ups in f+3,2 and f+3,4 can make the opponent hesitate. Try not to do f+3,4 on block as it's heavily punishable.

wr3: Typical wr3, if not a little slower


CLOSE RANGE TOOLS

1: The standing jab is the basis of every strategy in Tekken. Use it to check if strings are safe, to check for gaps, and to start your pressure.

1,3: Safe jab string that creates a little space on block

1,1: Unsafe jab string that can net you a big CH with the follow-up. Use if your opponent is mashing after a single jab.

b+1: i10 high that gives you a guaranteed b+1+2 on CH. Use to dissuade your opponent from mashing. Not bad risk-reward as it's only -10 on block.

df+1: Not your typical df+1, but very good as it's -0 on block. Df+1 > b+1 is a classic CH setup.

b+4: Very fast short range mid to check if the opponent is ducking or trying to step

b+3: Mom said it's my turn to be plus.

d+4: An advancing low that leaves you right in their face. An underrated tool.

d+2: A good high-crushing low that leaves you in FC.

df+3: A fast and safe mid that instantly Tornados on hit. Use if you want a safe option to mix-up your opponent with.


KNP (Deceptive Step):

KNP.1 - Chunky low KNP.2 - Fast and safe high for punishing things you avoided with KNP. Heat Engager. KNP.3 - Running hopkick that instant Tornados. Very punishable KNP.4,1+2 - Hellsweep option from KNP. Why did they give him this? KNP.3+4,3+4 - Big low-crushing kick and kip-up KNP.F - transitions to STC (Shifting Clouds)

ways to enter KNP: b+3+4, db+1,B STC.B

BT:

BT.1 - fast jab thats +14 on hit guaranteeing a b+1+2 BT.2 - Mid Powercrush Heat Engager. BT.3 - Slow mid that's plus on block. Can enter STC if you hold F BT.4 - fast kick, nothing remarkable BT.1+2 - Safe mid check that guarantees a b+1+2 on CH BT.1+4/2+3 - Command grab borken with 1+2. You can mix this up with generic throws from BT since it's harder to see the hands. BT.d+1 - same as KNP.1 BT.d+3 - Big low that launches on hit but is heavily punshible. It wont launch if the opponent is out of Clean Hit range. BT.d+4 - Generic low from BT. Good as a quick poke but is heavily punishable now due to system changes.

ways to enter BT: b+3~4 1,2,2~B 2,4,1~B 3,3,4~B f+4~B CH db+3 FC.df+4 KNP.4 STC.2,B STC.3 ss2

STC (Shifting Clouds):

Feng waves his arms around and parries high and mid punches or kick. If he parries 2 attacks he will automatically punish the opponent, allowing for a full combo.

STC.1 - Powercrush mid that's very punishable on block. STC.2 - fast high that can transition to BT if you hold B STC.3 - Homing high that's + on block and leaves you in BT STC.4 - Chunky low that's + on hit STC.1+2 - Safe mid that knocksdown on hit STC.B - transitions to KNP

ways to enter STC: f+3+4 db+1,F f,F+3,F KNP.F