Leroy: Difference between revisions

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Fast attacks, devastating offense and tricky parries, '''Leroy''', the solitary warrior, is an aggressive fighter defined by his stance mix-ups, parries and counter hit moves.  
Fast attacks, devastating offense and tricky parries, '''Leroy''', the solitary warrior, is an aggressive fighter defined by his stance mix-ups, parries and counter hit moves.  


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. At close range, combine ''Hermit’s Fist'' (b+1) and ''Outcast Arrow'' (b+1+2) - two fast counter hit moves - with poke attacks and his [[Parry#Sabaki|Sabaki]] (d/b+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'' (d/b+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.
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). At close range, combine ''Hermit’s Fist'' (b+1) and ''Outcast Arrow'' (b+1+2) - two fast counter hit moves - with poke attacks and his [[Parry#Sabaki|Sabaki]] (d/b+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'' (d/b+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’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. However, Leroy’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 Leroy’s attacks also knock the opponent away, compounding his issues maintaining optimal range. When he does get in though, he excels.
Leroy’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. However, Leroy’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 Leroy’s attacks also knock the opponent away, compounding his issues maintaining optimal range. When he does get in though, he excels.
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* Fast counter hit moves
* '''Fast Counter Hits''': Has a CH jab string, an i12 mid CH launcher and a safe i13 CH high.
* Parry attacks that lead to heat mix-ups and combos
* '''Turn Stealer''': Has many parries, one is a Heat Engager sabaki. Also has a high-crushing CH low.
* Excellent from any range despite being a close range specialist due to long limbs and forward momentum attacks
* '''Stance Mix-ups''': Hermit stance provides many powerful mix-up options, including a knockdown low and a hit-confirmable Heat Engager.
* Variety of pokes good for many situations
* '''Good Punishment''': Has a lot of rewarding, long-ranged punishers. F4,4 is an especially powerful punisher when Heat Dash cancelled.
* '''Fashion''': He's called the ''Grandmaster of Drip'' for a reason.
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* Mix ups outside of stance is weak
* '''Weak Regular Mix-ups''': The purpose of his mix-ups in normal stance is mostly to enter Hermit stance for his more threatening mix-ups.
* Weak throw mix ups
* '''Vulnerable Mid Pokes''': His mid pokes either rely on duckable high follow-ups or have worse frame data than one might expect, such as his -6 on block DF1 and DF1,1+2, the latter of which is also neutral ''on hit''.
* Requires good hit confirmation for counter hit strings
* '''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. Quite reliant on turn-stealing as a result.
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Revision as of 22:49, 16 February 2024

Leroy
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch {{{launch}}}
CH launch {{{chLaunch}}}
Wall splat {{{splat}}}
Archetypal moves
Mid check {{{midCheck}}}
Generic moves
Remapped (none)
Missing (none)
External links
Lore {{{lore}}}
Twitter #T8_Leroy

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

Fast attacks, devastating offense and tricky parries, Leroy, the solitary warrior, is an aggressive fighter defined by his stance mix-ups, parries and counter hit moves.

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). At close range, combine Hermit’s Fist (b+1) and Outcast Arrow (b+1+2) - two fast counter hit moves - with poke attacks and his Sabaki (d/b+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 (d/b+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’s 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. However, Leroy’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 Leroy’s attacks also knock the opponent 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!

Strengths
  • Fast Counter Hits: Has a CH jab string, an i12 mid CH launcher and a safe i13 CH high.
  • Turn Stealer: Has many parries, one is a Heat Engager sabaki. Also has a high-crushing CH low.
  • Stance Mix-ups: Hermit stance provides many powerful mix-up options, including a knockdown low and a hit-confirmable Heat Engager.
  • Good Punishment: Has a lot of rewarding, long-ranged punishers. F4,4 is an especially powerful punisher when Heat Dash cancelled.
  • Fashion: He's called the Grandmaster of Drip for a reason.
Weaknesses
  • Weak Regular Mix-ups: The purpose of his mix-ups in normal stance is mostly to enter Hermit stance for his more threatening mix-ups.
  • Vulnerable Mid Pokes: His mid pokes either rely on duckable high follow-ups or have worse frame data than one might expect, such as his -6 on block DF1 and DF1,1+2, the latter of which is also neutral on hit.
  • 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. Quite reliant on turn-stealing as a result.
Mashing
importance
★★★★★
value
★★★★★
dexterity
★☆☆☆☆
rhythm
★★☆☆☆
Blocking
importance
☆☆☆☆☆
value
☆☆☆☆☆
dexterity
★★★★★
rhythm
★★★★★

External links