Leroy: Difference between revisions

From Wavu Wiki, the ๐ŸŒŠ wavy Tekken wiki
mNo edit summary
(Updated the strengths and weaknesses for the balance patch.)
Line 54: Line 54:
|blue=
|blue=
* '''Fast Counter Hits''': Leory has a CH jab string, an i12 mid CH launcher, and a safe i13 CH high.
* '''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.
* '''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 
* '''Turn Stealer''': He has many parries, a Heat Engager sabaki, and a high-crushing CH low.
* '''Turn Stealer''': He has many parries, a Heat Engager sabaki, and 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.
* '''Stance Mix-ups''': Hermit stance provides many powerful mix-up options including a knockdown low and a hit-confirmable Heat Engager.
* '''Good Punishment''': He has a lot of rewarding, long-ranged punishers. f+4,4 is an especially powerful punisher when Heat Dash cancelled.
* '''Good Punishment''': He has a lot of rewarding, long-ranged punishers, including hit-confirmable ones. f+4,4 is especially powerful when Heat Dash cancelled.
* '''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=
* '''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.
* '''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.
* '''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 df+1 and df+1,1+2.
* '''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.
* '''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. ย 
* '''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. ย 
}}
}}

Revision as of 16:39, 8 May 2024

Leroy
Heat
  • Increased chip damage on chain punches
  • 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 {{{splat}}}
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.

Leroyโ€™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. 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 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.

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.

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).

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 and a CH df+1 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.
  • Turn Stealer: He has many parries, a Heat Engager sabaki, and 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: He has a lot of rewarding, long-ranged punishers, including hit-confirmable ones. f+4,4 is especially powerful when Heat Dash cancelled.
  • 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.
  • 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.
Mashing
importance
โ˜…โ˜…โ˜…โ˜…โ˜…
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜†โ˜†โ˜†
Blocking
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