Leroy strategy: Difference between revisions

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* H.2+3 > HRM 4,1+2
* H.2+3 > HRM 4,1+2
* HRM b+1 > b+1
* HRM b+1 > b+1
* HRM b+1 > b+1+2

Revision as of 18:48, 31 July 2024

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

Key Moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
2,1
2,1,2,1
df+1
df+1,1+2
1+2,1+2,1
df+4,3
df+3,1
d+2
d+4
1,1,1+2,1
b+1
b+1+2
f+3,1+2,4
b+2 (parry)
db+1+2
uf+4
d+3,2
db+3
SS1+2
d+1+2
b+4
f,F+4
b+3
b+3+4
db+1,3
db+1,1+2
df+1,1+2,2
SS4
uf+2
f,f,f+3
HRM.b+3,1+2
HRM.b+1
HRM.f+4

Neutral

Contrary to what his parries might suggest, Leroy isn't a defensive character. He can play safely well enough, but he excels when using stance mix-ups at close range. Rather than just waiting for openings, frustrate opponents with Leroy’s flurry of blows and steal your turn back with parries or fast counter-hits to punish their retaliations when you have a read. But don’t fall into predictable patterns; adapt your strategy to your opponent’s habits and tendencies.

Keep Out

Immediately approaching the opponent is quite risky and somewhat reckless. Before approaching, condition the opponent to respect you, or you will fall prey to preemptive attacks. The keep out strategy is essential for boxing out aggressive opponents. Leroy has some good tools at his disposal, such as the Heat Engager D1+2; a safe on block mid with good range. Opponents that use sideways movement can be kept in check with B4; a safe, homing mid that also has long reach. His longest keep out attack is the Heat Engager F4,4; a mid, high string that can be twitch confirmed against enemy approaching attacks. B3 is a homing high with heavy plus frames on block that can combo into a Heat Engager on hit. All these tools are useful, but are of medium speed. Don't forget to implement the faster moves, such as jabs and mid pokes, into your keep out.

Successfully landing keep out attacks against the opponent in neutral will likely make them play more passively to attempt a whiff punish. This opens an opportunity to go for more aggressive approaching attacks and get into Leroy’s preferred range at a self-chosen pace.

Approach

Leroy’s preferred strategy is to play close-ranged offense, which makes closing the gap very important.

FF4 is Leroy's most important approach tool. It is a long-ranged mid that transitions to Hermit stance at +9 on hit, granting a powerful mix-up. On block it transitions at -4, which grants enough time to cancel the stance into block. Learning to hit confirm this move and follow-up accordingly is a a bit tricky, so do some drills in practice mode. If the opponent becomes predictable with their offense when the move is blocked, use Leroy's B2 parry from Hermit stance to punish highs or mids, or do nothing in stance to parry lows. Alternatively, use the risky FF4,2 follow-up to counter-hit launch any attack. If the opponents is conditioned to respect Leroy even on block, press your turn with a Hermit mix-up.

Leroy has other more situational approach tools. FF3 is handy as it is safe on block, long ranged and leads to a mini combo. However, it is a duckable high. Leroy also has an Orbital Heel (UF4), a safe on block, jumping, launching mid. UF2 is yet another jumping attack, it leaves Leroy at +1 on block. It’s faster than an Orbital Heel but does not combo outside of the wall. Leroy also has a slash kick (FFF3), a plus on block, lunging middle attack. While approaching with plus frames is useful, the move is slow and linear, so be careful of enemy sideways movement. It is also important to use faster moves when approaching, such as dashing into a jab or a DF1. Dashing into 1+2,1+2 is surprisingly effective. It can be hit-confirmed into the follow-up and if blocked, the situation is reset to neutral.

All of these tools are useful enough for approaching, but none of them are particularly impressive. Leroy lacks the incredible approach tools of characters such as Dragunov and Claudio. Therefore, some opponents will play passively during neutral, using movement to bait Leroy into using his mediocre approach tools and then punishing. If you notice that your opponent is more cautious than necessary, running up and using D3,2 or DB3 is a fine way to start offense. However, aggressively approaching the opponent runs the risk of being counter hit by keep out attacks. Adapt to keep out by using the bait and punish strategy.

Bait & Punish

In order to counter keep-out attacks, use movement to fake an approach and then back out of the opponent’s range. If the opponent takes the bait and attacks, they will whiff, leaving them open to be punished. Against an opponent that uses lots of preemptive keep-out attacks, this simple strategy is likely to work. If the opponent uses a dash to close the gap before attacking, sideways movement is very useful for baiting whiffs. Use sidestep or sidewalk the moment you see the opponent dash to time it with the beginning of the opponent’s attack, causing it to whiff. This strategy is more difficult as match-up knowledge is required to know which attacks can be sidestepped in which direction. Additionally, you will need a read on which move the opponent will go for, as all characters can cover both sides.

Another way to get a whiff punish is with a spacing trap: Using an attack that is minus on block, but also has enough pushback on block for retaliation attempts to whiff. This allows for a whiff punish should the opponent try to press their turn. Leroy's 1+2,1+2 and HRM1+2 are excellent attacks for spacing traps. Not only is the frame data and pushback of these attacks optimal, they are also hit-confirmable Heat Engagers, making them quite rewarding should the moves connect. Other moves useful for setting up spacing traps include DB1,3 and FF3 if it is spaced at tip range.

Leroy has multiple options when choosing which attack to punish the opponent with. For Heat Engagers, F4,4 and 1+2,1+2,1 are Leroy’s best options. The former is longer ranged, but the latter is faster. For launchers, DF2,1+2 is a good standard launcher, FF2,2 is slower to perform but can be used from longer distances. Keep in mind that certain attacks have shorter whiff recovery than one might expect. Sticking to faster punishers such as 1,2,4 or 2,2 against medium-recovery moves is perfectly fine if you’re still learning Tekken. Even in high-level play, faster punishers are essential against moves that recover very quickly.

If the whiff was caused by a sidewalk and Leroy ends up at the opponent’s side or back, optimal punishment changes. Launchers become significantly weaker due to Leroy’s poor off-axis combos. However, the entire F2,3,4 string into HRM4,1+2 becomes a guaranteed combo, dealing a whopping 88 damage. This is very useful against characters that are especially vulnerable to sidestepping, such as Kazuya.

If the opponent is whiff punished several times, they might wise up and adapt by playing more aggressively and closing space before attacking. However, doing so makes them more vulnerable to the previously discussed keep-out strategy.

Brawling

Up close and personal is where Leroy wants to be. Using pokes, parries, counter hits and movement together in unpredictable ways is key for winning the brawling war and opening up mix-up opportunities. Let’s start by reviewing his pokes.

Pokes

Leroy is by no means a poking monster like Jin or Reina, as none of his poking attacks are top of their class. However, his large amount of poking attacks combined with his parries and generic movement options allow these moves to cover for each other’s weaknesses.

1: The jab is the basis of many strategies in Tekken. It is very fast, +1 on block and is very hard to punish on whiff. Use it when poking to keep the enemy in check and start your pressure. If you lack match-up knowledge, the jab can also be used to test if strings are safe.

DF1: Key to Leroy’s poking is DF1 and its follow-ups. The move itself is -6 on block, but the two follow-ups; DF1,1+2 and DF1,4 discourage retaliation. The entire DF1,1+2,2 string is guaranteed on counter hit.

DB1,3: A natural combo. The second hit is neutral on block, but is also a duckable high. DB1,1+2 can be used as a mid mix-up to cover for DB1,3 and both follow-ups are counter hit launchers, making them quite useful against opponents that mash.

DF3,1: Another natural combo, neutral on block, mid, high string. Used in mostly the same way as DB1,3 but it doesn’t have a mid mix-up. Instead, the DF3,1,1+2 follow-up discourages retaliations.

DF4,3: A mid, mid poking string with decent range. The second hit is safe on block, which is unusual for a mid, mid string. The first hit combos into the second on counter hit, and the second hit knocks down for a follow-up on counter hit. A very good string for testing the opponent’s patience.

B3: A stance transition attack. Plus on block and homing, but it's a slow high that can be ducked so use with some caution. On block it provides the same mix-up that D3,2 does on hit.

D2: Leroy’s best low poke. It's 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. The threat of the D2,4 follow-up can also discourage the opponent from retaliating, the move is quite risky though.

Combine all of these attacks with backdashes and side steps to make your close-ranged pressure as unpredictable as possible.

Turn stealing

If the opponent frequently attacks in predictable ways, punish them with Leroy’s versatile turn stealing moves. Leroy has both strong counter-hits and parries for this purpose.

Counter-hits

Generally speaking, counter-hits are most effective when Leroy’s frame advantage is anywhere from slightly plus to slightly negative. For example, a good moment to throw these moves out is after blocking a slightly negative move, such as Lars’s DF1. Counter hits are valuable for Leroy, the threat of them is important to condition the opponent to block.

1,1,1+2,1: Leroy’s fastest counter hit attack. This string does not combo on a normal hit, so watch for the counter. If 1,1 combos, that’s the cue to mash 1+2 to complete the string, and there is a sizable gap after committing to 1,1 to continue the string. The move can also be twitch confirmed.

B1+2: At 12 frames, this is an incredibly fast counter-hit launching mid. Learn to love this move, as it is a very rewarding way to get out of tight mix up situations. However, it is unsafe on block and has very short range.

B1: A 13 frame, safe, high attack with a counter hit follow-up that deals chunky damage.

These moves are also useful after Leroy blocks a slightly negative move from the opponent, such as Lars’s DF1. Counter hits are valuable for Leroy, the threat of them is important to condition the opponent to block.

Evasion & Deflection

If Leroy is moderately negative, around -3 to -6, parries are effective for turn stealing. B2 becomes active on frame 5, and the DB1+2 sabaki becomes active on frame 4. The speed of these moves opens up more opportunities for turn stealing than one might expect. For example, if Reina hits Leroy with her +4 on hit DF1, Leroy has just enough time to parry a jab. DB1+2 is especially rewarding being a Heat Engager, but it is unsafe on block. Evasive attacks are also quite useful. DB3 can slip under highs and even combos into a Heat Engager on counter hit. UF4 can steal Leroy's turn back against lows. Lastly, sideways movement is key for keeping your offense going when moderately negative. For example, after Reina blocks Leroy’s 1,2 (-3 on block), Leroy can sidestep left to dodge her jab, DF1 or electric.

Mix up all of these tools properly and methodically. All methods of turn-stealing have their risks, which means they should ideally be used on a read, not randomly. Landing any move with heavy plus frames on hit gives a mix-up opportunity even if the opponent isn’t conditioned to block yet, as they are likely to get countered.

Mix-ups

The main reward of Leroy’s mix-up lows is to enter his Hermit stance with heavy plus frames for stronger mix-ups. For mids, they are either heat engagers or launchers.

D3,2: Leroy’s most rewarding low attack. It enters Hermit stance at a hefty +8 on hit, but the second hit is a duckable high.

DB3: A more conservative low option. It has high-crush frames and can combo into a heat engager on counter hit. It's also less unsafe if blocked than D3,2, as Leroy has enough time to parry a punish attempt by using HRM 1. However, DB3 enters Hermit stance at a slightly weaker +5 on hit and is both slower and less damaging than D3,2.

D1+2: A safe on block, mid Heat Engager. It’s -4 on block, which gives Leroy enough time to parry or sidestep afterwards.

UF4: Leroy’s orbital heel, good for the usual reasons; safe on block mid launcher, long range and low crush frames. Leroy is -8 on block however, ending your turn.

Hermit Mix-ups

With rewarding, fast middle attacks and plenty of mix-up lows; Hermit stance is where Leroy wants to be! No matter what defensive option the opponent goes for, Leroy has something that can punish them hard. Keep in mind that the option select table changes somewhat depending on whether Leroy enters stance from +3 (from a punish) compared to +5 or +8 (from a mix-up low).

Before going for the slower mix-up moves from Hermit, you must condition the opponent to respect you. If the opponent challenges your plus frames, keep them honest by mid-checking them.

HRM 4,1+2: An uninterruptible option from +3. On its own, HRM 4 is safe on block at -7 and gives a perfect parry set-up if the opponent mashes jab and Leroy buffers B2. The 1+2 follow up is used mostly as counter hit bait and for a wall splat.

HRM 1+2,1: A hit confirmable Heat Engager. Uninterruptible from +5 or more. Safe at -9, but Leroy cannot parry fast moves afterwards, effectively ending your turn.

Next are Leroy’s heavier-hitting moves; mix–up lows and power mids.

HRM 3,4: The fastest low and uninterruptible from +8, but also the least rewarding, only giving +1 on hit, and is vulnerable to sidewalk left at +5 or less. The second is launch punishable.

HRM B4: A tracking, high-crushing low that is +4 on hit and -13 on block (Leroy’s only stance low that isn’t launch punishable). It is also a counter-hit launcher.

HRM B3,1+2: A hellsweep-style attack and Leroy’s strongest low in stance. Chunky damage, tracks to both sides and can break walls. However it is death on block, so use it wisely.

HRM B1: A plus on block, counter-hit launching mid. A strong move as it covers crouch blocking and keeps momentum if they stand block.

HRM F4: A neutral on block, jumping, mid launcher. Quite slow at 26 frames, making it vulnerable to sidestepping and being floated. Best used after conditioning the opponent to block.

Okizeme

Leroy’s okizeme is not bad by any means, but it is rather basic. Against opponents that tech roll on wake-up, use the same mix-ups options to pressure the opponent that you would use against a standing opponent, such as D3,2 and orbital heel. If the opponent decides to stay grounded, Leroy has a new move for the occasion:

B3+4: A flip-over oki middle attack. The pancake flip is essential as it is Leroy’s only move that keeps momentum if the opponent stays grounded. The attack also transitions into a powerful hit throw if the opponent gets hit while standing or crouching. This means that B3+4 is also useful for counter-hitting wake-up kicks and punishing an opponent that tech rolls into crouch guard. But be careful, as it is unsafe on block.

Many of Leroy’s low attacks, such as D2 and SS4, do hit grounded opponents but aren’t particularly rewarding.

Wall Pressure

With no space for the opponent to retreat to, every character’s pressure changes when the opponent has their back to the wall. Leroy is especially dangerous when pressuring a cornered opponent because of his powerful wall pressure and wall combos.

Normally, the required sidestep before SS4 and SS1+2 makes the moves slow enough to be back dashed in most situations. At the wall, these two moves pressure the opponent to duck. Some opponents will duck on reaction when they see Leroy sidestep, punish this by mixing the moves with a sidestep into a mid. Just keep in mind that all of these moves are slow and can be counter hit unless set up from heavy plus frames, such as SS1+2 on hit. Keep the opponent from attacking by using Leroy’s fast counter hit moves.

As for combos, both of Leroy’s chain punch Heat Engagers wall splat the opponent on hit, leading to much more powerful conversions than normal. 1+2,1+2,1 into Heat Dash is a very powerful wall combo extender. With the right set-up, Leroy can consistently score 100+ damage wall combos by spending Heat.

After a wall combo, the opponent will be knocked down next to the wall. The lack of backwards space for the opponent to retreat towards gives Leroy stronger okizeme than normal. Most notably, his DB3 becomes more powerful, as even if the opponent tech rolls the attack on hit, they will stay in range of a Hermit mix-up. It is even possible to set up HRM SS1+2 without risk of being interrupted.

Parries

Leroy has a few types of parries:

Hermit Stance: Parries lows automatically

HRM 1: A Punch and kick sabaki.

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.

UB2: : A punch only parry that leads into a combo on success. Jab punishable on block.

DF1,1+2,2: 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. If the B2 parry is times perfectly, a slow motion effect will occur. The follow-up attack will do more damage and lead to a mini combo opportunity.

Attacks that lead into B2 parry:

  • UF1
  • Third hit of 121
  • Third hit of 2121
  • Walking animation of QCF3+4

Frame Traps

  • WR 3 > d/f+2,1+2
  • WR 3 > b+1
  • b+3 > HRM 1+2
  • b+3 > HRM 4,1+2
  • SS 1+2 > b+1
  • SS 1+2 > 1+2,1+2,1
  • u/f+2 > 1,2,4
  • u/f+2 > 1,1,1+2,1
  • 1 > 1,2,4
  • H.2+3 > HRM 1+2,1
  • H.2+3 > HRM 4,1+2
  • HRM b+1 > b+1
  • HRM b+1 > b+1+2