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: Third 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.