Leroy |
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Leroy | |
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Heat |
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Heat Smash | Mid, i15, +6 |
Heat Engagers |
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Stances | HRM (Hermit) |
Fastest | |
Launch |
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CH launch | i12 – b+1+2 |
Wall splat | {{{splat}}} |
Archetypal moves | |
Parry |
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Sabaki |
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Mid check |
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Slash kick |
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Generic moves | |
Remapped |
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Missing |
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External links | |
Lore | Leroy Smith |
#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.
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. 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 (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.
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.
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!
- 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.
- Solid Punishment: He has a lot of rewarding, medium-ranged punishers, including hit-confirmable ones. f+4,4 is especially powerful when Heat Dash cancelled.
- High Chip Damaging: Has great ways of dealing chip damage, namely from ss1+2, and 1+2,1+2,1 heat dash.
- Great Wall Combos: Has great wall combos sequences, including a spike using a well-timed HMR f+4 which allows for gaurnateed grounded follow-ups for great okizeme and damage.
- Fashion: He's called the Grandmaster of Drip for a reason.
- 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. Also lacks a fast, safe mid wall-splat.
- 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.
- Please Press into me: Struggles against players who mix up their offensive timing, as none of his reversals are safe if baited.
External links
- Leroy Smith Combo Guide | TEKKEN 8 by RyzingSol
Characters (Tekken 8) |
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