Leroy |
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Strategy (Tekken 8) |
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This page is for Tekken 8. For Tekken 7, see Leroy strategy (Tekken 7).
Key Moves
Function | |
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Core | |
Secondary | |
Extra |
Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
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1 | |||||||
1,2 | |||||||
df+1 | |||||||
df+1,1+2 | |||||||
df+4,3 | |||||||
db+1,3 | |||||||
db+1,1+2 | |||||||
d+2 | |||||||
1,1,1+2,1 | |||||||
b+1 | |||||||
b+1+2 | |||||||
b+2 (parry) | |||||||
db+1+2 | |||||||
uf+4 | |||||||
d+3,2 | |||||||
db+3 | |||||||
f+4,4 | |||||||
d+1+2 | |||||||
b+4 | |||||||
f,F+4 | |||||||
b+3 | |||||||
b+3+4 | |||||||
SS4 | |||||||
uf+2 | |||||||
f,F+3 | |||||||
f,f,f+3 |
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 Leroyâs flurry of blows and steal your turn back with parries or fast counter-hits to punish their retaliations when you have a read. But donât fall into predictable patterns; adapt your strategy to your opponentâs habits and tendencies.
Keep Out
Immediately approaching the opponent is quite risky and somewhat reckless. Before approaching, make sure to condition the opponent to respect you. 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. 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 Leroyâs preferred range at a self-chosen pace.
Approach
Leroyâs 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. Itâs 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.
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 opponentâs range. If the opponent takes the bait and attacks, they will whiff, leaving them open to be punished. For heat engaging punishers, F4,4 and 1+2,1+2,1 are Leroyâs 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 moves that are difficult to whiff punish is perfectly fine if youâre still learning Tekken.
If the opponent is whiff punished several times, they might wisen 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. Letâs 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 otherâs 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 Leroyâs 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 doesnât 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 opponentâs 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: Leroyâs 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 Leroyâs 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 Leroyâs 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 Larsâs DF1. Counter hits are valuable for Leroy, the threat of them is important to condition the opponent to block.
1,1,1+2,1: Leroyâs fastest counter hit attack. This string does not combo on a normal hit, so watch for the counter. If 1,1 combos, thatâs 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 Larsâs DF1. Counter hits are valuable for Leroy, the threat of them is important to condition the opponent to block.
Parries
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. Sideways movement is also key for keeping your offense going when moderately negative. For example, after Reina blocks Leroyâs 1,2 (-3 on block), Leroy can sidestep left to dodge her jab, DF1 or electric.
Use all of these options and Landing any move with heavy plus frames on hit gives a mix-up opportunity even if the opponent isnât conditioned to block yet, as they are likely to get countered.
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: 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. 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, DB3 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. However it is death on block, so use wisely.
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.