Leroy movetable

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Revision as of 15:42, 7 March 2024 by Kaladin (talk | contribs) (Created page with "{{Navbox Leroy}} {{Navbox movetable}} == Full MoveTable == {{MoveTable|strings=yes}} == String Extensions Excluded == {{MoveTable}}")
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Full MoveTable

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Leroy-1 i10 h 5 +1 +8
Leroy-1,1 i18~19 ,m ,7 -9~-8 +2~+3 Combo from 1st hit CH
Leroy-1,1,1+2 i19~20 ,h ,12 -9~-8 -2~-1
  • Power up during Heat (partially uses remaining Heat time)
  • Combo from 2nd hit
Leroy-1,1,1+2,1 ,i23~24 ,m ,15 -16~-15 +20a(+15)~+21a(+17) Combo from 3rd hit
Leroy-1+2 i14 h,h,h 9 -2 4
  • Power up during Heat (partially uses remaining Heat time)
Leroy-1,2 ,i12 ,h ,9 -3 +7
Leroy-1,2,1 ,i27~28 ,h ,17 -6~-5 +8~+9 ps
  • Follow-up after successful parry with input 1 or 2
  • Partially restores remaining Heat time when successful during Heat
  • Delayable
  • Combo from 2nd hit CH
Leroy-1+2,1+2 i9 ,h,h,h ,9 -2 7
  • Power up during Heat (partially uses remaining Heat time)
  • Combo from 1st hit
Leroy-1+2,1+2,1 ,i17~18 ,m ,20 -17~-16 +7a(-2) / HE
Heat Engager
Balcony Break
Elbow
  • Combo from 1st hit
  • Delayable
Leroy-1,2,3 ,i23~24 ,h ,21 -6~-5 +20a(+11)~+21a(+13)
Balcony Break
  • Combo from 2nd hit CH
Leroy-1+2+3+4 sp
Leroy-1,2,4 ,i16 ,m ,11 -9 +3
  • Transition to HRM
  • Combo from 1st hit
Leroy-1+3 i12~14 th(h) 35
Spike
  • Throw break: 1 or 2
  • Opponent status on hit: FUFT perpendicular
Leroy-1+3+4 sp ps
  • Reversal (partially restores remaining Heat time when successful during Heat)
  • Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
Leroy-1+4 i100~279 l 16 -26 +24 Power up during Heat (partially uses remaining Heat time)
Leroy-2 i12 h 10 0 +9
Leroy-2,1 ,i12~13 ,m ,12 -7~-6 +4~+5
Elbow
Leroy-2,1,2 ,i20~21 ,h ,17 -7~-6 +4~+5
Elbow
  • Follow-up after successful parry with input 1 or 2
  • Partially restores remaining Heat time when successful during Heat
  • Delayable
  • Combo from 2nd hit CH
Leroy-2,1,2,1 ,i21~23 ,m ,21 -13~-11 +16a(-1)~+18a(+3) +30a(+20)
Balcony Break
Tornado
Elbow
  • Combo from 3rd hit
Leroy-2,2 ,i25~26 ,h ,20 -7~-6 +7~+8
Elbow
  • chip damage on block
Leroy-2+3 i16 m 12 (12) +1 +2c pc
Heat Burst
Leroy-2+4 i12~14 th(h) 35
  • Throw break: 1 or 2
  • Opponent status on hit: FUFA
  • Side switch on hit
Leroy-3 i15 m 14 -8 +3
Leroy-3,3 ,i18 ,l ,13 -14 +2 +15d
  • Delayable
  • Combo from 1st hit
Leroy-3+4 sp ps
  • Auto low parry
  • Partially restores remaining Heat time upon successful parry during Heat
  • Transition to n with HRM.3+4
Leroy-3+4 sp ps
  • Auto low parry
  • Partially restores remaining Heat time upon successful parry during Heat
  • Transition to n with HRM.3+4
Leroy-4 i12 h 15 -11 0
Leroy-4,4 ,i15~16 ,m 13 -13~-12 +3~+4 Combo from 1st hit
Leroy-b+1 i13 h 17 -6 +5 Shifts to throw "Knee Snap" on front grounded CH
Leroy-b+1+2 i12 m 17 -10 +2 +60
Leroy-b+2 sp ps5~
  • Parry (partially restores remaining Heat time when successful during Heat)
  • Becomes Superior Twin Dragon Gate upon perfect parry
  • Is ps3~ from HRM.b+2
Leroy-b+3 i22~23 h 27 +9 +16c
Balcony Break
Homing
  • Transition to HRM
  • Cancel into HRM with input b+3,3+4
  • chip damage on block
Leroy-b+3+4 i18~19 m,th 21,25 -14 +0d
Balcony Break
  • Shifts to throw on hit from the front
Leroy-b+4 i17~18 m 16 -9 +4
Homing
Leroy-Back throw i12~14 th(h) 50
Spike
  • Throw break: none
  • Opponent status on hit: FDFA
Leroy-CH b+1 i13 h,th 20,25 +0d
Leroy-d+1 i10 sl 5 -5 +6 cs
Leroy-d+1+2 i17~18 m 21 -4~-3 +6c / HE
Heat Engager
Leroy-d+1,2 ,i15~16 ,m ,8 -10~-9 -1~0 Combos from 1st hit CH
Leroy-d+1,2,4 ,i15 ,m ,11 -9 +3
  • Transition to HRM
  • Combos from 2nd hit
Leroy-d+2 i15~16 l 11 -13~-12 -2~-1 cs
Leroy-d+2,4 ,i24~25 ,l ,11 -13~-12 -2c +38d cs
Leroy-d+3 i16 l 8 -13 -2
Leroy-d+3,2 ,i24~25 ,h ,8 -3~-2 +8~+9
  • Transition to HRM
  • Combos from 1st hit
Leroy-d+4 i14~15 l 9 -12~-11 -1~0
Leroy-d+4,4 ,i18~19 ,m ,16 -11~-10 +1~+2
  • Transition to HRM
  • Combos from 1st hit CH
Leroy-db+1 i16~17 m 12 -9~-8 +1~+2
Leroy-db+1,1+2 i21~22 ,m ,25 -10~-9 +23a (+18) +41a
Balcony Break
  • Combo from 1st hit CH
Leroy-db+1+2 i32~33 m 25 -11~-10 +36d (+15) ps
Heat Engager
Balcony Break
  • Sabaki (partially restores remaining Heat time when successful during Heat)
  • chip damage on block
Leroy-db+1,2 i21~22 ,m ,20 -12~-11 +17a(+0)
Tornado
Balcony Break
  • Combo from 1st hit
Leroy-db+1,3 i18~19 ,h ,17 0~+1 +8~+9 +31a Combo from 1st hit
Leroy-db+2+3 i20~21 lm 10,14 (9) -14 +67a (+51)
Weapon
Tornado
  • Only once per match
  • chip damage on block
Leroy-db+3 i20~21 l 12 -8~-7 +5~+6 +14c cs Transition to HRM
Leroy-db+4 i17 l 13 -15 -4c +36d cs
Leroy-df+1 i13~14 m 10 -6 +5
Leroy-df+1,1+2 ,h ,9 -2 +4
  • Power up during Heat (partially uses remaining Heat time)
  • Combo from 1st hit
Leroy-df+1,1+2,2 ,i24 ,17 -10 +3 +33d (-25) ps
  • Partially restores remaining Heat time when successful during Heat
  • Combos from 1st hit CH
Leroy-df+1,4 ,i18 ,m ,16 -9 +3
  • Transition to HRM
  • Combo from 1st hit
Leroy-df+2 i15~16 m 7 -6 +6
Leroy-df+2,1+2 ,hm ,5,10 -18 +33 (+23) Combo from 1st hit
Leroy-df+3 i16 m 14 -11 0
Leroy-df+3,1 ,i16~17 ,h ,12 0 +6 Combo from 1st hit
Leroy-df+3,1,1+2 ,i20~21 ,m ,25 -13 +34 (+13)
Balcony Break
  • Combo from 2nd hit CH
  • Delayable
Leroy-df+3+4 i18~19 h 23 -9 +70a(+54)~+71a(+55) cs, js
Tornado
  • chip damage on block
Leroy-df+4 i13 m 14 -6 +6 Transition to HRM
Leroy-df+4,3 ,i20~21 ,m ,14 -9 +7 +37d (+29)
Knee
  • Combo from 1st hit CH
  • Delayable
Leroy-f+1+2 i17~18 m 20 -13 +20a (+15) pc
Balcony Break
Elbow
Leroy-f+2 i14~16 h 15 -9 +2
Elbow
Leroy-f+2+3 i22~23 m 35 -7 +73a
Weapon
  • Only once per match
  • chip damage on block
Leroy-f+2,3 ,i18 ,m 15 -10 +2 Combo from 1st hit
Leroy-f+2,3,4 ,i21~22 ,m 20 -9 +8 +38d (+30)
Knee
  • Transition to HRM
  • Combo from 2nd hit CH
Leroy-f+3 i14~15 m 14 -7~-6 +7
Knee

Alternative input: ws3

Leroy-f+3,1+2 ,h 15 -8 -6
  • jail from 1st hit
  • power up during Heat (partially uses remaining Heat time)
  • Combo from 1st hit CH
Leroy-f+3,1+2,4 ,i20~21 ,m ,20 -16~-15 +13a (+6)
Tornado
  • Natural combo from 2nd hit
Leroy-f+4 i16~17 m 14 -9~-8 +4
Leroy-f+4,4 ,i28~30 ,h ,24 -6 +20a (+11) / HE js
Heat Engager
Balcony Break
  • Combo from 1st hit
Leroy-FC.df+4 i15~16 l 14 -13~-12 -2~-1 +3~+4 cs
Leroy-FC.df+4,1 ,i20~21 ,m ,15 -13~-12 +31a (+21) Combos from 1st hit
Leroy-f,F+2 i14~15 m 8 -11~-10 0~+1
Leroy-f,F+2,2 ,i17~18 ,m ,13 -15~-14 +55~+56 Combos from 1st hit
Leroy-f,F+3 i18~23 h 23 -2~+3 +33d(+25)~+38d(+30) js
Balcony Break
  • chip damage on block
Leroy-f,F+4 i16~17 m 16 -4~-3 +9~+10g Transition to HRM
Leroy-f,F+4,2 ,i27~28 ,m ,21 -14~-13 +34a (+19) +43a (-33)
Tornado
  • Combos from 1st hit
Leroy-f,f,F+3 i24~27 m 30 +6~+9 +41d(-17)~+44(-11) js
Balcony Break
  • chip damage on block
Leroy-H.2+3 i15 m 50 (25) +6 +0
Heat Smash
Balcony Break
  • Alternate input: H.HRM.2+3
  • Also possible after Twin Dragon Gate is successful
  • Transition to HRM on block
Leroy-HRM.1 i24~25 m 17 -10~-9 0~+1 ps3~
  • Parry
  • Partially restores remaining Heat time upon successful parry during Heat
Leroy-HRM.1+2 i14 m,h,h,h,h 12,x,x,x -2 +5 Power up during Heat (partially uses remaining Heat time)
Leroy-HRM.1+2,1 i17~18 ,m ,20 -17 +7a(-2)/HE
Heat Engager
Heat Dash +5g +36a(+26)
Balcony Break
Elbow
  • Jailing
  • Delayable
Leroy-HRM.2 i12~13 h 14 -6~-5 +5~+6
Leroy-HRM.2,3 i24~25 ,h ,23 -9~-8 +16a (+9) js
Tornado
  • chip damage on block
  • Combos from 1st hit
  • Delayable
Leroy-HRM.3 i16 l 8 -13 -2
Leroy-HRM.3,4 i22~23 ,m ,16 -15~-14 +1~+2 Combo from 1st hit
Leroy-HRM.4 i11~12 m 13 -7~-6 +7~+8 Transition to HRM
Leroy-HRM.4,1+2 i24~25 ,m ,25 -14~-13 +27a (+12)
Tornado
Leroy-HRM.b+1 i20~22 m 21 +4 +7c +52a chip damage on block
Leroy-HRM.b+3 i20~21 l 12 -31 -9
Leroy-HRM.b+3,1+2 i31~32 ,m ,27 -16 +0a (-1)
Balcony Break
  • Combo from 1st hit
  • Combo deals [30; 12] damage
Leroy-HRM.b+4 i20~21 l 17 -13 +4c +28a cs
Homing
Leroy-HRM.d sp
Leroy-HRM.f+1 i14~15 h 17 +0 +15g
Balcony Break

More...

String Extensions Excluded

Move Startup Hit Level Damage On Block On Hit On CH States Notes
Leroy-1 i10 h 5 +1 +8
Leroy-1+2 i14 h,h,h 9 -2 4
  • Power up during Heat (partially uses remaining Heat time)
Leroy-1+2+3+4 sp
Leroy-1+3 i12~14 th(h) 35
Spike
  • Throw break: 1 or 2
  • Opponent status on hit: FUFT perpendicular
Leroy-1+3+4 sp ps
  • Reversal (partially restores remaining Heat time when successful during Heat)
  • Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
Leroy-1+4 i100~279 l 16 -26 +24 Power up during Heat (partially uses remaining Heat time)
Leroy-2 i12 h 10 0 +9
Leroy-2+3 i16 m 12 (12) +1 +2c pc
Heat Burst
Leroy-2+4 i12~14 th(h) 35
  • Throw break: 1 or 2
  • Opponent status on hit: FUFA
  • Side switch on hit
Leroy-3 i15 m 14 -8 +3
Leroy-3+4 sp ps
  • Auto low parry
  • Partially restores remaining Heat time upon successful parry during Heat
  • Transition to n with HRM.3+4
Leroy-3+4 sp ps
  • Auto low parry
  • Partially restores remaining Heat time upon successful parry during Heat
  • Transition to n with HRM.3+4
Leroy-4 i12 h 15 -11 0
Leroy-b+1 i13 h 17 -6 +5 Shifts to throw "Knee Snap" on front grounded CH
Leroy-b+1+2 i12 m 17 -10 +2 +60
Leroy-b+2 sp ps5~
  • Parry (partially restores remaining Heat time when successful during Heat)
  • Becomes Superior Twin Dragon Gate upon perfect parry
  • Is ps3~ from HRM.b+2
Leroy-b+3 i22~23 h 27 +9 +16c
Balcony Break
Homing
  • Transition to HRM
  • Cancel into HRM with input b+3,3+4
  • chip damage on block
Leroy-b+3+4 i18~19 m,th 21,25 -14 +0d
Balcony Break
  • Shifts to throw on hit from the front
Leroy-b+4 i17~18 m 16 -9 +4
Homing
Leroy-Back throw i12~14 th(h) 50
Spike
  • Throw break: none
  • Opponent status on hit: FDFA
Leroy-CH b+1 i13 h,th 20,25 +0d
Leroy-d+1 i10 sl 5 -5 +6 cs
Leroy-d+1+2 i17~18 m 21 -4~-3 +6c / HE
Heat Engager
Leroy-d+2 i15~16 l 11 -13~-12 -2~-1 cs
Leroy-d+3 i16 l 8 -13 -2
Leroy-d+4 i14~15 l 9 -12~-11 -1~0
Leroy-db+1 i16~17 m 12 -9~-8 +1~+2
Leroy-db+1+2 i32~33 m 25 -11~-10 +36d (+15) ps
Heat Engager
Balcony Break
  • Sabaki (partially restores remaining Heat time when successful during Heat)
  • chip damage on block
Leroy-db+2+3 i20~21 lm 10,14 (9) -14 +67a (+51)
Weapon
Tornado
  • Only once per match
  • chip damage on block
Leroy-db+3 i20~21 l 12 -8~-7 +5~+6 +14c cs Transition to HRM
Leroy-db+4 i17 l 13 -15 -4c +36d cs
Leroy-df+1 i13~14 m 10 -6 +5
Leroy-df+2 i15~16 m 7 -6 +6
Leroy-df+3 i16 m 14 -11 0
Leroy-df+3+4 i18~19 h 23 -9 +70a(+54)~+71a(+55) cs, js
Tornado
  • chip damage on block
Leroy-df+4 i13 m 14 -6 +6 Transition to HRM
Leroy-f+1+2 i17~18 m 20 -13 +20a (+15) pc
Balcony Break
Elbow
Leroy-f+2 i14~16 h 15 -9 +2
Elbow
Leroy-f+2+3 i22~23 m 35 -7 +73a
Weapon
  • Only once per match
  • chip damage on block
Leroy-f+3 i14~15 m 14 -7~-6 +7
Knee

Alternative input: ws3

Leroy-f+4 i16~17 m 14 -9~-8 +4
Leroy-FC.df+4 i15~16 l 14 -13~-12 -2~-1 +3~+4 cs
Leroy-f,F+2 i14~15 m 8 -11~-10 0~+1
Leroy-f,F+3 i18~23 h 23 -2~+3 +33d(+25)~+38d(+30) js
Balcony Break
  • chip damage on block
Leroy-f,F+4 i16~17 m 16 -4~-3 +9~+10g Transition to HRM
Leroy-f,f,F+3 i24~27 m 30 +6~+9 +41d(-17)~+44(-11) js
Balcony Break
  • chip damage on block
Leroy-H.2+3 i15 m 50 (25) +6 +0
Heat Smash
Balcony Break
  • Alternate input: H.HRM.2+3
  • Also possible after Twin Dragon Gate is successful
  • Transition to HRM on block
Leroy-HRM.1 i24~25 m 17 -10~-9 0~+1 ps3~
  • Parry
  • Partially restores remaining Heat time upon successful parry during Heat
Leroy-HRM.1+2 i14 m,h,h,h,h 12,x,x,x -2 +5 Power up during Heat (partially uses remaining Heat time)
Leroy-HRM.2 i12~13 h 14 -6~-5 +5~+6
Leroy-HRM.3 i16 l 8 -13 -2
Leroy-HRM.4 i11~12 m 13 -7~-6 +7~+8 Transition to HRM
Leroy-HRM.b+1 i20~22 m 21 +4 +7c +52a chip damage on block
Leroy-HRM.b+3 i20~21 l 12 -31 -9
Leroy-HRM.b+4 i20~21 l 17 -13 +4c +28a cs
Homing
Leroy-HRM.d sp
Leroy-HRM.f+1 i14~15 h 17 +0 +15g
Balcony Break
Leroy-HRM.f+4 i26~29 m 21 +0 +40a js chip damage on block
Leroy-HRM.SS.1+2 i14 h 26 +7 +30g
  • chip damage on block
  • power up during Heat (partially uses remaining Heat time)
  • Delayable
Leroy-Left throw i12~14 th(h) 40
Spike
  • Throw break: 1
  • Opponent status on hit: FUFT perpendicular
Leroy-OTG.db+2 i17~18 l -16 -5 Power up during Heat (partially uses remaining Heat time)
Leroy-P:b+2 sp
  • Alternate input: P:HRM.b+2
  • Parry (partially restores remaining Heat time when successful during Heat)
Leroy-P.b+2,1 i13 m 35 +21g
Balcony Break
  • Alternate input: P.b+2,2
  • power up during Heat (partially uses remaining Heat time)
Leroy-P:b+2,1 i13 m 40 +29a
  • Alternate input: P:b+2,2
  • power up during Heat (partially uses remaining Heat time)
Leroy-qcf+2 i16~17 h 20 -6~-5 +29a (+22) chip damage on block
Leroy-qcf+3+4,F i56~57 ub(m) 80 -1~0d ps
  • Reversal (partially restores remaining Heat time when successful during Heat)
  • Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
Leroy-R.df+1+2 i20 m 55
Rage Art
Removes Recoverable Health
Leroy-Right throw i12~14 th(h) 40
  • Throw break: 2
  • Opponent status on hit: FUFA
  • Side switch on hit
Leroy-SS.1+2 i14 h 26 +7 +30g
  • chip damage on block
  • power up during Heat (partially uses remaining Heat time)
  • Can be delayed
Leroy-SS.4 i18~19 l 17 -12 +4 +12
  • Can be delayed
Leroy-ub+2 i20 m 17 -10 +3 +33d (+25) ps Has punch parry effect (partially restores remaining Heat time when successful during Heat)
Leroy-uf+1 i16~17 h 17 -9 +5 ps
  • Reversal (partially restores remaining Heat time when successful during Heat)
  • Follow-up upon successful reversal with input 1 or 2
Leroy-uf+1+2 i12~14 th(h) 35
  • Throw break: 1+2
  • Opponent status on hit: FUFA off-axis to the left
Leroy-uf+2 i24~25 m 25 +1 +10a (+1) js
Balcony Break
  • Alternate input: u+2
  • chip damage on block
Leroy-uf+3 i20~24 m 25 -8 +14a (+5) js
Balcony Break
  • Alternate input: ub+3 or u+3
Leroy-uf+3+4 i14~15,i10~11 m,m 8,10 -14 +16a
Balcony Break
Leroy-uf+4 i23~25 m 22 -8~-6 +21a js9 Alternate input: ub+4 or u+4
Leroy-uf,n,4 i23~25 m 20 -13 +32a (+22) js
Leroy-ws1 i13~14 m 14 -7 +3
Elbow
Leroy-ws2 i15~16 m 21 -14 +51a
Leroy-ws4 i11~12 m 16 -6 +5