Leroy
TEKKEN 8 fighter

Leroy

Counter Hit
What beats Leroy?38% of this movelist is punishable
Moves
130
Punishable
49
Defining strength
Fast Counter Hits

Leroy has both a CH jab string, a CH df+1 string and a very strong i14 CH mid string. He also has an i12 mid CH launcher and a safe i13 CH high.

Best on block
+9
highest on-block advantage in the movelist
Counter Hit

|stances=HRM (Hermit) |launch=

What defines them
Fast Counter Hits

Leroy has both a CH jab string, a CH df+1 string and a very strong i14 CH mid string. He also has an i12 mid CH launcher and a safe i13 CH high.

Where they lose
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.

Heat Smash

Mid, i15, i25, i4, i4, i4, i3, i5, i10~11, +6

  • Chain punches deal increased chip damage on block
  • Chain punches restore heat on hit
  • Parries restore heat

Strengths

  • Fast Counter Hits

    Leroy has both a CH jab string, a CH df+1 string and a very strong i14 CH mid string. He also has an i12 mid CH launcher and a safe i13 CH high.

  • Strong Pokes

    Chain punches are 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

    Armed with multiple parries, a Heat Engager sabaki, and a high-crushing CH low, Leroy is quite risky to challenge.

  • Stance Mix-ups

    Hermit stance provides many powerful mix-up options including a knockdown low and a hit-confirmable Heat Engager.

  • Grandmaster of Chip

    Leroy deals high chip damage, most notably from ss1+2 and 1+2,1+2,1 Heat Dash.

  • Combo Master

    Leroy's combo damage is quite high, both with and without resources to spend. Additionally, his df+2,1+2 launcher turns the opponent to directly face him, making his sidewalk punishment especially strong. For wall combos, Leroy's HRM f+4 spike into a grounded follow-up allows for great okizeme and damage.

  • My Last Resort

    Leroy's one-use per match cane gives him access to a long range, high damage launcher that's both safe on block and doesn't extend Leroy's hurtbox. Leroy also gains access to a -14 on block low that tornado launches; a very powerful low.

  • Fashion

    He's called the Grandmaster of Drip for a reason.

Weaknesses

  • 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 his reversals are heavily punishable if baited.

Moves to learn first

Signature and situational picks come from the guide; the fastest launcher and best unpunishable poke are derived from this character's own frame data.

  • Heat engager↓□△

    i17 · 21 dmg · -4 on block

    Chanhui Zhang

  • Heat engager↙□△

    i32 · 25 dmg · -11 on block

    Tan Sau Shui Yue Tu

  • Fastest launcherHRM○□△

    i8 · 13 dmg · -14 on block

    Cautious Dragon

  • Safe on blockHeat△✕

    i10 · 50 dmg · +6 on block

    Twin Dragon Thunderclap

Watch the guide

Video guides for this character, linked to the sections that matter most. Notation on this site comes from the frame data; these show the technique.

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