getting into Leroy: beginner-to-intermediate guide
This is for @californiawells and anybody else who wants to pick up Leroy and start bodying people. It assumes he hasn’t been nerfed (yet ?), and that you know Tekken notation and a little bit about frame data.
I realize, having written it, that it’s kind of long. Don’t be intimidated! Leroy is really easy to pick up, as Tekken characters go.
He’s got nearly every tool that you could hope for in a Tekken character, and then a few things that nobody else has!
Good df+1 ? It’s great! Low pokes! Absolutely. A hellsweep? You betcha. An orbital heel. Great approach tools. Great punishment. Super absurd combo damage for easy combos. Super good safety. And he’s got one of the best parries in the game. And the unique cane mechanic. And a theme song. And a dog.
The only Tekken things I can think of that he doesn’t have are: a complete throw mixup (his grapple game is not great), a snake edge-type low launcher, a generic d+4, and a hopkick. But lots of good characters don’t have those things.
As with most Tekken characters, df+1 is your go-to poke. His is 13f (fast) and only -1 on block, which is *great*. AND IT HAS EXTENSIONS. You can do df+1,1 which is also only -1 on block, but second hit is high. Or df+1,4, which is mid,mid and leaves you in stance. Both are safe on block and guaranteed on hit.
b+4 is a safe, homing mid kick with good range. Kinda like Heihachi’s, but faster and more damage??
d+1+2 -- neutral on block (but forces crouch), long range fast mid. CH launcher. Amazing. d+1+2 into d+1+2 is a good pressure sequence.
Throw out your orbital heel (u+4 or u/f+4) randomly, to catch low moves, or if you think they’re going to duck, or to evade counter-attacks, or if you feel like it. Worst case, you get whiff-punished, but it recovers pretty quickly.
He’s got great approach tools. ff+3 is a long-range tracking kick that will get you in with +1 on block! That’s disgusting! (it is high, so if you’re too predictable you could get ducked and launched). You get a mini-combo on hit. On block, try a b+1 to fish for a counter-hit? They’ll probably swing, not knowing that it’s your turn.
b+3 is similar, though shorter range and merely safe on block, not plus. You can get a bigger combo on hit.
u/f+2 is another good approach tool. A quick jumping mid punch that is + on block and wall-bounces. What the fuck is this. Why does he have so many great moves.
1,2,4 into stance for your 10f punish. Or just 1,2 if you don’t want to go into stance.
If you block something that’s -14 or worse from standing, you can easy-mode punish with 1+2,1+2,1.  PRACTICE HIT-CONFIRMING THIS. The last hit is very punishable, but you should almost never do it unless the first few hits are hitting. You can just throw the 1+2 or 1+2,1+2 out in neutral, in hopes that it will hit and you can hit-confirm into the last hit -- it’s really good.
As something between a whiff punisher and an approach tool, you can use ff+2,2. It launches on normal hit, into your default combo. Only -13 on block. If they don’t know they can punish this, party with it.
u/f+3+4,1+2 is something like Law’s 3+4,4 , but doesn’t give a full combo. 14f big long-range whiff punish. Also useful in combos.
At 15 frames from crouching and standing, you get a launch. df+2,1+2 for the standing launcher, while-standing 2 if you block a big low.
d+3,2 is in your default combo, but you can (and should) also use it as a low poke. If it hits, you’ll be at +8, right in their face, in stance. Party time. This move is like Hwoarang’s d+3,4 but better.
d+2 is a really good low-poke too. High-crush, something like Feng’s d+2. Consider following it up with the extension, d+2,4. Both are quite safe -- nobody can launch you for doing them. And you can delay the second hit.
d/b+4 is also quite good. It high crushes. Kinda like Kazuya’s d/b+3, but better because on CH you get a small combo.
HELLSWEEP BECAUSE WE BELIEVE IN OUR READS. If they look complacent and you’re feeling gutsy and want a knockdown, just run up and db+3,1+2. It’s launch punishable on block, so be careful.
The basic combo that you can do off basically every launcher is:
(launch) db+1,3 d+3,2 (hermit stance) 2,1 S! dash uf+3+4,1+2
Drill this into your fingers. You’re going to get like over 70 damage for any launcher here. It’s super consistent and not hard.
This works for (at least) these launchers: orbital (u+4 or u/f+4), f,f+2,2 , while-standing 2, df+2,1+2.
When ff+3 hits, you get a guaranteed u/f+3+4, 1+2.
When b+3 hits, you get a guaranteed (dash) b+3 df+1 df+1 u/f+3+4,1+2.
At the wall, I like to end with df+1, u/f+3+4,1+2. There are better wall enders, but this is really consistent.
Just Leroy Things: stance, parry, cane, dog
His parry is b+2. It’s more like Jin’s parry than a reversal. Too much to talk about here.
His stance, Hermit Stance (HMT) automatically parries lows.
When you’re in stance, there are a bunch of good options. The most basic ones are:
mid poke: HMT 4 , leaves you in stance. 11f mid poke.
mid with commitment: HMT 4,1+2Â mid-mid knockdown string. Punishable.
low: HMT 3,4Â or HMT b+4Â (second option is homing and high crushes)
Also you can parry with the b+2 parry from stance.
CANE:Â you can only do this once per game. But d/f+2+3 is like an extra rage drive. Launch on normal hit, big frame advantage on block.
DOG: Call Sugar to do an assist with 2+3! This is a terrible idea. Sugar is a good doggo, but she’s not a very reliable combatant. And she takes forever to come out. And she might not actually do the attack; there’s RNG here.
Super good. Plays when you’re on the Dragon’s Nest stage, during potential final round. Try to be on Dragon’s Nest stage, for an extra power-up.
“YOUR EGO’S ABOUT TO GET MORE THAN YOUR FEELINGS HURT!!”
More options out of stance. Advanced combos. Okizeme, ground game, how and when to use parry...