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leroy Tekken 8 Season 2 Guide

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Last updated Jan 07, 2026, Game version 2.08.00

Introduction

Leroy Smith is a defensive counter hit character that has the ability to dictate the pace of the match with the use of his strong turn stealing options (Parries and Reversals), as well as his strong ch tools when calling out the timing of his opponents (B1+2, F3,1+2,4, Db3, etc). Leroy's gameplan is centered around agitating the opponent with his pokes and string mind game while also conditioning the opponent to play around his defensive tools.

Leroy is a relatively volatile character in the sense that he can blow you up really quickly, like no other character, and has a lot of comeback potential. Rounds against Leroy can either end with him winning in very few interactions or with him not winning at all. If you're looking for a character whose strength and reward scales with your personal character knowledge, Leroy is a good pick, but he isn't as 'pick up and play' as other characters that do similar things and do them better.

Strengths

  • Lows: Leroy has a combination of some of the best lows in the game (D4, Db3, D2, FC df4, etc).
  • Defensive Tools: Leroy's strong defensive tools make it difficult for an opponent who wants to constantly play on immediate timing but doesn't have the frames to beat Leroy's parries or sabakis.
  • Combo Damage: Leroy's combos do some of the highest damage in the game.
  • Ch Tools: Leroy's ch tools have a large range of utility.

Weaknesses

  • Approach Game: Leroy struggles with getting in vs most of the cast, and his approach tools are relatively linear.
  • Linearity: Struggles with tracking in low frame advantage situations and often loses to SWL, mainly due to the fact that he doesn't have a move that reliably tracks to his left. This is even more of an issue vs evasive/movement-heavy characters.
  • Weak Mid Game: Leroy's generic mid poking isn't particularly strong, moves like his df1 is -6 on block and steppable to both directions. This issue also extends to his slower mids as well.
  • Unsafe launchers: Leroy's faster launchers from standing are both launch oB (df2,1+2 being -18 and ff2,2 being -15). Leroy often takes risks to whiff-punish his opponents, which can be very costly.

Heat System

  • Leroy's heat system is designed to buff both his offensive and defensive tools. all the moves that involve Wing Chun punches regenerate heat while also getting a slight buff to damage (df1,1+2, f3,1+2,4, HRM 1+2, 1, 1+2, 1+2, 1, etc). Damage buff ranges from 3-6 extra points of damage, depending on the move. Successful parries and sabakis also regenerate heat meter. While in heat, Leroy's b1+2 is buffed, giving a knockdown on normal hit into a guaranteed uf3+4,1+2, turning it into a really strong i12 punish tool.

Installments

Cane

Leroy has access to a one-time use cane move, which are both very strong options that can be used in mixup situations, considering mid and low cane are both available from neutral and hrm stance. Low cane (db2+3) is a pseudo-homing low launcher that comes out at i20 and is only -14 on block. Mid cane (f2+3) is a i16 high damage, mid launcher which leads to some of Leroy's highest combo damage.

Top 10 Moves

2,1

2,1 is a really strong high mid jab string with a start up of 12f and a high level of coverage. 2,1 catches sidestep to both directions against most of the cast and typically only loses to sidewalk left. The second and third hits (2,1,2) of the string have ch properties allowing for the remaining portions to be natural, while the third hit also has a built-in parry with a startup of 3f. The fourth and final hit of the string (2,1,2,1) is also a ch launcher and only -13 on block. 2,1 has a lot of coverage and can be applied both offensively and defensively.
h, m, i12, -7~-6 oB, +4~+5 oH

B1+2

B1+2 is the only standing mid 12f ch launcher in the game, which is really strong when it comes to punishing your opponent for playing out of frame and is only -10 on block. B1+2 is also +14 on ch, which leaves your opponent stunned standing for 14f, allowing for a guaranteed standing 1+2,1+2,1 into heat engage or uf3+4,1+2 as a non-heat engaging option. While in heat, this move becomes -9 on block with slight pushback and better tracking to Leroy’s strong side, and on CH b1+2 your follow-up is no longer scaled, allowing for even higher damage combos while in heat. Also, on normal-hit this move knocks down into a guaranteed follow-up.
m, i12, -9 oB, +35d (+27) oH, +60cs oCH

Db+3

Db3 is an i20 high crushing low with great range and some tracking to both directions (often loses to side walking both ways), also +5 on hit, allowing for a mixup from stance (hrm 4 beats powercrush attempts, while HRM 1+2 typically beats most other mash attempts leading to high reward both on hit and on block). Db3 also has ch properties becoming +14 on ch, allowing for a guaranteed hrm 4,1+2 or a hrm 1+2, which while in heat turn into a full launcher. One of the added benefits of db3 is that on block your opponent is placed into a punish mix situation where typically immediate punish attempts can be either parried or sabaki'd, placing Leroy into another advantageous situation. Db3 is arguably one of the best lows in the game.
L, i20~21, -8~-7 oB, +5~+6 oH, +14c oCH

F3,1+2,4

F3,1+2,4 is one of Leroy’s most important ch tools and arguably the best i14 mid ch in the game, doing 51 damage on ch, leaving no recoverable health and being relatively easy to confirm on ch. Also, the first two portions of the string are almost free to throw out due to f3,1+2 being a mid high jailing string on block and -8 with pushback. This is also a very strong tool versus other sabaki's and parries due to f3 being a knee.
m, h, m, i14~15, -16~-15 oB, +13a (+6) oH

HRM 1+2

Hrm 1+2 is by far one of Leroy's strongest mids the only issue is that it's locked behind stance. Similar to 1+2, hrm 1+2 is also -2 on block, and the extension is confirmable (hrm 1+2,1). This is also one of Leroy's fastest heat engagers, and while in heat after heatdash it becomes a launcher, leading to high damage combos while also wallsplatting if you choose to not heatdash. When used in conjunction with moves like d3,2, this becomes a very strong frame trap that beats most mash attempts.
m,h,h,h, i14, -2 oB, +5 oH

3 | 3,3

Stand 3 is another important mid and in most cases is used for poking over Leroy's df1 due to its strong tracking to Leroy's strong side (stops even evasive characters from moving to Leroy's strong side, the only exception is Steve right sway), while also having a situationally confirmable extension with its own ch property. One of the strengths of standing 3 is the fact that it's has an extension allowing Leroy to play a strong mind game assisting him with opening up opponents that respect the string.
m, i15, -8 oB, +3 oH

D1+2

D1+2 is one of the main mids used when dealing with movement to Leroy's weak side. On top of D1+2 being a heat engager, it also becomes a launcher in heat after heatdash. Outside of heat, d1+2 is +7 on hit and forces crouch, which still offers some utility for Leroy.
m, i17~18, -4~-3 oB, +6c / HE oH

Db1+2 | B+2

Db1+2 is a super sabaki that works against both punches and kicks and has one of the largest active parry windows in the game at 4f~20f. Db1+2 is also a heat engager, and with heat active, it becomes a launcher after heatdash. Due to the distinct animation during a successful reversal, db1+2 is essentially a confirmable launcher while in heat, which is really strong. B+2 is a lot more of a specialist tool and doesn't have the same level of ease of use as db1+2. The strength of Leroy's b+2 scales with the knowledge of the player piloting Leroy. B+2 has the ability to parry punches, kicks, knees, elbows, and weapons, making it very versatile. After a successful parry b+2 has its own follow up and you access it by pressing either 1 or 2, what makes b+2 more of a specialist tool is the fact that the reward scales with the players knowledge of the frames of the moves being parried (for example if Leroy successfully parries Kuma's wr2 the parry animation can be cancelled allowing for normal moves to be used after a successful parry so in this case ff22 can launch punish Kuma's wr2 after a successful b+2 parry and this applies to many other moves). In addition to normal b+2, which has a parry window of 5f~15f, parrying on the 5f~6f frame activates Leroy's perfect parry, which is the enhanced version of his normal b+2, offering a stronger follow-up and higher damage, and in some cases changes to the frame advantage of the move being parried. Both the b+2 follow-up and the perfect parry follow-up wallsplat on hit as well, allowing for a full combo at the wall.
m, i32~33, -11~-10 oB, +36d (+15) oH

SS4

SS4 is a really important low for Leroy as it's one of his safest lows at only -12 oB, and +4 on hit. The risk/reward here is really good for Leroy, also dealing 17 damage makes this Leroy's version of a sature kick. SS4 also has ch properties being +14, this allows for a guaranteed 1+2,1+2,1 and uf3+4,1+2, both options are really strong at the wall and lead to really high damage.
L, i18~19, -12 oB, +4 oH, +14 oCH

D+2

D+2 is a i15 high crushing low that has strong tracking to Leroy's weakside. On ch this low becomes +3 and forces crouch. D+2 also has an extension (d2,4) and also has ch properties of its own and knocks down on ch. if your opponent attempts to punish d+2 early with a i11 or slower punish, the extension will ch knockdown, allowing for a conversion with heatburst into a full combo.
L, i15~16, -13~-12 oB, -2~-1 oH, +3~+4 oCH

Punishers

Standing
i10f 1,2,4 (high damage i10 punish that transitions into hrm at +3 (not an ideal mixing situation, hrm 4 is used to check mashers).)
i12f 2,2 (Best situation on hit leaving your opponent at range 0 and Leroy at +7 you have a number of options here.)
i12f 4,4 (Ideal for punishing moves that are punishable but have pushback on block.)
i13f Df1+4 (i13 punish but is outclassed by 2,2 in most scenerios due to the lower damage, weaker frame advantage, and +3 forced hrm transition on hit.)
i14f Uf3+4,1+2 (Typically used in situations when you don't want pop heat or used to punish -14 moves that leave you in fc.)
i14f 1+2,1+2,1 (fully confirmable i14 wallsplatting string that also heat engages. Leads to some of Leroy.s highest damage combos.)
i15f Df2,1+2 (Leroy's standing i15 launcher. Like most of leroys launchers it deals high damage but is also very risky if blocked.)
i15f Ff2,2 (One of the furthest reaching i15 launchers in the game used to punish moves like Asuka/Jun b+3 even at tip range.)
Crouching
i10f D1,2,4 (D1,2,4 also functions as an i10 punish for moves that are at least -10 on block, force crouch on block, and leaves the opponent recovered in crouch. Ideal for punishing moves that are -10 to -12 like Lars sen 1 or Kazuya ws df3+4.)
i11f ws+4
i13f ws1,4 (Hit confirmable mid mid i13 ws punish that leaves Leroy in hrm at +3)
i14f Uf3+4,1+2 (Can be used from ws as a i14 punish due to the "Uf' input.)
i15f ws+2
Whiff punishers
Ff2,2 (Leroy's furthest reaching launcher)
Df3+4 (Far reaching whiff punish safer on block than ff2,2)
F4,4 (Fast whiff punish that also becomes a launcher in heat.)

Combos

Df2,1+2 | WS+2
Qcf2 → 2,2 → f3,1+2,4 → dash → hrm 1,2 → b3+4
Df3+4
Qcf2 → df4,3 → df3,1 → dash → uf3+4,1+2
d,df,f+2
2,2 → f3,1+2,4 → dash → hrm 1,2 → ff3 → b3+4
CH (ff4),2
Uf3 → 2,2 → f3,1+2,4 → dash → hrm 1,2 → b3+4
CH (Db1),1+2
(Db1),2 → dash → ssr → qcf2 → 2 → df3,1 → dash → uf3+4,1+2
CH b1+2
Qcf2 → 2,2 → f3,1+2,4 → dash → hrm 1,2 → ff3 → b3+4
Low Parry
SSR b3 → hrm 2 → 1 → ff3 → df3,1 → dash → uf3+4,1+2
Db2+3 (Low cane)
Hrm 1,2 → ff3 → df3,1 → deep dash → uf3+4,1+2

Beginner Combos

Df2,1+2 | WS+2 | CH b1+2 | Qcf2
F2,3,4 → hrm 2,3 → dash → hrm 1,2 → b3+4
Df3+4
SSR f2,3,4 → hrm 2,3 → uf3+4,1+2
CH (ff4),2
B3 → hrm 2 → f3,1+2,4 → dash → hrm 1,2 → b3+4
CH (Db1),1+2
(Db1),2 → db1,3 → uf3+4,1+2
Low Parry
Qcf2 → df4,3 → df3,1 → dash → uf3+4,1+2
Db2+3 (Low cane)
SSR Qcf2 → 2 → df3,1 → dash → uf3+4,1+2

Combo Enders

Carry
ff3 → ff4,2
Floor break
D1+2 or with a wall df3,1 → 3,3
Wall break

Wall Combos

Normal
Hrm f4 → db2,1+2
1+2, 1+2, 1 (delay the "1" by about a frame for max damage and oki).
2 → uf3+4,1+2
With tornado
(2),1,2,1 → hrm f4 → db2,1+2

Small Combos

CH b1+2
1+2,1+2,1
CH ub+2 | CH (df4),3
Dash → uf3+4,1+2 or b3+4
CH (f2,3),4
Hrm f4 → db2,1+2
CH db4
db2,1+2 or b3+4

Notable Moves

D+4

Much like d+2 Leroy's d+4 is a strong low poke that tracks well to his weak side, while also having a mid extension that becomes natural on ch (D+4,4). D+4,4 is really strong for closing out rounds against unsuspecting opponents. (D+4,4 is also twitch confirmable on ch one, the key attributes setting it apart from d+2). Very important to note that d+4 is only -1 on hit, which is still a very advantageous situation for Leroy, depending on how the opponent chooses to respond.
L, i14~15, -12~-11 oB, -1~0 oH
FC df+4 is another really strong low poke that Leroy has access to from ws. FC df4 has very good range, high crushes, and has very good tracking even against movement heavy/evasive characters. FC df+4 also has a launching extension, when fc df+4,1 lands on ch, the full string becomes natural, leading to very high combo damage (although hard on ch df4,1 can be twitch confirmed).
L, i15~16, -13~-12 oB, -2~-1 oH, +3~+4 oCH

1+2

1+2 operates very similarly to hrm 1+2, the biggest difference being that it's a high instead of a mid, but still retains the same oB properties of hrm 1+2 (-2 oB), which is really strong for Leroy. The extensions from 1+2 are fully confirmable, making 1+2 a very strong i14 string, especially at the wall.
h,h,h, i14, -2 oB, 4 oH

B4

i17 homing mid, which is very essential for Leroy when addressing his issue with tracking in low frame advantage situations, the only downside being the reward on hit isn't the best (b4 having pushback on hit makes it hard for Leroy to keep his turn).
m, i17~18, -9 oB, +4 oH

F1+2

While at first sight this power crush doesn't seem that good, this is actually one of the better mid power crush in the game. It has very good range, even compared to other power crush. The fastest mid power crush(same speed as nina f1+2). It also has very good tracking to both sides, making it very hard to step this move. It's also only - 13 instead of the usual - 14. The only downside to f1+2 is that it does not wallsplat.
m, i17~18, -13 oB, +20a (+15) oH

D3,2

D3,2 provides Leroy with one of his strongest situations from hrm being +8 forces the opponent into a true guess (most options beat mash attempts aside from his slower moves like hrm b+1 and hrm f+4). D3,2 although risky due to the extension being a high it is still one of the fastest power lows in the game and it really strong when it comes to opening up opponents.
L, h, i16, -3~-2 oB, +8~+9 oH

Df+4

Df4 much like standing 3, is another mid that almost assumes the role of his df1 due to both standing 3 and df4 having tracking to one side (standing 3 tracks right side and df4 tracks left, although a lot more situational) while his df1 lacks tracking to either side. Df4 also has a safe extension (df4,3) that has ch properties giving a knockdown leading to a guaranteed uf3+4,1+2, “df4,3” also becomes natural if the start of the string lands a ch. Df4 on hit transitions into hrm, which is really strong for Leroy, leaving him at +6, which is an ideal situation for mixing your opponent, even oB df4 has utility due to the threat of the extension allowing Leroy to play around mental frames.
m, i13, -6 oB, +6 oH

HRM 4

Hrm 4 is on Leroy’s key mids out of hrm, acting as a pseudo homing mid that also leads to a mixup on block (-7 oB allowing hrm 1 and hrm b2 to reversal i10 and slower) and has a natural wallsplatting extension to that wall splats from relatively far (hrm 4,1+2 extension is however -14 oB). However, attempting to mix with hrm 4 can be risky after db3 against both movement heavy/evasive characters and when hitting an opponent that is moving laterally.
M, i11~12, -7~-6 oB, +7~+8 oH

Stances

Hermit (HRM)

Hermit stance can be entered and cancelled using 3+4 and is a mix-up-based stance that functions mainly via the use of stance power mids and stance lows, each with their own unique reward on hit and block. hermit can also be accessed through moves like ss3+4, b3, db3, and df4 or through the use of punishment strings like 1,2,4, df1,4, and ws1,4.Leroy also has access to b2 while in HRM, which comes out at 3f instead of 5f like in neutral, and a punch/kick sabaki (HRM 1) also with a start up of 3f. Leroy can use both offensive and defensive tools from HRM.

Panic Moves

F1+2

Leroy's powercrush tracks really well against sidewalk both ways and hits grounded (loses to sideroll right).
m, i17~18, -13 oB, +20a (+15) oH
i13 ch high that has relatively fast recovery and can be used for keep out.
h,th, i13, +0d oH

D1,2,4

i10 down jab string that is natural on ch and deals 24 damage.
sl, m, m, i10, -9 oB, +3 oH

Ub+2

Punch sabaki that has a parry start up of 4f~12f. Also has a knockdown effect that guarantees multipe follow ups.
m, i20, -10 oB, +3 oH, +33d (+25) oCH

1,1,1+2,1

Leroy's g-cleft, a very strong i10 ch tool that deal great damage and depending on distance from wall uf3+4,1+2 can be used to convert into a mini combo.
h, m, h, m, i10, -16~-15 oB, +20a(+15)~+21a(+17) oH

Frame Traps

2,1 2,1
SS4 1,1,1+2,1
Db3 Hrm 4
D3,2 Hrm 1+2

Knowledge Checks

F2,3,4

Leroy players will often use this string to fish for the ch knockdown due to f2,3,4 being delayable on every extension. blocking is typically best in this situation and taking your i10-i11 punish.
h, m, m, i14~16, -9 oB, +8 oH, +38d (+30) oCH

db+3

Db3 is a punish mix low meaning that after successfully blocking db3 the opponent is still placed in a guessing situation where they must make the correct read in order to aviod being put in another disadvantageous situation all over again. typically the most consistent counterplay is going for a free grab attempt all leroy can do here is break the throw, this stops him from continuing his mix from stance or using defensive stance options.
L, i20~21, -8~-7 oB, +5~+6 oH, +14c oCH

1+2

A common flowchart leroy players use here is 1+2 into b1+2, this usually beats and slow buttons its best to stay patient since 1+2 is only -2 oB which is still advantegeous for leroy.
h,h,h, i14, -2 oB, 4 oH

Defensive tips

Step Left/Side Walk left

SSL and SWL is the main counter to leroy in neutral due to him lacking a move that reliably tracks to this side and most of his more rewarding moves lose to both SSL and SWL in neutral, SWL is also the main counterplay to strings like 2,1 which has strong tracking to sidestepping in both directions.

Play Patient

While Leroy's parries and sabakis have a lot of reward they also come with risks, playing patiently is a great way to bait these defensive option and one of Leroy.s main problems is the whiff recovery on a lot of his moves, this includes his defense tools.

SSR duck Hrm

SSR duck is the generic OS to dealing with hrm in +5 and below frame advantages typically the only button that stops that is hrm 4.

Defensive Move Handling

2,1,2

The third hit of the string is duckable. The fourth hit of the string is also a ch launcher but is also -13 oB.
h, m, h, i12, -7~-6 oB, +4~+5 oH

Df1,1+2

The second portion of the string is duckable, can be mixed with df1,4 but the reward for both on hit is genereally low. the full string is fully natural on ch
m, h, i13~14, -2 oB, +4 oH

D3,2

Fast low with good tracking to both directions and great frame advantage on hit. block d3 and continue to stay ducking to avoid the high extension and launch punish, if the high extention is block Leroy is only -3 and safe even though he transitions into stance.
L, h, i16, -3~-2 oB, +8~+9 oH

Db1,3

Db1 is situational and has some high evasion in certain situations with 3 different extensions. (Db1), 3 is duckable and can be launch punished and is the only safe on block extension from db1 series.
m, h, i16~17, 0~+1 oB, +8~+9 oH, +31a oCH

F4,4

Fast mid with a high extension, some leroy player may throw this out as a mid check if they rip the full string duck and launch punish.
m, h, i16~17, -6 oB, +20a (+11) / HE oH

HRM 1,2

The first hit of Hrm 1,2 is a punch and kick sabaki the extension is both a high and safe oB ch launcher. Both hrm 1 and hrm 1,2 can option selected with a down jab (hrm 1 being -11 and hrm 1,2 ending in a high).
m, h, i24~25, -3 oB, +28g oH, +59cs oCH

HRM 3,4

Hrm 3,4 is a low mid string be sure to block the low and return to the standing state to block the mid. the mid extension is -15 oB.
L, m, i16, -15~-14 oB, +1~+2 oH

External Resources