leroy

leroy

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CommandHit levelDamageStartupBlockHitCounter hitNotes
HRM.b+3l12i20~21-31-9
1+4l16i100~279-26+24
Power up during Heat (partially uses remaining Heat time)
df+2,1+2m, hm7, 5,10-18+33 (+23)
Combo from 1st hit
1+2,1+2,1h,h,h, h,h,h, m9, 9, 20,i17~18-17~-16+7a(-2) / HE
* Heat Engager
* Balcony Break
* Elbow
* Combo from 1st hit
* Delayable
HRM.1+2,1m,h,h,h,h, m12,x,x,x, 20i17~18-17+7a(-2)/HE
* Heat Engager
* Heat Dash +5g +36a(+26)
* Balcony Break
* Elbow
* Jailing
* Delayable
1,1,1+2,1h, m, h, m5, 7, 12, 15,i23~24-16~-15+20a(+15)~+21a(+17)
Combo from 3rd hit
f+3,1+2,4m, h, m14, 15, 20,i20~21-16~-15+13a (+6)
* Tornado
* Natural combo from 2nd hit
HRM.b+3,1+2l, m12, 27i31~32-16+0a (-1)
* Balcony Break
* Combo from 1st hit
* Combo deals [30; 12] damage
OTG.db+2li17~18-16-5
Power up during Heat (partially uses remaining Heat time)
db+4l13i17-15-4c+36d
High crush
f,F+2,2m, m8, 13,i17~18-15~-14+55~+56
Combos from 1st hit
HRM.3,4l, m8, 16i22~23-15~-14+1~+2
Combo from 1st hit
3,3m, l14, 13,i18-14+2+15d
* Delayable
* Combo from 1st hit
db+2+3lm10,14 (9)i20~21-14+67a (+51)
* Weapon
* Tornado
* Only once per match
* chip damage on block
b+3+4m,th21,25i18~19-14+0d
* Balcony Break
* Shifts to throw on hit from the front
uf+3+4m,m8,10i14~15,i10~11-14+16a
Balcony Break
f,F+4,2m, m16, 21,i27~28-14~-13+34a (+19)+43a (-33)
* Tornado
* Combos from 1st hit
ws2m21i15~16-14+51a
HRM.4,1+2m, m13, 25i24~25-14~-13+27a (+12)
Tornado
2,1,2,1h, m, h, m10, 12, 17, 21,i21~23-13~-11+16a(-1)~+18a(+3)+30a(+20)
* Balcony Break
* Tornado
* Elbow
* Combo from 3rd hit
4,4h, m15, 13,i15~16-13~-12+3~+4
Combo from 1st hit
f+1+2m20i17~18-13+20a (+15)
* Balcony Break
* Elbow
Power crush
df+3,1,1+2m, h, m14, 12, 25,i20~21-13+34 (+13)
* Balcony Break
* Combo from 2nd hit CH
* Delayable
d+2l11i15~16-13~-12-2~-1
High crush
d+2,4l, l11, 11,i24~25-13~-12-2c+38d
High crush
d+3l8i16-13-2
uf+3+4,1+2m,m, m8,10, 17 (11),i30~31-13+23a (+13)
* Balcony Break
* Combos from 1st hit
uf,n,4m20i23~25-13+32a (+22)
Low crush
FC.df+4l14i15~16-13~-12-2~-1+3~+4
High crush
FC.df+4,1l, m14, 15,i20~21-13~-12+31a (+21)
Combos from 1st hit
HRM.3l8i16-13-2
HRM.b+4l17i20~21-13+4c+28a
Homing
High crush
OTG.db+2,1+2l, l-13-2
d+4l9i14~15-12~-11-1~0
db+1,2m, m12, 20i21~22-12~-11+17a(+0)
* Tornado
* Balcony Break
* Combo from 1st hit
SS.4l17i18~19-12+4+12
* Can be delayed
4h15i12-110
df+3m14i16-110
d+4,4l, m9, 16,i18~19-11~-10+1~+2
* Transition to HRM
* Combos from 1st hit CH
db+1+2m25i32~33-11~-10+36d (+15)
* Heat Engager
* Balcony Break
* Sabaki (partially restores remaining Heat time when successful during Heat)
* chip damage on block
Parry state 4?
f,F+2m8i14~15-11~-100~+1
f+2,3h, m15, 15,i18-10+2
Combo from 1st hit
df+1,1+2,2m, h10, 9, 17,i24-10+3+33d (-25)
* Partially restores remaining Heat time when successful during Heat
* Combos from 1st hit CH
Parry state
d+1,2sl, m5, 8,i15~16-10~-9-1~0
Combos from 1st hit CH
db+1,1+2m, m12, 25i21~22-10~-9+23a (+18)+41a
* Balcony Break
* Combo from 1st hit CH
b+1+2m17i12-10+2+60
ub+2m17i20-10+3+33d (+25)
Has punch parry effect (partially restores remaining Heat time when successful during Heat)
Parry state
HRM.1m17i24~25-10~-90~+1
* Parry
* Partially restores remaining Heat time upon successful parry during Heat
Parry state 3~
1,1h, m5, 7i18~19-9~-8+2~+3
Combo from 1st hit CH
1,1,1+2h, m, h5, 7, 12i19~20-9~-8-2~-1
* Power up during Heat (partially uses remaining Heat time)
* Combo from 2nd hit
1,2,4h, h, m5, 9, 11,i16-9+3
* Transition to HRM
* Combo from 1st hit
f+2h15i14~16-9+2
Elbow
f+2,3,4h, m, m15, 15, 20,i21~22-9+8+38d (+30)
* Knee
* Transition to HRM
* Combo from 2nd hit CH
f+4m14i16~17-9~-8+4
df+1,4m, m10, 16,i18-9+3
* Transition to HRM
* Combo from 1st hit
df+4,3m, m14, 14,i20~21-9+7+37d (+29)
* Knee
* Combo from 1st hit CH
* Delayable
df+3+4h23i18~19-9+70a(+54)~+71a(+55)
* Tornado
* chip damage on block
High crush , Low crush
d+1,2,4sl, m, m5, 8, 11,i15-9+3
* Transition to HRM
* Combos from 2nd hit
db+1m12i16~17-9~-8+1~+2
b+4m16i17~18-9+4
Homing
uf+1h17i16~17-9+5
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2
Parry state
ws1,4m, m14, 16,i21-9+3
* Transition to HRM
* Combos from 1st hit
HRM.2,3h, h14, 23i24~25-9~-8+16a (+9)
* Tornado
* chip damage on block
* Combos from 1st hit
* Delayable
Low crush
3m14i15-8+3
f+3,1+2m, h14, 15-8-6
* jail from 1st hit
* power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit CH
db+3l12i20~21-8~-7+5~+6+14c
Transition to HRM
High crush
uf+3m25i20~24-8+14a (+5)
* Balcony Break
* Alternate input: ub+3 or u+3
Low crush
uf+4m22i23~25-8~-6+21a
Alternate input: ub+4 or u+4
Low crush 9
2,1h, m10, 12,i12~13-7~-6+4~+5
Elbow
2,1,2h, m, h10, 12, 17,i20~21-7~-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
2,2h, h10, 20,i25~26-7~-6+7~+8
* Elbow
* chip damage on block
f+3m14i14~15-7~-6+7
* Knee
Alternative input: ws3
f+2+3m35i22~23-7+73a
* Weapon
* Only once per match
* chip damage on block
ws1m14i13~14-7+3
Elbow
HRM.4m13i11~12-7~-6+7~+8
Transition to HRM
1,2,1h, h, h5, 9, 17,i27~28-6~-5+8~+9
* 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
Parry state
1,2,3h, h, h5, 9, 21,i23~24-6~-5+20a(+11)~+21a(+13)
* Balcony Break
* Combo from 2nd hit CH
f+4,4m, h14, 24,i28~30-6+20a (+11) / HE
* Heat Engager
* Balcony Break
* Combo from 1st hit
Low crush
df+1m10i13~14-6+5
df+2m7i15~16-6+6
df+4m14i13-6+6
Transition to HRM
b+1h17i13-6+5
Shifts to throw "Knee Snap" on front grounded CH
d,df,f+2h20i16~17-6~-5+29a (+22)
chip damage on block
ws4m16i11~12-6+5
HRM.2h14i12~13-6~-5+5~+6
d+1sl5i10-5+6
High crush
d+1+2m21i17~18-4~-3+6c / HE
* Heat Engager
f,F+4m16i16~17-4~-3+9~+10g
Transition to HRM
1,2h, h5, 9,i12-3+7
d+3,2l, h8, 8,i24~25-3~-2+8~+9
* Transition to HRM
* Combos from 1st hit
1+2h,h,h9i14-24
* Power up during Heat (partially uses remaining Heat time)
1+2,1+2h,h,h, h,h,h9, 9i9-27
* Power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit
df+1,1+2m, h10, 9-2+4
* Power up during Heat (partially uses remaining Heat time)
* Combo from 1st hit
f,F+3h23i18~23-2~+3+33d(+25)~+38d(+30)
* Balcony Break
* chip damage on block
Low crush
HRM.1+2m,h,h,h,h12,x,x,xi14-2+5
Power up during Heat (partially uses remaining Heat time)
2h10i120+9
df+3,1m, h14, 12,i16~170+6
Combo from 1st hit
db+1,3m, h12, 17i18~190~+1+8~+9+31a
Combo from 1st hit
HRM.f+1h17i14~15+0+15g
Balcony Break
HRM.f+4m21i26~29+0+40a
chip damage on block
Low crush
2+3m12 (12)i16+1+2c
* Heat Burst
Power crush
1h5i10+1+8
uf+2m25i24~25+1+10a (+1)
* Balcony Break
* Alternate input: u+2
* chip damage on block
Low crush
HRM.b+1m21i20~22+4+7c+52a
chip damage on block
H.2+3m50 (25)i15+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
f,f,F+3m30i24~27+6~+9+41d(-17)~+44(-11)
* Balcony Break
* chip damage on block
Low crush
SS.1+2h26i14+7+30g
* chip damage on block
* power up during Heat (partially uses remaining Heat time)
* Can be delayed
HRM.SS.1+2h26i14+7+30g
* chip damage on block
* power up during Heat (partially uses remaining Heat time)
* Delayable
b+3h27i22~23+9+16c
* Balcony Break
* Homing
* Transition to HRM
* Cancel into HRM with input b+3,3+4
* chip damage on block
R.df+1+2m55i20
* Rage Art
* Removes Recoverable Health
1+3+4sp
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
Parry state
3+4sp
* Auto low parry
* Partially restores remaining Heat time upon successful parry during Heat
* Transition to n with HRM.3+4
Parry state
3+4sp
* Auto low parry
* Partially restores remaining Heat time upon successful parry during Heat
* Transition to n with HRM.3+4
Parry state
b+2sp
* Parry (partially restores remaining Heat time when successful during Heat)
* Becomes Superior Twin Dragon Gate upon perfect parry
* Is ps3~ from HRM.b+2
Parry state 5~
1+2+3+4sp
CH b+1h,th20,25i13+0d
P:b+2sp
* Alternate input: P:HRM.b+2
* Parry (partially restores remaining Heat time when successful during Heat)
P:b+2,1m40i13+29a
* Alternate input: P:b+2,2
* power up during Heat (partially uses remaining Heat time)
d,df,f+3+4,Fub(m)80i56~57-1~0d
* Reversal (partially restores remaining Heat time when successful during Heat)
* Follow-up upon successful reversal with input 1 or 2 to Chain Punch: Branch
Parry state
HRM.SSsp
P.b+2,1m35i13+21g
* Balcony Break
* Alternate input: P.b+2,2
* power up during Heat (partially uses remaining Heat time)
1+3th(h)35i12~14
* Spike
* Throw break: 1 or 2
* Opponent status on hit: FUFT perpendicular
2+4th(h)35i12~14
* Throw break: 1 or 2
* Opponent status on hit: FUFA
* Side switch on hit
Back throwth(h)50i12~14
* Spike
* Throw break: none
* Opponent status on hit: FDFA
Left throwth(h)40i12~14
* Spike
* Throw break: 1
* Opponent status on hit: FUFT perpendicular
Right throwth(h)40i12~14
* Throw break: 2
* Opponent status on hit: FUFA
* Side switch on hit
uf+1+2th(h)35i12~14
* Throw break: 1+2
* Opponent status on hit: FUFA off-axis to the left