leroy

leroy

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CommandHit levelDamageStartupBlockHitCounter hitNotes
2+3m12 (12)i16+1+2c
* Heat Burst
Power crush
H.2+3m41 (18)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
R.df+1+2m55i20
* [[:Template:RageArt]]
* Erase opponent's recoverable health on hit
1h5i10+1+8
1,1h,m5,7i18~19-9+2
1,1,1+2h,m,h5,7,12i19~20-13-2
* Power up during Heat (partially uses remaining Heat time
1,1,1+2,1h,m,h,m5,7,12,15,i23~24-16+20 (+15)
1,2h,h5,9,i12-3+7
1,2,1h,h,h5,9,17,i27~28-6+8
* Follow-up after successful sabaki with input 1 or 2
* Partially restores remaining Heat time when successful during Heat
Parry state
1,2,3h,h,h5,9,21,i23~24-6+20 (+11)
* Balcony Break
1,2,4h,h,m5,9,11,i16-9+3
* Transition to HRM
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
2h10i120+9
2,1h,m10,12,i12~13-7+4
2,1,2h,m,h10,12,17,i20~21-7+4
* Follow-up after successful sabaki with input 1 or 2
* Partially restores remaining Heat time when successful during Heat
2,1,2,1h,m,h,m10,12,17,21,i21~23-13+16 (-1)
* Balcony Break
* Tornado
2,2h,h10,20,i25~26-7+7
* chip damage on block
3m14i15-8+3
3,3m,l14,13,i18-14+2+15
4h15i12-110
4,4h,m1513,i15~16-13+3
1+2h,h,h9i14-40
* Power up during Heat (partially uses remaining Heat time
1+2,1+2h,h,h,h,h,h9,9i9-90
* Power up during Heat (partially uses remaining Heat time
1+2,1+2,1h,h,h,h,h,h,m9,9,20,i17~18-17+7a (-2) / HE
* Heat Engager
* Balcony Break
1+4l16i100~279-26+24
Power up during Heat (partially uses remaining Heat time)
3+4sp
* Auto low parry
* Partially restores remaining Heat time upon successful parry during Heat
* Transition to n with HRM.3+4
Parry state
f+2h15i14~16-9+2
f+2,3h,m1515,i18-10+2
f+2,3,4h,m,m151520,i21~22-9+8+38d (+30)
* Transition to HRM
f+3m14i14~15-7+7
Alternative input: ws3
f+3,1+2m,h1415-12-6
power up during Heat (partially uses remaining Heat time)
f+3,1+2,4m,h,m1415,20,i20~21-16+13a (+6)
Tornado
f+4m14i16~17-9+4
f+4,4m,h14,24,i28~30-6+20a (+11) / HE
* Heat Engager
* Balcony Break
f+1+2m20i17~18-13+20a (+15)
Power crush
f+2+3m35i22~23-7+73a
* Only once per match
* chip damage on block
df+1m10i13~14-6+5
df+1,4m,m10,16,i18-9+3
Transition to HRM
df+1,1+2m,h10,9-60
power up during Heat (partially uses remaining Heat time)
df+1,1+2,2m,h10,9,17,i24-10+3
* Partially restores remaining Heat time when successful during Heat
Parry state
df+2m7i15~16-6+6
df+2,1+2m,hm7,5,10-18+33 (+23)
df+3m14i16-110
df+3,1m,h14,12,i16~170+6
df+3,1,1+2m,h,m14,12,25,i20~21-13+34 (+13)
Balcony Break
df+4m14i13-6+6
Transition to HRM
df+4,3m,m14,14,i20~21-9+7+37(+29)
df+3+4h23i18~19-9+70 (+54)
* Tornado
* chip damage on block
d+1sl5i10-5+6
d+1,2sl,m5,8,i15~16-10-1
d+1,2,4sl,m,m5,8,11,i15-9+3
Transition to HRM
d+2l11i15~16-13-2
d+2,4l,l11,11,i24~25-13-2c
d+3l8i16-13-2
d+3,2l,h8,8,i24~25-3+8
Transition to HRM
d+4l9i14~15-12-1
d+4,4l,m9,16,i18~19-11+1
Transition to HRM
d+1+2m21i17~18-4+6c / HE
* Heat Engager
db+1m12i16~17-9+1
db+1,2m,m12,20,i21~22-12+17 (+0)
* Balcony Break
* Tornado
db+1,3m,h12,17,i18~190+8+31d
db+1,1+2m,m12,25,i21~22-10+23 (+18)+41
Balcony Break
db+3l12i20~21-8+5
Transition to HRM
db+4l13i17-15-4c
db+1+2m25i32~33-11+36d (+15)
* Heat Engager
* Balcony Break
* Sabaki (partially restores remaining Heat time when successful during Heat)
* chip damage on block
Parry state
db+2+3lm10,14 (9)i20~21-14+67a (+51)
* Only once per match
* Tornado
* chip damage on block
b+1h17i13-6+5
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~
b+3h20i22~23+8+13g+16
* Balcony Break
* Homing
* Transition to HRM
* Cancel into HRM with input b+3,3+4
* chip damage on block
b+4m16i17~18-9+4
Homing
b+1+2m17i12-10+2+60
b+3+4m,th21,25i18~19-14+0
* Balcony Break
* Attack throw on hit
ub+2m17i20-10+3+33(+25)
Has punch parry effect (partially restores remaining Heat time when successful during Heat)
Parry state
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
uf+2m25i24~25+1+10 (+1)
* Balcony Break
* Alternate input: u+2
* chip damage on block
uf+3m25i20~24-8+14 (+5)
* Balcony Break
* Alternate input: ub+3 or u+3
uf+4m22i23~25-8+21
Alternate input: ub+4 or u+4
uf+3+4mm8,10i14~15,i10~11-14+16
Balcony Break
uf+3+4,1+2mm,m8,10,17 (11),i30~31-13+23 (+13)
Balcony Break
1+2+3+4sp
CH b+1h,th20,25i13+0
P:b+2sp
* Alternate input: P:HRM.b+2
* Parry (partially restores remaining Heat time when successful during Heat)
P:b+2,1m35i13+2a
* Alternate input: P:b+2,2
* power up during Heat (partially uses remaining Heat time)
d,df,f+2h20i16~17-6+29 (+22)
chip damage on block
d,df,f+3+4,Fub(m)80i56~57-1
* 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
f,F+2m8i14~15-110
f,F+2,2m,m8,13,i17~18-15+55
f,F+3h23i18~23-2+33 (+25)
* Balcony Break
* chip damage on block
f,F+4m16i16~17-4+9
Transition to HRM
f,F+4,2m,m16,21,i27~28-14+34 (+19)
Tornado
uf,n,4m20i23~25-13+32 (+22)
f,f,F+3m30i24~27+6+41 (-17)
* Balcony Break
* chip damage on block
ws1m14i13~14-7+3
ws1,4m,m14,16,i21-9+3
Transition to HRM
ws2m21i15~16-14Launch
ws4m16i11~12-16+5
SS.4l17i18~19-12+4+12
FC.4l14i15~16-15-4
FC.4,1l,m14,15,i20~21-13Launch
HRM.1m17i24~25-100
* Parry
* Partially restores remaining Heat time upon successful parry during Heat
Parry state 3~
HRM.2h14i12~13-6+5
HRM.2,3h,h14,23,i24~25-9+16 (+9)
* Tornado
* chip damage on block
HRM.3l8i16-13-2
HRM.3,4l,m8,16i22~23-15+1
HRM.4m13i11~12-7+7
Transition to HRM
HRM.4,1+2m,m13,25,i24~25-14+27 (+12)
Tornado
HRM.1+2m,h,h,h,h12,x,x,xi14-9-3
Power up during Heat (partially uses remaining Heat time)
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
* True Blockstring
HRM.SSsp
HRM.SS.1+2h26i14+7+30g
* chip damage on block
* power up during Heat (partially uses remaining Heat time)
HRM.b+1m21i20~22+4+7c+52
chip damage on block
HRM.b+3l12i20~21-31-9
HRM.b+3,1+2l,m12,27i31~32-16KND
* Balcony Break
* Combo from 1st hit
* Combo deals [30; 12] damage
HRM.b+4l17i20~21-13+4c+28
Homing
HRM.f+1h17i14~150+15g
Balcony Break
HRM.f+4m21i26~290Launch
chip damage on block
OTG.db+2li17~18-16-5
Power up during Heat (partially uses remaining Heat time)
OTG.db+2,1+2l,l-13-2
P.b+2,1m30i13+6
* 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