leroy

leroy

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Quick overview

Poking and stance pressure, with excellent parries and sabakies.
Has an i12 mid CH.
Decently risky lows, hellsweep from stance.
SSR in general, SWL against stance and df1.

HEAT

Heat powers: All chain punches (1+2 type) deal extra chip dmg
Parries restore heat.
Heat engagers: 1+2,1+2,1 | f4,4 | d1+2 | db1+2 | HRM b1+2,1
Heat smash: i15 mid, throw. Ends +6 in HRM oB.

Stances

Hermit (HRM). Transitions: b3(+13oH,+8oB) | HB(+6oB) |
d3,2(+8oH,-3oB) | ff4(+9oH,-4oB) | df4(+6oH,-6oB) |
HRM4(+7oH,-7oB) | db3(+5oH,-8 oB) | f2,3,4(+8oH,-9oB) |
df1,4(+3oH,-9oB) | d1,2,4(+3oH,-9oB) | ws1,4(+3oH,-9oB) |
1,2,4(+3oH,-9oB) | d4,4(+1oH,-11oB)
Auto low parry. Has i3 parry, so -8 in HRM is punishable.
Generally not good transitions on block, either punishable or he
has to parry to get out. A few exceptions (b3 and HB). On hit he
can always frame trap. SWL is a good option. Stance has
"everything". Manual HRM cancel (3+4) vulnerable for 5f.

Standing block punishment

−15 pushbackdf2,1+2(-18) |
−151+2,1+2,1 / HRM1+2,1(-17) | 1,1,1+2,1(-16) | f3,1+2,4 / ws3,1+2,4(-16) | ff2,2(-15) | HRM3,4(-15) | (HRM b3),1+2(-16)
−14b3+4 | uf3+4 | ff4,2 | ws2 | HRM4,1+2 | db2+3 (low cane) |
−132,1,2,1 | 4,4 | f1+2 | df3,1,1+2 | d4,4(-11 in HRM) | uf3+4,1+2 | uf,n,4 | FC df4,1 |
−12db1,2 |
-11 / -10db1+2(-11) | 4(-11) | f2,3(-10) | f2,3,4(-11, -9 HRM) | df1,4(-11, -9 HRM) | df1,1+2,2(-10) | df3(-11) | d1,2(-10) | 1,2,4(-11)
-11 / -10HRM1(-10) | d1,2,4(-11, -9 HRM) | db1,1+2(-10) | b1+2(-10) | ub2(-10) | ff2(-11) | ws1,4(-11, -9 HRM) | b2 punches(-10)

While standing block punishment

−15
−14
−13
−12
−11 / -10

String handling

1,2,1/3/4: 1,2,4 jails, so can always duck for 1,2,1 and 1,2,3.
b3: Has a cancel, but that's still just going into HRM only without the plus frames...
uf3+4,1+2: Take the guaranteed i11 punish between the hits.

Other notes

Has mid AND low cane launcher, once per match. Sugar (the dog) is a low attack. Just sidestep and launch Leroy.
Unblockable has attack reversal at third step (walking forward).

Duckable highs

f4,4 | 1,2,1 | 1,2,3 | 2,2 | 2,1,2 | db1,3(mix) | HRM2,3 | df1,1+2(mix) | 1,1,1+2 | df3,1(hard) |

Plus on block

b3(+9 HRM) | SS1+2(+7) | HB(+6 HRM) | wr3(+6~+9) | HRM b1(+4) | uf2(+1) | ff3(-2~+3) |
HRM f1(+0) | HRM f4(+0) | df3,1(+0) | db1,3(+0) |

Low minus

1+2,1+2(-2, -2) | df1,1+2(-2) | HRM1+2(-2) | 1,2(-3) | d1+2(-4) | ff4(-4 HRM) |

Low hit advantage

db1,1+2(-5, ground punches on standing hit).