
leroy
leroy Tekken 8 Season 2 Guide


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.
- Comeback Potential(1 time): Leroy's comeback potential is arguably number 1 in the game thanks to low cane and mid cane. If you can utilize both of these tools correctly, you basically gets 1 free round.
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. While s3 buff to f2,3 by making FULLY tracks, the left side definitely is a great help, he still has problem with lackluster homing options(b4 is subpar and b3 is not great because some players can react to it). This is even more of an issue vs evasive/movement-heavy characters which will force Leroy to basically limit his move list to a select few moves to not risk getting blown up..
- 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 and spreads to another weakness which is he has problem opening passive opponents because his standard mix up is not really in his favor risk reward wise.
- 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 gets 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 only regenerate grey health bar(season 3.01 nerf). 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
Punishers
Standing
high damage i10 punish that transitions into hrm at +3 (not an ideal mixing situation, hrm 4 is used to check mashers).
Best situation on hit leaving your opponent at range 0 and Leroy at +7 you have a number of options here.
Ideal for punishing moves that are punishable but have pushback on block.
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.
Typically used in situations when you don't want pop heat or used to punish -14 moves that leave you in fc.
fully confirmable i14 wallsplatting string that also heat engages. Leads to some of Leroy.s highest damage combos.
Leroy's standing i15 launcher. Like most of leroys launchers it deals high damage but is also very risky if blocked.
One of the furthest reaching i15 launchers in the game used to punish moves like Asuka/Jun b+3 even at tip range.
Crouching
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.
Hit confirmable mid mid i13 ws punish that leaves Leroy in hrm at +3
Can be used from ws as a i14 punish due to the "Uf' input.
Whiff punishers
Leroy's furthest reaching launcher
Far reaching whiff punish safer on block than ff2,2
Fast whiff punish that also becomes a launcher in heat.