GiantDojoALPHAv0.01
Leroy

Leroy

Leroy - defense/parry. Tools include i13 launcher.

defenseparry
10 / 10 combos

Combos

Starter

Most Important

  • df+2then1+2 (against Kuma and Panda)f,f+32,2f+3,1+2,4 T!f,f+3b+3+4
  • df+2then1+2qcf+22,2f+3,1+2,4 T!f,f+3b+3+4
  • uf+4df+4,3d+3,2HRM 2,3 T!f,f+3b+3+4
  • (once per match) f+2+3f,f+32,2f+3,1+2,4 T!f,f+3b+3+4
  • (once per match) db+2+3f,f+32,2uf+3+4,1+2

More Combos

  • dthendfthenfthen2df+4,3d+3,2HRM 2,3 T!f,f+3b+3+4
  • HRM f+4qcf+22,2f+3,1+2,4 T!f,f+3b+3+4
  • CH ( db+1)then3d+3,2HRM 2,3 T!f,f+3b+3+4
  • CH ( db+1)then1+2(dash) df+4,3d+3,2HRM 2,3 T!f,f+3b+3+4
  • heat on f+4then4~Fqcf+2df+4,3f+2,3,4HRM 2,3 T!f,f+3b+3+4

Key Moves

  • 1Quick jab to check situations and start offense. It has several useful extensions.
  • df+1Quick mid poke to check situations. Alternatively, you can us e df +4 which shifts t o H RM.
  • b+1+2A fast mid counterhit launcher, useful to challenge situations This move is enhance d during he at, giving you a knockdown on normal hit.
  • db+3 and d+3then2Low attacks that shift t o H RM for pressure and mixups. db +3 is safe on block, allowing you to us e H RM b +2 to stop retaliation.
  • uf+4Low crushing launcher you can use for keepout.
  • fthenf+4Mid attack out of dash you can use for approach. It shifts to H RM and has a delayable and unsafe follow-up i n f,f+4,2 to discourage opponents from challenging it on block.
  • b+3Quick homing attack to check sidestepping opponents. Very rewarding on hit, allowing some stance follow-ups and even a combo wit h f+2 +3.
  • sidestep 3+4Mid option out of sidestep to start you r H RM offense.
  • b+3+4Useful button to hit opponents off the ground.
  • HRMMany of Leroy's moves shift t o H RM, so make sure to learn some of your stance options so you can mix and pressure your opponents (or else).

Heat Engagers

  • 1+2then1+2then1Hit confirmable heat engager. Useful for punishment and to fish for a heat engager in the neutral.
  • f+4then4A long ranged heat engager. Good for whiff punishment but be careful when using it, as opponents can crouch under its second hit.
  • d+1+2Safe long range mid attack to fish for heat engager.
  • db+1+2A mid attack with parry properties. Unsafe on block.
  • HRM 1+2then1Heat engager from stance. Mostly useful as a follow-up.

Command Grabs

  • uf+1+21+2 escape

Block Punishers

StartupStandingCrouching
101then2then4FC d+1
11WSthen4
122then2 4then4 (range)
13df+1then4WSthen1then4
141+2then1+2then1 (heat) uf+3+4then1+2 (range)uf+3+4then1+2
15df+2then1+2WSthen2
16f+4then4 (range)

Suggested Whiff Punishers

  • 4then4
  • 1+2then1+2then1 (heat)
  • fthenf+2then2

Guaranteed Follow-ups

  • b+3(once per match) f+2+3
  • b+3HRM 1+2then1 (heat) ― HRM 4then1+2
  • CH db+3HRM 1+2then1 (heat) ― HRM 4then1+2
  • CH (3)then3b+3+4
  • fthenf+3(dash) db+2then1+2
  • CH db+4b+3+4
  • CH (d+2)then4b+3+4
  • CH HRM (2)then3b+3+4
  • heat on 1+2then1+2then1~Fb+3+4
  • CH ub+2(dash) uf+3+4then1+2
  • CH (df+1then1+2)then2(dash) uf+3+4then1+2
  • CH (df+4)then3(dash) uf+3+4then1+2
  • heat on b+1+2(dash) uf+3+4then1+2
  • CH sidestep 41+2then1+2then1 (heat)
  • CH (f+2then3)then4HRM f+4 ⏵ db+2then1+2

Defensive Options

  • b+2 (or HRM b+2)Strong parry
  • ub+2Has parry properties
  • db+1+2Has parry properties
  • uf+1Has parry properties
  • HRM 1Has parry properties
  • during HRMHas low parry properties
  • f+1+2Power crush

Matchup Punishment

  • SlideWSthen3 float
  • Asuka's b+3...
  • Kazuya db+1,2df+3+4
  • Ling RDS f+3+4,3+41then2then1 ― uf+3+4then1+2
  • Ling AOP 3+4WSthen3 float
  • evade Leo's b+1,4...
  • Paul's Deathfistf+4then4 ― fthenf+2then2 (hard)
  • Demoman (3rd hit)fthenf+2then2 (hard)
  • Alisa's b+3+4,(3+4)...
  • Claudio's f+2,2fthenf+2then2 (long dash)
  • Kuma's f,f+2...
  • Heihachi's f,f+2f+4then4 ― fthenf+2then2 (hard)
  • Jack's d+1+2...
  • Jack's df+1,2,1,2...
  • King's JGS 4...
  • Lee's f+3,3,3...4uf+3+4 (input before last hit)

Notes

  • Chip damage is enhanced on multi-hit attacks. Successful parries recover heat meter. b+1+2 and 1+4 are enhanced.
  • CANE
  • Can only be used ONCE per game db+2+3 hits low while f+2+3 hits mid.
  • (sidestep right) 1 ⏵ 1+2,1+2,2 (delay last hit)
  • (3+4) HRM f+4 (low wall hit) ⏵ db+2,1+2