JuiceboxAbel

Tekken 7 Leroy Notes

Dec 10th, 2019
1,566
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 13.47 KB | None | 0 0
  1. LEROY - 70 moves
  2. ---------------------------------------------
  3. Lows
  4.  
  5. Light Punish (-11 and -12):
  6.  
  7. - d2[4] -11/0c
  8. - d2 -12/-1c
  9. - d4 -12/-1
  10. - ss4 -12/+4s
  11.  
  12. Medium Punish (-13 and -14):
  13.  
  14. - db2[1+2](down)-13/~~
  15. - FC df4 -13/-2c
  16. - d3 -13/-2
  17. - HTS 3 -13/-2
  18. - HTS b4 -13/+4s
  19. - db4 -14/-3sc
  20. - 3[3] -14/+2
  21.  
  22. Launch punish (-15 or worse):
  23.  
  24. - FC 4 -15/-4
  25. - db2(down) -16/~~
  26. - db3 -26/-9
  27.  
  28. - 10-hit (3) -18/-7
  29. - 2+3 death/+16*
  30.  
  31. *or more, distance dependent
  32. *16 frames true hitstun
  33. ------------------
  34. Frame advantage on block
  35.  
  36. - RD M/+2/+8w
  37. - df2+3* M/+8
  38.  
  39. - fff3 M/+7
  40. - HTS b1 M/+4
  41. - 1 H/+1
  42. - uf2 M/+1
  43. - ff3 H/+1
  44.  
  45. - HTS f1 H/0
  46. - HTS f4 M/0
  47. - df31 MH/0
  48. - d1+2 M/0
  49. - db13 MH/0
  50. ------------------
  51. NC
  52.  
  53. - 124 +3~HTS
  54. - 22 +7
  55. - 21 +4
  56. - 33 +2
  57. - 44 +3
  58. - 1+2,1+2,1 KND
  59. - HTS 21 KND
  60. - HTS 34 0
  61. - HTS 4,1+2 KND
  62. - f23 +2
  63. - f44 KND
  64. - df11 +5
  65. - df14 +6~HTS
  66. - df2,1+2 launch
  67. - df31 +6
  68. - d32 +8~HTS
  69. - db13 +8
  70. - db3,1+2 KND
  71. - uf3+4,1+2 KND
  72. - ff22 launch
  73. - ff42 KND
  74. - ws13 +6~HTS
  75.  
  76. NCc
  77.  
  78. - 11,1+2,1 KND
  79. - f3,1+2,4 KND
  80. - df43 +7
  81. - d124 +3~HTS
  82. - d24 0c
  83. - d44 +1~HTS
  84. - db1,1+2 KND
  85. - ws3,1+2,4 KND
  86. - FC df41 launch
  87. -----------------
  88. CH combo starters:
  89. - 212[1]
  90. - HTS 1
  91. - HTS 2[1]
  92. - HTS f1
  93. - HTS b1
  94. - HTS b4
  95. - f4[4]
  96. - df4[3]
  97. - d2[4]
  98. - d1+2
  99. - db1[1+2]
  100. - db4
  101. - b1+2
  102. - ff4[2]
  103. - FC df[4]1
  104.  
  105. - 2[2]/mini
  106. - 3[3]/mini
  107. - f23[4]/mini
  108. - ss4/mini
  109.  
  110. NH launchers:
  111. - HTS f4
  112. - df2,1+2
  113. - b3
  114. - uf4
  115. - ff22 [2nd highest dmg]
  116. - ws2
  117. - df2+3 [highest dmg]
  118.  
  119. - ff3/mini
  120. - fff3/mini
  121. ------------------
  122. Misc.
  123.  
  124. rage art - df3+4
  125. - M/i20/-22
  126.  
  127. rage drive - f1+2
  128. - MMM/i15/+2/+8 at wall
  129. - has long-distance pushback and is good at wall.
  130. - similar to Paul/Julia/Feng Rage Drives.
  131. ------------
  132. stances:
  133. - Hermit (3+4)[HTS]
  134.  
  135. - 1 M/i24/-6/+4
  136. - 3rd frame sabaki
  137. - mid/high sabaki into +28 situation (no combo)
  138. - CH combo starter!
  139.  
  140. - 21 HH/i12/-4/KND
  141. - NC quick high
  142.  
  143. - 34 LM/i16/-15/0
  144. - NC low
  145.  
  146. - 4,1+2 MM/i11/-14/KND
  147. - NC mid
  148.  
  149. - 1+2 MMM/i15/-10/KND
  150. - wallbounce mid
  151.  
  152. - f1 H/i14/0/+15spin
  153. - high CH launch!
  154.  
  155. - f4 M/i26/0/launch
  156. - slow mid normal hit launcher!
  157.  
  158. - b1 M/i20/+4/+7
  159. - slow mid, block advantage
  160. - CH launch!
  161.  
  162. - b4 L/i20/-13/+4s
  163. - slow low, homing!
  164. - CH launch
  165.  
  166. - u/d
  167. - sidestep, but is not cancellable into block or other options like a normal sidestep.
  168.  
  169. - b2*
  170. - not a stance move, his regular parry (see below).
  171.  
  172. - 3+4
  173. - exit the stance
  174. - has 5 frames of recovery
  175.  
  176. other HTS entries:
  177. - ff4 -4/+9
  178.  
  179. - d32* -3/+8
  180. - f234 -6/+8
  181.  
  182. - HTS 4* -7/+7
  183.  
  184. - ws14* -6/+6
  185. - df14* -6/+6
  186. - df4 -6/+6
  187.  
  188. - 124* -9/+3
  189. - d124 -9/+3
  190. - d44 -11/+1
  191.  
  192. - Hermit stance auto-counters lows starting at frame 3. This triggers a true +16 hitstun.
  193. - Leroy can combo into various options after the auto-counter: use HTS 1+2 near a wall, otherwise go for HTS 4,1+2.
  194. -------------
  195. homing moves:
  196. - HTS b4 L/i20/-13/+4
  197. - f2 H/i14/-9/+2
  198. - b4 M/i17/-8/+11 *spin stun
  199. - ff3 H/i18/+1/KND
  200.  
  201. unblock:
  202. - f3+4,F
  203.  
  204. evasive moves:
  205. - uf4
  206. - orbital heel!!
  207. - i21/-3/launch
  208. - low invul on 9th frame
  209. - can be done forwards, backwards, or straight up
  210. - backwards orbital DOES NOT LAUNCH
  211.  
  212. armor:
  213. - df1+2
  214. - armor active on 8th frame
  215. - also wallbounces!
  216.  
  217. parries:
  218. - b2
  219. - 3rd frame mid/high parry
  220. - active for 14 frames
  221. - recovery: 24 frames
  222. - total frames: 40
  223. - on success, he enters a recovery state. During this state, press 1 or 2 to get a punch flurry. The flurry is not guaranteed to hit depending on your timing and what you parried. It is -9/+7, deals 40 damage, cannot be ducked, and gains nothing on counter hit except 1 extra damage.
  224. - If you input nothing during the recovery state, he will continue parrying mids and highs.
  225. - During the recovery state you can cancel into any form of movement. That is, you can sidestep, crouch, or walk forwards or backwards. This also means you can immediately low parry (if the attack you just parried has a low followup!).
  226. - By canceling this recovery into a sidestep, you can punish some moves with Leroy's 1+2,1+2,1 string, his df2,1+2 launch, or possibly more. This will, again, vary based on what you successfully parried. Similar to Jin Kazama, this means his parry has a learning curve to it which may have matchup implications.
  227. - [SPECIAL ANIMATION ON HEAVY HITS]
  228.  
  229. 121
  230. uf1
  231. 21[2]1
  232. f3+4
  233. 1+3+4
  234. - these are -also- b2, built into attacks and taunts.
  235. - 121 includes an uf1 as its 3rd hit
  236. - 21[2] has a b2 during its startup
  237. - delayable!
  238. - uf1 - active frame 4
  239. - f3+4/1+3+4 - active frame 20
  240.  
  241. HTS 1
  242. - active on 3rd frame
  243. - mid/high sabaki into +28 situation (no combo)
  244. - susceptible to elbows, knees, shoulders, swords, fireballs
  245.  
  246. db1+2
  247. - active on 4th frame
  248. - sabaki into KND
  249. - susceptible to elbows, knees, shoulders, swords, fireballs
  250. ----
  251. df2+3
  252. - i22/MMM/launch/+8
  253. - once per match
  254. - NH launcher
  255. - causes ground stun on airborne hit (think about Dragonuv's Rage Drive to b1+2 combo)
  256. ----
  257. throw breaks:
  258. 1+3 - push away
  259. 2+4 - side switch
  260. uf1+2 - slight push away
  261. ------------------
  262. standing punishment
  263.  
  264. i10 - 124 +3~HTS
  265. i12 - 22 +7
  266. i13 - df14 +6~HTS
  267. i14 - 1+2,1+2,1 KND
  268. i15*- df2,1+2 launch
  269.  
  270. *ff22 - i15 done perfectly, a little extra damage. Difficult!
  271. ---
  272. distance punishers:
  273. i14 - uf3+4,1+2 KND
  274. i16 - f44 KND
  275. i18 - b3 launch
  276.  
  277. crouching punishment
  278.  
  279. i10 - FC 1 +6
  280. i11 - ws4 +5
  281. i13 - ws14 +6~HTS
  282. i15 - ws2 launch
  283. ------------------
  284. COMBOS
  285.  
  286. uf4 (low launch)
  287. HTS f4 (mid launch)
  288. CH d1+2 (mid launch)
  289. CH FC df[4]1 (launch)
  290. CH HTS b1 (launch)
  291. CH 212[1] (launch)
  292. df2,1+2 (high launch)
  293. CH ff4[2] (high launch)
  294. df2+3** (very high launch)
  295. ff22 (crumple)
  296. ws2 (crumple)
  297. CH b1+2 (crumple)
  298. CH HTS 2[1] (crumple)
  299. CH HTS b4 (snake edge)
  300.  
  301. /db13/d32/HTS 21/d2, delay 4
  302.  
  303. ***further optimizations likely for the high and very high launchers***
  304. ---
  305. CH HTS 1
  306. CH db1[1+2]*
  307.  
  308. /dash df11/d32/HTS 21/d2, delay 4
  309. *HTS f1 instead
  310. ---
  311. b3
  312. CH HTS f1
  313. CH f4[4]*
  314.  
  315. S!/fast ff3/f3/df1/d2, delay 4
  316. *delay the ff3
  317. -----
  318. Minis:
  319.  
  320. ff3 or CH df4[3]
  321. /uf3+4,1+2
  322. /df2+3**/ff1+2
  323.  
  324. CH ss4
  325. /22
  326.  
  327. fff3
  328. /ff1+2
  329.  
  330. CH db4
  331. /FC df41/uf3+4,1+2
  332.  
  333. CH 2[2]
  334. /db2,1+2
  335.  
  336. CH f23[4]
  337. /HTS f4/db2,1+2
  338.  
  339. CH 3[3]
  340. /d44
  341. /db2,1+2 - at wall
  342.  
  343. CH d2[4]
  344. /dash db2,1+2
  345. /dash db4
  346. /ws3,1+2,4 - at wall
  347. -----
  348. - ff3/CH df4[3]
  349. - mini combo usually
  350.  
  351. - full combo against:
  352. - A.King/Bob/Bryan/Drag/Feng/Hei/King/Marduk/Miguel/Negan/Paul/Raven/Steve
  353. - time a df31 as late as possible
  354.  
  355. ff3/late df31/d32/HTS21/d2, delay 4
  356. -----
  357. - CH db4
  358. - mini combo usually
  359.  
  360. - full combo against:
  361. - Drag/Marduk/Miguel
  362.  
  363. /FC df41/d32/HTS f1/d2, delay 4
  364.  
  365. ***full combo may be possible using a micro dash df1 after the FC df41, very difficult***
  366. -----
  367. S!:
  368. - 123
  369. - HTS 21
  370. - HTS f1
  371. - f44
  372. - b3
  373. - b4
  374.  
  375. Post W! combos:
  376. [high splat]
  377. -> b1+2/f3,1+2,4
  378. -> df4/late HTS f4 (floorstun)/db2,1+2
  379.  
  380. [normal splat]
  381. -> [dmg + advantage]
  382. /1/f3,1+2,4
  383. -> [other/setups?]
  384. /late HTS f4 (floorstun)/db2,1+2 -> highest dmg, need a high splat
  385. /ff1+2 -> wallbreak
  386. /f234 -> HTS oki setup?
  387.  
  388. wallbounce:
  389. - HTS 1+2
  390. - df1+2
  391. - uf2
  392.  
  393. wallbounce combos:
  394. near:
  395. /b1+2/1/f3,1+2,4
  396. /df4/HTS f4/db2,1+2
  397. far:
  398. /f44/1/f3,1+2,4
  399.  
  400. BT combo:
  401. - 2121
  402.  
  403. floor break:
  404. - 33
  405. - HTS f4*
  406. - HTS b1
  407. - d2
  408. - d1+2*
  409. - uf4
  410. - ss4
  411. - db2(down)
  412. *recommended
  413.  
  414. All W! moves:
  415. - db1,1+2* delay (-9!!!)
  416. - 2121* delay (-13)
  417. - df31,1+2* delay (-13)
  418.  
  419. - 11,1+2,1* CH 1 string
  420. - 1+2,1+2,1* 14f punish
  421. - f44* whiff punisher
  422.  
  423. - ff3* +1 H/homing
  424. - b4* -8 M/homing
  425. - uf3* -8 low crush
  426. - ff1+2* -9 midrange
  427.  
  428. - 123
  429. - HTS 21
  430. - HTS 4,1+2
  431. - HTS f1
  432. - df2,1+2
  433. - db1+2
  434. - b3
  435. - uf3+4
  436. - ff42
  437. - fff3
  438. - FC df41
  439.  
  440. Wall carries:
  441. (can cause W! after S! in midrange, distance-specific)
  442. - 11
  443. - 12
  444. - f3,1+2,4**
  445. - df11
  446. - df31
  447. - df43
  448. - d12
  449. - d32
  450. - db13
  451. - db1,1+2
  452. - uf3+4*
  453. - ff42**
  454. - f44*
  455. *recommended
  456. **high splats
  457. -----------------------------
  458. -----------------------------
  459. STRATEGY/Miscellaneous:
  460. ---
  461. -Neutral plays-
  462.  
  463. far range:
  464. - fff3
  465. - fairly bad, easy to sidewalk and doesn't realign. Don't overuse.
  466.  
  467. mid range:
  468. - d1+2/ff3 [mixup]
  469. - ff1+2 [push away]
  470. - ff4 [safe HTS]
  471. - look for whiff punishment (see below)
  472.  
  473. main whiff punishers:
  474. - df2,1+2
  475. - ff22
  476. - f44
  477. - b3
  478. - uf2*
  479. *a little slow, but notable if opponent is near wall
  480. ---
  481. -Close range plays-
  482.  
  483. high/mid pokes:
  484.  
  485. - 1 i10/H/+1/+8
  486. - standard jab
  487.  
  488. - 12 i10/HH/-1/+5
  489. - 21 i12/HM/-7/+4
  490. - both of these strings have followups with the -b2- parry built into them. If the opponent likes to retaliate after these, use 12[1] and 21[2] to parry and possibly punish.
  491.  
  492. - 33 i15/ML/-14/+2
  493. - 44 i12/HM/-13/+3
  494. - NC strings used to mix up your offense. Unsafe but hard to predict, use as trump cards/round enders.
  495.  
  496. - f234 i14/HMM/**
  497. - Fastest homing move for catching steppers. The f23 is NC but the 4 cannot be combo'd into and leaves Leroy at -6~HTS on block which is a bad situation for Leroy, so use sparingly(see below HTS section for details).
  498.  
  499. - df1 i13/M/-1/+5
  500. - df11 i13/MH/-1/+5
  501. - df14 i13/MM/**
  502. - standard df1. His df11 option is above average due to its safety. df14 puts Leroy at the not-great -6~HTS on block.
  503.  
  504. - df4 i13/M/**
  505. - df43 i13/MM/-9/+7
  506. - Quick mid into -6~HTS on block or +6~HTS on hit. As before, use sparingly unless you are try to force aggressive guessing.
  507. - df43 can CH into a mini-combo, but is notable for being a safe mid-mid string.
  508.  
  509. - df31 i16/MH/0/+6
  510. - df31,1+2 i16/MHM/-13/KND
  511. - df314 i16/MHL/-18/-7
  512. - MH skill check strings. Stop at 1 for even frames, or use 1+2 to beat retaliation, which can be delayed. Use df314 to end a round!
  513.  
  514. - db13 i16/MH/0/+8
  515. - db1,1+2 i16/MM/-9/KND
  516. - MH skill check strings, both are delayable. db13 will NC, and db1,1+2 has a strong CH and is SAFE (for now...)
  517.  
  518. Low pokes:
  519.  
  520. - d3 i16/L/-13/-2
  521. - d32 i16/LH/-3/*
  522. - good range low into NC, giving +8~HTS (see HTS section for followup strategies). Better players will duck the 2nd hit and launch, be aware when to adapt with single d3 pokes to test.
  523.  
  524. - ss4 i18+/L/-12/+4s
  525. - sidestep low, advantage on hit. Has significant pushback on hit, less useful mid-stage. On CH, you can combo i12 or faster (combo to 22 recommended). Mixup with sidestep mids.
  526.  
  527. - d2 i15/L/-12/-1c
  528. - d2[4] i15/L/-11/0c
  529. - evades highs on 4th frame.
  530. - d24 will interrupt an attempted d2 punish. The 4 cannot be low parried if the d2 hits. The 4 can also be delayed.
  531.  
  532. - db4 i17/L/-14/-3sc
  533. - evades highs on 4th frame. Can CH into a small combo (or better, difficult extensions exist).
  534.  
  535. - db3 i18/L/-26/-9
  536. - DEMOMAN! Risky low option when you need it.
  537. ---
  538. When you have advantage:
  539. - b1
  540. - b1+2
  541. - 11,1+2,1 [hit-confirm]
  542. - f3,1+2,1 [hit-confirm]
  543. - safe midstrings (df1/db1/df3/df4)
  544.  
  545. panic buttons:
  546. - b1+2
  547. - b1
  548. ---
  549. post-wall combo oki:
  550. - after f3,1+2,4:
  551. - opponent is FDFA
  552. -> slight delay b4
  553. - hits backroll, up, and forward roll wakeups grounded
  554. - misses on side rolls, with time to react
  555. - hits both wakeup kicks
  556.  
  557. - after db2,1+2:
  558. - opponent is FUFT
  559. -> df1
  560. - hits wakeup mid/low kicks + spring attack
  561. - hits forward roll
  562. - blocked by backroll and up
  563. - misses on side rolls, with time to react
  564. - does NOT beat recovery kick (d+3/d+4)
  565.  
  566. ***This is only basic info, more may be added later***
  567. ---
  568. non-wall Oki situations:
  569. - ?????
  570. ---
  571. - Hermit strategy [HTS]:
  572.  
  573. quickest/counter:
  574. - 4,1+2 MM/i11/-14/KND
  575. - 21 HH/i12/-4/KND
  576. - f1 H/i14/0/+15spin
  577. - 1* M/i24/-6/+4
  578. - b2*
  579. - no input (beats lows and ducking jabs!)
  580.  
  581. mixup/advantage:
  582. - 34 LM/i16/-15/0
  583. - 1+2 MMM/i15/-10/KND
  584. - f4 M/i26/0/launch
  585. - b1 M/i20/+4/+7
  586. - b4 L/i20/-13/+4s
  587. - u/d
  588. ---
  589. enter HTS on block:
  590.  
  591. low disadvantage:
  592. - d32** -3
  593. - ff4 -4
  594.  
  595. disadvantage:
  596. - f234 -6
  597. - ws14 -6
  598. - df14 -6
  599. - df4 -6
  600. - HTS 4 -7
  601.  
  602. UNSAFE:
  603. - 124 -9
  604. - d124 -9
  605. - d44 -11
  606.  
  607. **can be ducked and launched
  608. ---
  609. enter HTS on Hit:
  610.  
  611. high advantage
  612. - ff4 +9
  613. - d32 +8
  614. - f234 +8
  615. - HTS 4 +7
  616. - ws14 +6
  617. - df14 +6
  618. - df4 +6
  619.  
  620. low advantage
  621. - 124 +3
  622. - d124 +3
  623. - d44 +1
  624. ---
  625. from HIT +3 (124/d124):
  626. - use HTS 21 to beat mashers (risk: -4/duck and punish, test for matchup klnowledge)
  627. - use HTS 4,1+2 if they start ducking (risk:-14)
  628.  
  629. from HIT +6 or more (ff4/d32/f234/HTS 4/ws14/df14/df4):
  630. - use HTS f1 to beat mashers(risk: 0/duck and punish, test for matchup klnowledge)
  631. - use HTS 1+2 instead to beat ducks, less risk on block (risk: -10)
  632.  
  633. - if they choose to block or step:
  634. - HTS 34 and HTS b4 are low options (risk: -15/-13)
  635. - HTS b1 and HTS f4 are mids to take advantage of their hesitation (both safe, b1 is +4, f4 is 0!)
  636.  
  637. from BLOCK -9 (124/d124):
  638. - 124 is UNSAFE, Leroy can b2 i12 or slower attacks but cannot block or avoid i10 or i11 attacks!
  639.  
  640. from BLOCK -6/-7 (f234/ws14/df14/df4/HTS 4):
  641. - Leroy can parry/sabaki 10f attacks, but hecannot -avoid- them and can't block them.
  642. - Leroy is in a 50/50 situation. his HTS 1 and b2 can beat 10f and 11f attacks from the opponent. He can also press 3+4 to exit the stance and block 12f attacks from -6, 13f attacks from -7.
  643. - VS Leroy: Sidewalk the sabaki and whiff punish, while looking to react to the parry, or simply block and react to the parry, otherwise take the jab punish if he does neither.
  644.  
  645. from BLOCK -4 (ff4):
  646. - Safe against i10 if Leroy chooses to hit 3+4 then block. (Mental frame advantage!)
  647. ---
Advertisement
Add Comment
Please, Sign In to add comment