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- LEROY - 70 moves
- ---------------------------------------------
- Lows
- Light Punish (-11 and -12):
- - d2[4] -11/0c
- - d2 -12/-1c
- - d4 -12/-1
- - ss4 -12/+4s
- Medium Punish (-13 and -14):
- - db2[1+2](down)-13/~~
- - FC df4 -13/-2c
- - d3 -13/-2
- - HTS 3 -13/-2
- - HTS b4 -13/+4s
- - db4 -14/-3sc
- - 3[3] -14/+2
- Launch punish (-15 or worse):
- - FC 4 -15/-4
- - db2(down) -16/~~
- - db3 -26/-9
- - 10-hit (3) -18/-7
- - 2+3 death/+16*
- *or more, distance dependent
- *16 frames true hitstun
- ------------------
- Frame advantage on block
- - RD M/+2/+8w
- - df2+3* M/+8
- - fff3 M/+7
- - HTS b1 M/+4
- - 1 H/+1
- - uf2 M/+1
- - ff3 H/+1
- - HTS f1 H/0
- - HTS f4 M/0
- - df31 MH/0
- - d1+2 M/0
- - db13 MH/0
- ------------------
- NC
- - 124 +3~HTS
- - 22 +7
- - 21 +4
- - 33 +2
- - 44 +3
- - 1+2,1+2,1 KND
- - HTS 21 KND
- - HTS 34 0
- - HTS 4,1+2 KND
- - f23 +2
- - f44 KND
- - df11 +5
- - df14 +6~HTS
- - df2,1+2 launch
- - df31 +6
- - d32 +8~HTS
- - db13 +8
- - db3,1+2 KND
- - uf3+4,1+2 KND
- - ff22 launch
- - ff42 KND
- - ws13 +6~HTS
- NCc
- - 11,1+2,1 KND
- - f3,1+2,4 KND
- - df43 +7
- - d124 +3~HTS
- - d24 0c
- - d44 +1~HTS
- - db1,1+2 KND
- - ws3,1+2,4 KND
- - FC df41 launch
- -----------------
- CH combo starters:
- - 212[1]
- - HTS 1
- - HTS 2[1]
- - HTS f1
- - HTS b1
- - HTS b4
- - f4[4]
- - df4[3]
- - d2[4]
- - d1+2
- - db1[1+2]
- - db4
- - b1+2
- - ff4[2]
- - FC df[4]1
- - 2[2]/mini
- - 3[3]/mini
- - f23[4]/mini
- - ss4/mini
- NH launchers:
- - HTS f4
- - df2,1+2
- - b3
- - uf4
- - ff22 [2nd highest dmg]
- - ws2
- - df2+3 [highest dmg]
- - ff3/mini
- - fff3/mini
- ------------------
- Misc.
- rage art - df3+4
- - M/i20/-22
- rage drive - f1+2
- - MMM/i15/+2/+8 at wall
- - has long-distance pushback and is good at wall.
- - similar to Paul/Julia/Feng Rage Drives.
- ------------
- stances:
- - Hermit (3+4)[HTS]
- - 1 M/i24/-6/+4
- - 3rd frame sabaki
- - mid/high sabaki into +28 situation (no combo)
- - CH combo starter!
- - 21 HH/i12/-4/KND
- - NC quick high
- - 34 LM/i16/-15/0
- - NC low
- - 4,1+2 MM/i11/-14/KND
- - NC mid
- - 1+2 MMM/i15/-10/KND
- - wallbounce mid
- - f1 H/i14/0/+15spin
- - high CH launch!
- - f4 M/i26/0/launch
- - slow mid normal hit launcher!
- - b1 M/i20/+4/+7
- - slow mid, block advantage
- - CH launch!
- - b4 L/i20/-13/+4s
- - slow low, homing!
- - CH launch
- - u/d
- - sidestep, but is not cancellable into block or other options like a normal sidestep.
- - b2*
- - not a stance move, his regular parry (see below).
- - 3+4
- - exit the stance
- - has 5 frames of recovery
- other HTS entries:
- - ff4 -4/+9
- - d32* -3/+8
- - f234 -6/+8
- - HTS 4* -7/+7
- - ws14* -6/+6
- - df14* -6/+6
- - df4 -6/+6
- - 124* -9/+3
- - d124 -9/+3
- - d44 -11/+1
- - Hermit stance auto-counters lows starting at frame 3. This triggers a true +16 hitstun.
- - Leroy can combo into various options after the auto-counter: use HTS 1+2 near a wall, otherwise go for HTS 4,1+2.
- -------------
- homing moves:
- - HTS b4 L/i20/-13/+4
- - f2 H/i14/-9/+2
- - b4 M/i17/-8/+11 *spin stun
- - ff3 H/i18/+1/KND
- unblock:
- - f3+4,F
- evasive moves:
- - uf4
- - orbital heel!!
- - i21/-3/launch
- - low invul on 9th frame
- - can be done forwards, backwards, or straight up
- - backwards orbital DOES NOT LAUNCH
- armor:
- - df1+2
- - armor active on 8th frame
- - also wallbounces!
- parries:
- - b2
- - 3rd frame mid/high parry
- - active for 14 frames
- - recovery: 24 frames
- - total frames: 40
- - 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.
- - If you input nothing during the recovery state, he will continue parrying mids and highs.
- - 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!).
- - 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.
- - [SPECIAL ANIMATION ON HEAVY HITS]
- 121
- uf1
- 21[2]1
- f3+4
- 1+3+4
- - these are -also- b2, built into attacks and taunts.
- - 121 includes an uf1 as its 3rd hit
- - 21[2] has a b2 during its startup
- - delayable!
- - uf1 - active frame 4
- - f3+4/1+3+4 - active frame 20
- HTS 1
- - active on 3rd frame
- - mid/high sabaki into +28 situation (no combo)
- - susceptible to elbows, knees, shoulders, swords, fireballs
- db1+2
- - active on 4th frame
- - sabaki into KND
- - susceptible to elbows, knees, shoulders, swords, fireballs
- ----
- df2+3
- - i22/MMM/launch/+8
- - once per match
- - NH launcher
- - causes ground stun on airborne hit (think about Dragonuv's Rage Drive to b1+2 combo)
- ----
- throw breaks:
- 1+3 - push away
- 2+4 - side switch
- uf1+2 - slight push away
- ------------------
- standing punishment
- i10 - 124 +3~HTS
- i12 - 22 +7
- i13 - df14 +6~HTS
- i14 - 1+2,1+2,1 KND
- i15*- df2,1+2 launch
- *ff22 - i15 done perfectly, a little extra damage. Difficult!
- ---
- distance punishers:
- i14 - uf3+4,1+2 KND
- i16 - f44 KND
- i18 - b3 launch
- crouching punishment
- i10 - FC 1 +6
- i11 - ws4 +5
- i13 - ws14 +6~HTS
- i15 - ws2 launch
- ------------------
- COMBOS
- uf4 (low launch)
- HTS f4 (mid launch)
- CH d1+2 (mid launch)
- CH FC df[4]1 (launch)
- CH HTS b1 (launch)
- CH 212[1] (launch)
- df2,1+2 (high launch)
- CH ff4[2] (high launch)
- df2+3** (very high launch)
- ff22 (crumple)
- ws2 (crumple)
- CH b1+2 (crumple)
- CH HTS 2[1] (crumple)
- CH HTS b4 (snake edge)
- /db13/d32/HTS 21/d2, delay 4
- ***further optimizations likely for the high and very high launchers***
- ---
- CH HTS 1
- CH db1[1+2]*
- /dash df11/d32/HTS 21/d2, delay 4
- *HTS f1 instead
- ---
- b3
- CH HTS f1
- CH f4[4]*
- S!/fast ff3/f3/df1/d2, delay 4
- *delay the ff3
- -----
- Minis:
- ff3 or CH df4[3]
- /uf3+4,1+2
- /df2+3**/ff1+2
- CH ss4
- /22
- fff3
- /ff1+2
- CH db4
- /FC df41/uf3+4,1+2
- CH 2[2]
- /db2,1+2
- CH f23[4]
- /HTS f4/db2,1+2
- CH 3[3]
- /d44
- /db2,1+2 - at wall
- CH d2[4]
- /dash db2,1+2
- /dash db4
- /ws3,1+2,4 - at wall
- -----
- - ff3/CH df4[3]
- - mini combo usually
- - full combo against:
- - A.King/Bob/Bryan/Drag/Feng/Hei/King/Marduk/Miguel/Negan/Paul/Raven/Steve
- - time a df31 as late as possible
- ff3/late df31/d32/HTS21/d2, delay 4
- -----
- - CH db4
- - mini combo usually
- - full combo against:
- - Drag/Marduk/Miguel
- /FC df41/d32/HTS f1/d2, delay 4
- ***full combo may be possible using a micro dash df1 after the FC df41, very difficult***
- -----
- S!:
- - 123
- - HTS 21
- - HTS f1
- - f44
- - b3
- - b4
- Post W! combos:
- [high splat]
- -> b1+2/f3,1+2,4
- -> df4/late HTS f4 (floorstun)/db2,1+2
- [normal splat]
- -> [dmg + advantage]
- /1/f3,1+2,4
- -> [other/setups?]
- /late HTS f4 (floorstun)/db2,1+2 -> highest dmg, need a high splat
- /ff1+2 -> wallbreak
- /f234 -> HTS oki setup?
- wallbounce:
- - HTS 1+2
- - df1+2
- - uf2
- wallbounce combos:
- near:
- /b1+2/1/f3,1+2,4
- /df4/HTS f4/db2,1+2
- far:
- /f44/1/f3,1+2,4
- BT combo:
- - 2121
- floor break:
- - 33
- - HTS f4*
- - HTS b1
- - d2
- - d1+2*
- - uf4
- - ss4
- - db2(down)
- *recommended
- All W! moves:
- - db1,1+2* delay (-9!!!)
- - 2121* delay (-13)
- - df31,1+2* delay (-13)
- - 11,1+2,1* CH 1 string
- - 1+2,1+2,1* 14f punish
- - f44* whiff punisher
- - ff3* +1 H/homing
- - b4* -8 M/homing
- - uf3* -8 low crush
- - ff1+2* -9 midrange
- - 123
- - HTS 21
- - HTS 4,1+2
- - HTS f1
- - df2,1+2
- - db1+2
- - b3
- - uf3+4
- - ff42
- - fff3
- - FC df41
- Wall carries:
- (can cause W! after S! in midrange, distance-specific)
- - 11
- - 12
- - f3,1+2,4**
- - df11
- - df31
- - df43
- - d12
- - d32
- - db13
- - db1,1+2
- - uf3+4*
- - ff42**
- - f44*
- *recommended
- **high splats
- -----------------------------
- -----------------------------
- STRATEGY/Miscellaneous:
- ---
- -Neutral plays-
- far range:
- - fff3
- - fairly bad, easy to sidewalk and doesn't realign. Don't overuse.
- mid range:
- - d1+2/ff3 [mixup]
- - ff1+2 [push away]
- - ff4 [safe HTS]
- - look for whiff punishment (see below)
- main whiff punishers:
- - df2,1+2
- - ff22
- - f44
- - b3
- - uf2*
- *a little slow, but notable if opponent is near wall
- ---
- -Close range plays-
- high/mid pokes:
- - 1 i10/H/+1/+8
- - standard jab
- - 12 i10/HH/-1/+5
- - 21 i12/HM/-7/+4
- - 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.
- - 33 i15/ML/-14/+2
- - 44 i12/HM/-13/+3
- - NC strings used to mix up your offense. Unsafe but hard to predict, use as trump cards/round enders.
- - f234 i14/HMM/**
- - 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).
- - df1 i13/M/-1/+5
- - df11 i13/MH/-1/+5
- - df14 i13/MM/**
- - standard df1. His df11 option is above average due to its safety. df14 puts Leroy at the not-great -6~HTS on block.
- - df4 i13/M/**
- - df43 i13/MM/-9/+7
- - Quick mid into -6~HTS on block or +6~HTS on hit. As before, use sparingly unless you are try to force aggressive guessing.
- - df43 can CH into a mini-combo, but is notable for being a safe mid-mid string.
- - df31 i16/MH/0/+6
- - df31,1+2 i16/MHM/-13/KND
- - df314 i16/MHL/-18/-7
- - 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!
- - db13 i16/MH/0/+8
- - db1,1+2 i16/MM/-9/KND
- - MH skill check strings, both are delayable. db13 will NC, and db1,1+2 has a strong CH and is SAFE (for now...)
- Low pokes:
- - d3 i16/L/-13/-2
- - d32 i16/LH/-3/*
- - 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.
- - ss4 i18+/L/-12/+4s
- - 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.
- - d2 i15/L/-12/-1c
- - d2[4] i15/L/-11/0c
- - evades highs on 4th frame.
- - d24 will interrupt an attempted d2 punish. The 4 cannot be low parried if the d2 hits. The 4 can also be delayed.
- - db4 i17/L/-14/-3sc
- - evades highs on 4th frame. Can CH into a small combo (or better, difficult extensions exist).
- - db3 i18/L/-26/-9
- - DEMOMAN! Risky low option when you need it.
- ---
- When you have advantage:
- - b1
- - b1+2
- - 11,1+2,1 [hit-confirm]
- - f3,1+2,1 [hit-confirm]
- - safe midstrings (df1/db1/df3/df4)
- panic buttons:
- - b1+2
- - b1
- ---
- post-wall combo oki:
- - after f3,1+2,4:
- - opponent is FDFA
- -> slight delay b4
- - hits backroll, up, and forward roll wakeups grounded
- - misses on side rolls, with time to react
- - hits both wakeup kicks
- - after db2,1+2:
- - opponent is FUFT
- -> df1
- - hits wakeup mid/low kicks + spring attack
- - hits forward roll
- - blocked by backroll and up
- - misses on side rolls, with time to react
- - does NOT beat recovery kick (d+3/d+4)
- ***This is only basic info, more may be added later***
- ---
- non-wall Oki situations:
- - ?????
- ---
- - Hermit strategy [HTS]:
- quickest/counter:
- - 4,1+2 MM/i11/-14/KND
- - 21 HH/i12/-4/KND
- - f1 H/i14/0/+15spin
- - 1* M/i24/-6/+4
- - b2*
- - no input (beats lows and ducking jabs!)
- mixup/advantage:
- - 34 LM/i16/-15/0
- - 1+2 MMM/i15/-10/KND
- - f4 M/i26/0/launch
- - b1 M/i20/+4/+7
- - b4 L/i20/-13/+4s
- - u/d
- ---
- enter HTS on block:
- low disadvantage:
- - d32** -3
- - ff4 -4
- disadvantage:
- - f234 -6
- - ws14 -6
- - df14 -6
- - df4 -6
- - HTS 4 -7
- UNSAFE:
- - 124 -9
- - d124 -9
- - d44 -11
- **can be ducked and launched
- ---
- enter HTS on Hit:
- high advantage
- - ff4 +9
- - d32 +8
- - f234 +8
- - HTS 4 +7
- - ws14 +6
- - df14 +6
- - df4 +6
- low advantage
- - 124 +3
- - d124 +3
- - d44 +1
- ---
- from HIT +3 (124/d124):
- - use HTS 21 to beat mashers (risk: -4/duck and punish, test for matchup klnowledge)
- - use HTS 4,1+2 if they start ducking (risk:-14)
- from HIT +6 or more (ff4/d32/f234/HTS 4/ws14/df14/df4):
- - use HTS f1 to beat mashers(risk: 0/duck and punish, test for matchup klnowledge)
- - use HTS 1+2 instead to beat ducks, less risk on block (risk: -10)
- - if they choose to block or step:
- - HTS 34 and HTS b4 are low options (risk: -15/-13)
- - HTS b1 and HTS f4 are mids to take advantage of their hesitation (both safe, b1 is +4, f4 is 0!)
- from BLOCK -9 (124/d124):
- - 124 is UNSAFE, Leroy can b2 i12 or slower attacks but cannot block or avoid i10 or i11 attacks!
- from BLOCK -6/-7 (f234/ws14/df14/df4/HTS 4):
- - Leroy can parry/sabaki 10f attacks, but hecannot -avoid- them and can't block them.
- - 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.
- - 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.
- from BLOCK -4 (ff4):
- - Safe against i10 if Leroy chooses to hit 3+4 then block. (Mental frame advantage!)
- ---
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