Ironfist Insights
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Leroy — character information

Every Leroy move in Tekken 8: 56 rows, 8 lows, 3 throws, 5 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Leroy is fast in the mid range (5 mids at i13 or faster) and a turn-stealer (12 parries or sabaki), with 1 further axis also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws329th of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Leroy: 3 throws from neutral — 29th of 41. The roster median is 4.

  • Plus on block8.5%36th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Leroy: 8.5% of the movelist is plus on block — 36th of 41. The roster median is 11%.

  • Lows13.8%20th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Leroy: 13.8% of the movelist is lows — 20th of 41. The roster median is 13.8%.

  • CH launchers1028th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Leroy: 10 moves launch on counter hit — 28th of 41. The roster median is 12.

  • Stances132nd of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Leroy: 1 stance: HRM — 32nd of 41. The roster median is 2.

  • Homing224th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Leroy: 2 homing strikes — 24th of 41. The roster median is 3.

  • Wall / balcony18.5%38th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Leroy: 18.5% of the movelist carries a balcony break or wall crush — 38th of 41. The roster median is 24.8%.

  • Floor breakers031st of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Leroy: 0 strikes break the floor — 31st of 41. The roster median is 2.

  • Side switches126th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Leroy: 1 move switch sides on hit — 26th of 41. The roster median is 2.

  • Chip damage16.2%17th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Leroy: 16.2% do chip damage on block — 17th of 41. The roster median is 14.5%.

  • Power crushes232nd of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Leroy: 2 power crushes — 32nd of 41. The roster median is 3.

  • Fast mids52nd of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Leroy: 5 mids at i13 or faster — 2nd of 41. The roster median is 2.

  • Parries / sabaki121st of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Leroy: 12 parries or sabaki — 1st of 41. The roster median is 2.

  • Launchable lows22.2%38th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Leroy: 22.2% of their lows are -15 or worse — 38th of 41. The roster median is 37.5%.

  • Launchable mids/highs10.9%21st of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Leroy: 10.9% of their highs and mids are -15 or worse — 21st of 41. The roster median is 10.9%.

  • Turn-keeping pokes39.6%12th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Leroy: 39.6% of their pokes stay plus on hit and safe on block — 12th of 41. The roster median is 35.5%.

  • Duckable highs24.6%14th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Leroy: 24.6% of the movelist is highs — 14th of 41. The roster median is 21.3%.

  • Low crushes9.2%35th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Leroy: 9.2% of the movelist jumps over lows — 35th of 41. The roster median is 12.8%.

  • High crushes5.4%36th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Leroy: 5.4% of the movelist ducks under highs — 36th of 41. The roster median is 9.7%.

  • Safe evasions68.4%2nd of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Leroy: 68.4% of their evasive moves are still safe when blocked — 2nd of 41. The roster median is 45.5%.

  • Fast plus on block2.3%15th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Leroy: 2.3% of the movelist is plus on block at i15 or faster — 15th of 41. The roster median is 2%.

  • Safe poke damage12.327th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Leroy: their average safe poke does 12.3 damage — 27th of 41. The roster median is 13.2.

  • Follow-ups per move0.6719th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Leroy: 0.67 follow-ups per standalone move — 19th of 41. The roster median is 0.61.

Shading shows where Leroy sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Leroy reaches it on 3 of 23.

Your back to the wall

Less dangerous than most corners. 18.5% of the movelist carries wall or balcony properties against a roster median of 24.8%, so being cornered costs you position more than it costs you health.

Their back to the wall

1 move switches sides on hit, below the roster middle, so they have an out but not a reliable one.

Centre stage

Stepping is largely available. Only 2 strikes of 130 moves are marked homing, below the roster middle, and 1 of those is a mid — a short enough list to learn by sight.

On a breakable floor

Only the grab. No strike of Leroy's breaks the floor, but 1 throw does — so on these stages the floor is a reason to respect the throw, not the buttons.

Key Leroy moves

Plus on block

  • b+3Beheading Back Kicki22, high, +10 on block at best
  • f,f,F+3Dragon's Heeli24, mid, +9 on block at best
  • SS.1+2Chain Punch: Seedsituationali14, high, +7 on block, needs Heat
  • H.2+3Twin Dragon Thunderclapsituationali15, mid, +6 on block, needs Heat

Plus you cannot ignore

  • HRM.b+1Prayer Fiststancei20, mid, +4 on block
  • SS.3+4Lone Dragon Tempestsituationali20, mid, +3 on block

Fastest mids

  • b+1+2Outcast Arrowi12, mid, -10 on block
  • df+1i13, mid, -6 on block
  • df+4i13, mid, -6 on block

Lows, safest first

  • db+3Amputation Kicki20, low, -7 on block at best, borderline — some players react to it
  • d+4i14, low, -11 on block at best, too fast to see coming
  • d+2i15, low, -12 on block at best, too fast to see coming
  • FC.df+4situationali15, low, -12 on block at best, too fast to see coming

Special lows

  • d+1i10, special low, -5 on block, too fast to see coming

Panic buttons

  • f+1+2Dragon Elbow Crashi17, absorbs a hit, -13 on block
  • 3+4Hermitparries, block frames unpublished
  • b+2Twin Dragon Gateparries, block frames unpublished
  • uf+1Pulsing Fisti16, parries, -9 on block

Launches on counter-hit

  • b+1+2Outcast Arrowi12, counter-hit +60a
  • HRM.1,2Tan Zhang Lian Zhaostancefrom HRM.1 (i24), counter-hit +59a
  • HRM.b+1Prayer Fiststancei20, counter-hit +52a
  • f,F+4,2Sacrum Severancefrom f,F+4 (i16), counter-hit +43a (-33)

Homing

  • b+3Beheading Back Kicki22, homing, +10 on block at best
  • b+4Zhuan Shen Jiaoi17, homing, -9 on block
  • HRM.b+4Razor Sweepstancei20, homing, -13 on block

Parries and sabaki

  • uf+1Pulsing Fisti16, Strong Attack Reversal
  • ub+2Enter the Dragoni20, Has punch parry effect
  • HRM.1Tan Zhangstancei24, Sabaki: parries high or mid punches or kicks
  • db+1+2Tan Sau Shui Yue Tui32, Punch and kick Sabaki

Free launches for you

  • db+4Fan Sweepi17, -15 on block
  • 1,1,1+2,1Chain Punch: Sheathfrom 1 (i10), -15 on block at best
  • f+3,1+2,4Strike of the Five Preceptsfrom f+3 (i14), -15 on block at best
  • OTG.db+2situationali17, -16 on block, needs Heat, only from the floor, after you knocked them down
What Leroy punishes you with
Leroy’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse1,2,425—
−12 or worse4,428ws416
−13 or worse4,428ws1,430
−15 or worseuf+3+4,1+235 launchesws221 launches
What you get to do about Leroy’s strings

Fuzzy guard candidates

  • db+1,3high, 3f before 2 slower branches

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Do not try to duck these

  • 1,1jails — you stay in blockstun
  • 1,2jails — you stay in blockstun
  • 1,2,4jails — you stay in blockstun
  • 1+2,1+2jails — you stay in blockstun
  • 1+2,1+2,1jails — you stay in blockstun
  • …and 6 more

Jailing is unrecorded on 79% of Leroy’s string continuations, so a string missing from the last list was probably never checked.

Getting into Leroy’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Leroy there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

HRM — 18 moves out of it

  • 1,2,4Front Palm Snap Kickfrom 1 (i10), -9 on block
  • d+1,2,4Ru Huan Snap Kickfrom d+1 (i10), -9 on block
  • df+1,4Chopping Snap Kickfrom df+1 (i13), -9 on block
  • df+4i13, -6 on block
  • d+4,4Razor Kickfrom d+4 (i14), -10 on block at best
  • f+2,3,4Lone Dragon Stormfrom f+2 (i14), -9 on block
  • …and 8 more

1 of the 1 stance in Leroy’s movelist has a documented way in.

Throws and breaks

Leroy has 3 throws that can start from neutral.

Default break: 1. It covers 2 of 3 breakable throws (67%).

What 1 does not cover, most damaging first:

  • uf+1+2 Lian Jin Xuan Feng Jiao — breaks with 1+2, 35 damage

From a stance:

  • HRM — uf+1+2. Every throw documented from here breaks with 1+2.
Leroy neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Devastating Chain Punch1 or 235FUFT off-axisOn a breakable floorAgainst sidestepping
2+4Corkscrew Strike1 or 235FUFAAgainst sidesteppingTo escape a corner
uf+1+2from HRMLian Jin Xuan Feng Jiao1+235FUFA off-axis—

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 136 moves
Level
Properties

136 moves

Search any column from its heading.

Leroy frame data — 136 moves
DetailsProperties
(back to wall).b,b,UBWall Jump BackflipMid35~38+1+34d—21
1JabHigh10+1+8—5—
1,1—Midi18~19 rel-9~-8+2~+3—,7—
1,1,1+2—Highi19~20 rel-9~-8-2~-1—,12—
1,1,1+2,1Chain Punch: SheathMidi23~24 rel-16~-15+20a(+15)~+21a(+17)—,15—
1,2Front PalmHighi12 rel-3+7—,9—
1,2,1Front Palm Pulsing FistHighi27~28 rel-6~-5+8~+9—,17
1,2,3Front Palm Xuan Feng JiaoHighi23~24 rel-6~-5+20a(+11)~+21a(+13)—,21
1,2,4Front Palm Snap KickMidi16 rel-9+3—,11—
1+2—High14-24—9—
1+2,1+2—Highi9 rel-27—,9—
1+2,1+2,1Chain Punch: StemMidi17~18 rel-17~-16 HD+7a(-2)~+8a(-1)—,20
1+2+3+4Ki Charge———————
1+3Devastating Chain PunchThrow12~14-3——35
1+3+4Taunt——————
1+4Go SugarLow100~279-26 to +153+24~+203—16
2—High12+0+9—10—
2,1—Midi12~13 rel-7~-6+4~+5—,12
2,1,2—Highi20~21 rel-7~-6+4~+5—,17
2,1,2,1Claws of FuryMidi21~23 rel-13~-11+16a(-1)~+18a(+3)+30a(+20),21
2,2Needle ElbowHighi25~26 rel-7~-6+7~+8—,20
2+3Heat BurstMid16+1+2c—[12;12]
2+4Corkscrew StrikeThrow12~14-3——35
3—Mid15-8+3—14
3,3Hissing SnakeLowi18 rel-14+2+15d,13—
3+4Hermit——————
3+4Hermit——————
4—High12-110—15—
4,4Falling BambooMidi15~16 rel-13~-12+3~+4—13—
b+1Hermit's FistHigh13-6+5—17—
b+1+2Outcast ArrowMid12-10+2+60a17—
b+2Twin Dragon Gate——————
b+3Beheading Back KickHigh22~239~+10+16~+17c—27
b+3+4Earth Sunder ChainMid ⋯18~19-8+7—21,25
b+4Zhuan Shen JiaoMid17~18-9+4—16
Back throwLone Dragon's RageThrow12~14———50
CH b+1Knee SnapHigh ⋯13—+0d—20,25—
d+1—Low sl10-5+6—5
d+1,2—Midi15~16 rel-10~-9-1~0—,8—
d+1,2,4Ru Huan Snap KickMidi15 rel-9+3—,11—
d+1+2Chanhui ZhangMid17~18-4~-3 HD+6c—21
d+2—Low15~16-13~-12-2~-1+3~+411
d+2,4Falling Fist SweepLowi24~25 rel-13~-12-2c+38d,11
d+3—Low16-13-2—8—
d+3,2Twin Snake StrikeHighi24~25 rel-3~-2+8~+9—,11—
d+4—Low14~15-12~-11-1~0—9—
d+4,4Razor KickMidi18~19 rel-11~-10+1~+2—,16—
db+1—Mid16~17-9~-8+1~+2—12—
db+1,1+2Shadow Double Fist PunchMidi21~22 rel-10~-9+23a (+18)+41a,25
db+1,2Shadow Ram PunchMidi21~22 rel-12~-11+17a(+0)—,20
db+1,3Shadow Raccoon SwingHighi18~19 rel0~+1+8~+9+31a,17—
db+1+2Tan Sau Shui Yue TuMid32~33-11~-10 HD+36d (+15)—25
db+2+3Master's SermonLow ⋯20~21-14+67a (+51)—10,14 (9)
db+3Amputation KickLow20~21-8~-7+5~+6+14c12
db+4Fan SweepLow17-15-4c+36d13
df+1—Mid13~14-6+5—10
df+1,1+2—High ⋯i14i6 (i7)i6 (i7) rel-2+4—,3,3,3
df+1,1+2,2Admonishment WhirlMidi24 rel-10+3+33a (+25),17
df+1,4Chopping Snap KickMidi18 rel-9+3—,16—
df+2—Mid15~16-6+6—7—
df+2,1+2Rising DragonsHigh ⋯i19~20i11~12 rel-18+33a (+23)—,5,10—
df+3—Mid16-11+0—14—
df+3,1—Highi16~17 rel+0+6—,12—
df+3,1,1+2Poison StrikeMidi20~21 rel-13+34d (+13)—,25
df+3,1,4—Lowi23~24 rel-18-7—,7—
df+3,1,4,1+2—Highi25 rel-16-3—,15—
df+3,1,4,1+2,2—Midi23~24 rel-17-5—,7—
df+3,1,4,1+2,2,1+2—Midi19~20 rel-26KND(+15)—,15—
df+3,1,4,1+2,2,1+2,1+2—Midi58 rel-19+1 (0)—,17—
df+3+4Jawbreaker Bow KickHigh18~19-2+70a(+54)~+71a(+55)—23
df+4—Mid13-6+6—14
df+4,3Snap Kick KneeMidi20~21 rel-9+7+37d (+29),14
f,f,F+3Dragon's HeelMid24~276~+9+15c—30
f,F+2—Mid14~15-11~-100~+1—8—
f,F+2,2Cleansing ArrowMidi17~18 rel-15~-14+55~+56—,13—
f,F+3Viper Bow KickHigh18~23-2 to +3+33d—20
f,F+4—Mid16~17-4~-3+9~+10g—16—
f,F+4,2Sacrum SeveranceMidi27~28 rel-14~-13+34a (+19)+43a (-33),21
f+1+2Dragon Elbow CrashMid17~18-13+20a (+15)—20
f+2—High14~16-9~-7+2~+4—15
f+2,3—Midi18 rel-10+2—15—
f+2,3,4Lone Dragon StormMidi21~22 rel-9+8+1420
f+2+3Master's LessonMid ⋯16~17-7+73a—10,10,15
f+3—Mid14~15-7~-6+7~+8—14
f+3,1+2—High ⋯i13i9i7 rel-8-6—,5,5,5
f+3,1+2,4Strike of the Five PreceptsMidi20~21 rel-16~-15+13a (+6)—,20
f+4—Mid16~17-9~-8+4—14—
f+4,4Lao Weng Xuan Feng JiaoHighi28~30 rel-6 HD+20a (+11)—,24
FC.df+4—Low15~16-13~-12-2~-1+3~+414
FC.df+4,1Reverse Cross KickMidi20~21 rel-13~-12+31a (+21)—,15—
H.2+3Twin Dragon ThunderclapMid15+6+0 / +5—50 (25)
H.b+1+2Outcast Dark Deluge——-9+35a (+27)—20
HRM.1Tan ZhangMid24~25-10~-9+0~+1—17
HRM.1,2Tan Zhang Lian ZhaoHighi20~21 rel-3+28g+59a,17
HRM.1+2—Mid ⋯14-2+5—3,3,3,3
HRM.1+2,1Chain Punch: RootMidi17~18 rel-17 HD+7a(-2)—,20
HRM.2—High12~13-2+5~+6—14—
HRM.2,3Double JawbreakerHighi24~25 rel-9~-8+16a (-1)+34a,23
HRM.3—Low16-13-2—8—
HRM.3,4Stampeding DragonMidi22~23 rel-15~-14+1~+2—,16—
HRM.4—Mid11~12-7~-6+7~+8—13—
HRM.4,1+2Cautious DragonMid ⋯i24~25i8~9 rel-14~-13+27a (+12)—,5,20
HRM.b+1Prayer FistMid20~22+4+7c+52a21
HRM.b+3—Low20~21-26-9—12—
HRM.b+3,2Twin Dragon AcceptanceMidi31~32 rel-16+4a (-5) / +0a (-1)—,27 (18)
HRM.b+4Razor SweepLow20~21-13+4c+28a17
HRM.dNimble Shift———————
HRM.f+1Villain SlayerHigh14~15+0+15g—17
HRM.f+4Duan Tou Xuan Feng JiaoMid26~29+0+40a—21
HRM.P————+16—15
Left throwDevastating Chain PunchThrow12~14-3——40
OTG.db+2—Low17~18-16-5———
OTG.db+2,1+2Tremor PunchLow— rel-13-2———
P:b+2Superior Twin Dragon Gate———————
P:b+2,1Superior Chain Punch: BranchMid13-10+29a—40
P.b+2,1Chain Punch: BranchMid13-10+21g—35
qcf+2Chakra ElbowHigh16~17-6~-5+29a (+22)—20
qcf+3+4,FPiercing ChargeMid56~57—-1~0d—80
R.df+1+2Dark Dragon CommandmentMid20-18+0d—55+
Right throwCorkscrew StrikeThrow12~14-3——40—
SS.1+2Chain Punch: SeedHigh ⋯14+7+25g—3, 3, 20
SS.3+4Lone Dragon TempestMid ⋯20~21+3+8—20,6
SS.4Lone Dragon SliceLow18~19-12+4+1417—
ub+2Enter the DragonMid20-10+3+33d (+25)17
uf,n,4Delayed Rising Toe KickMid23~25-13+32a (+22)—20
uf+1Pulsing FistHigh16~17-9+5—17
uf+1+2Lian Jin Xuan Feng JiaoThrow12~14-2——35—
uf+2Zhuan Shen Long Fang QuanMid24~25+1+10a (+1)—25
uf+3Floating KickMid20~24-8+14a (+5)—25
uf+3+4—Mid ⋯14~15-14+16a—8,10
uf+3+4,1+2Biting DragonsMidi30~31 rel-13+23a (+13)—,17 (11)
uf+4Floating Axe DropMid23~25-8~-6+21a—22
ws1—Mid13~14-7+3—14
ws1,4Elbow Slash Snap KickMidi21 rel-9+3—,16—
ws2Arrow ShowerMid15~16-14+51a—21—
ws4Toe SmashMid11~12-6+5—16—