You can benefit from the information in this detailed guide for Leroy Smith’s skills and strategy in TEKKEN 7.
Leroy Smith Guide 100%
In this comprehensive guide, my objective is to provide a deeper understanding of Leroy Smith in Tekken 7. Whether you’re looking to master his formidable skills or seeking insights on countering him in battles, this guide aims to be your companion on this Tekken Journey.
Button Mapping Controls Annotations
Basic Control Info:
- f = Forward Button
- b = Back Button
- u = Up Button
- d = Down Button
- Ch = Counter Hit
- 1 = Left Punch Button
- 2 = Right Punch Button
- 3 = Left Kick Button / Left Weave (in Steve’s Case)
- 4 = Right Kick Button / Right Weave (in Steve’s Case)
- df or d/f = Down + Forward Button
- uf or u/f = Up + Forward Button
- db or d/b = Down + Back Button
- ub or u/b = Up + Back Button
- WS = While Standing
- FC = Full Crouch by just pressing and holding down button
- QCF = Quarter Circle Forward accessed by pressing d, d/f, f
- QCB = Quarter Circle Back accessed by pressing d, d/b, b
- SSL = Side Step Left
- SSR = Side Step Right
- S! = Screw Move
Leroy’s Stance Annotation:
Hermit Stance = HRM
Hermit Stance (HRM)
Leroy utilizes the Hermit Stance, an automatic parry against low kicks and punches. You can activate it by pressing 3+4 or by incorporating certain moves that transition into this stance:
- 1,2,4
- Full crouch 1,4
- Full crouch d+1,4
- f,f+4
- d/f+4
- d/f+1, 4
- d+3,2
- d+4,4
- f+2,3,4
While in the Hermit Stance, he possesses a variety of effective moves:
- b+1 – hits grounded opponents.
- f+4 – also hits grounded and can be followed up with d/b2,1+2. Can be used in wall combos.
- 2, 1 – usually a combo ender.
- b+4 – a fast homing low.
Situational Moves
The optimal buttons refer to straightforward inputs that, in many aspects, define the character’s essence. These are likely to be your most effective tools for understanding a specific fighter:
- b+1+2 – A very Good Counter-hit Launcher that can be used to stop jab pressure, but use it wisely as it is -10 on block.
- d/f+1 – a good poking move with nice extensions like d/f1+1 or d/f1+4.
- b+3 – very useful for whiff punishment.
- f, f+2, 2 – another good whiff punishment tool.
- d/f+3,1 – a good way to annoy opponents. If they duck, you can use b4 or u/f4.
- 3, 3 – a round ender that you can delay somewhat. -14 on block, so be mindful.
- d/b+3,1+2 – a hellsweep that forces people to duck, otherwise they’re knocked back and you can continue your offensive.
- f+2, 3 – tracks sidesteps both ways, good for control.
- d,1+2 – on counterhit you can follow this up with d/b2,1+2.
- f, f+1+2 – a good tool to catch people moving too much.
- d/b+4 – a risky move, -14 on block so easily punishable on crouchguard. But if it connects on counterhit, you get a mini combo.
- d/f+2+3 – Leroy’s unique cane attack, usable once per match. Can be followed up with a small combo.
Leroy’s Parries
One of the core mechanics of Leroy involves his capability to Parry incoming attacks.
- b 1+2 – a i12 frame counterhit launcher that can put a stop to a jab poking game.
- b+1 – a 41 damage Counter-hit parry.
- b+2 – a move that parries everything but grabs. Even elbows and knees. Can be used to start your offensive after a successful parry.
- u/b+2 – sabaki that parries all punches.
- d/b 1+2 – parry for both punches and kicks.
Combos
- f,f+2,2, qcf+2,2,b+4 S! f+2,3,4 (Wait for the opponent to slide down) f+4, d/b+2,1+2
- u/f+4, qcf+2, d/f+4,3, f+4,4 S! Micro dash 1, Micro dash u/f+3+4, 1+2
- b+3, S! b+3, d/f+1, 22, u/f+3+4, 1+2
- b+3, S! Dash Up, qcf+2, d/f+4,3, d/f+3,1, Micro Dash, u/f+3+4, 1+2
- d/f+2,1+2, f+2,3,4, HRM2,1 S! Dash up u/f+3+4, 1+2
- WS2, qcf+2, d/f+4,3, f+4,4 S! Dash up u/f+3,4, 1+2
- d/f+2+3 Cane, SSR, u/f+3, d/f+1, d+3,2, HRM 2,1 S! Dash up 3+4, 1+2
Rage Art & Rage Drive
Rage Drive: f+1+2 [Mid, mid, mid]: His rage drive itself isn’t that great. It’s got no mix up potential on block, the range on the last hit can whiff when used on combos and the damage is kinda low at 40. But maybe there’s some tech to be found with it if the opponent is against the wall.
Rage Art: d/f+3+4 [i26 Mid]: Same as 80% of the roster just a Mid move that gives action super animation which is 55 damage and can be used as combo ender.
He also has an interesting move in d/f+2+3. It’s i22, starts mid, is +7 on block and causes stun even on block but is in negative frames unlike Vanilla Leroy where it was +8 on block and launches on Normal Hit. Its still launches on Normal hit by the way, but has a once per match restriction. So it’s basically like a second rage drive for him.
Punishers
Below are the the Punishers of Leroy:
- 10f – 1,2,4 (27 damage, ends in stance)
- 12f – 2,2 (30 damage, +7) and 4,4 (better range. 28 damage, +3) (2,2 is similar to Kings b+1,2)
- 14f – 1+2,1+2,1(56 damage + knockdown)
- 15f – d/f+2,1+2,1 or f,f+2,2 for better range (both launch. D/f+2,1+2 is similar to Julia’s d/f+2,1 without the angle reset)
- 16f – f+4,4 (yes, it reaches Hei’s f,f+2)
While Standing (WS) Punishers:
- 11f – 16 damage WS+4
- 13f – 1,4 (30 damage, ends in stance)
- 15f – WS+2 (25 damage launcher)
Anit-Strategies
Leroy boasts a robust foundational toolkit, featuring effective poking techniques and formidable defensive options that, when mastered, can prove to be a source of frustration for opponents.
His proficiency in punishment and whiff-punishment is notably strong, aligning well with the rushdown-focused dynamics of Season 4. However, a notable weakness lies in his limited range, with most of the cast outranging him. Additionally, his arsenal lacks standout low attacks.
Watch out for the following Strings which are highly negative on block:
- 1+2,1+2,1: [h,h,h,h,h,h,m -17]: If the string is complete than you can launch punish by d/f+2, 1+2. If the string is not complete make sure to only use something to start your rush down that has long range otherwise if Leroy stops in between the string there will be increased distance between the Leroy and his opponent usually nothing reaches him so make sure to be wise.
- 2+3: [Low 100~279 -26 ]: OK, this move is usually a misinput no one uses this moves intentionally, atleast no one I know who uses this move, people try to use the cane attack which is the almost same input you just have to put d/f 2+3, instead if they input 2+3 Leroy sits down and bring up Sugar (his Dog) who hit opponents leg and Leroy gets Can attack for guarenteed, just side step as this move is so slow.
- WS+3,1+2, 4 [m,h,h,h,m -16 i14~i15]: This move is usually thrown by the people who are being pressured into a corner and they will then use duck jab to stop pressure and immediately throw this move that ends in a Knockdown, make sure to punish this move accordingly.
- FC d/f+4, 1 [l,m -13 i15~i16]: Individuals feeling cornered under pressure often resort to this move. They strategically employ a duck jab to halt the onslaught and swiftly follow up with this move, resulting in a pressure being stopped. It’s essential to counteract this move with appropriate punishment.
- f,F+4, 2 [m,m -14 16~17 (16~) ]: Leroy typically executes this move when closing in on the opponent. Additionally, he has the option to cancel it into Hermit Stance or continue with a mid string, causing a knockdown on normal hit and a launch on Counter Hits. It’s crucial to bear in mind that this move is susceptible to punishment.
- f,f+2, 2 [m,m -15 14~15]: Leroy employs this move as a means to approach the opponent. However, it requires a commitment, as it cannot be confirmed on a hit. Also bear in mind to punish this move.
- d/f+2, 1+2 [m,h,m -18 i15]: This move is Leroy’s Breand and Butter Combo Starter and it is Highly punishable on block. So Bear in mind to punish by hop kick or your character’s own Bread and Butter Starter.
- f+3, 1+2, 4 [m,h,h,h,m -16 i15~i16]: This move is typically incorporated within combos. Deploying it outside of a combo doesn’t make logical sense, as it doesn’t form a natural combo. Its natural combo status can only be achieved if the second or third hit lands as a counter, which is unconfirmable. Therefore, if used independently of any combo, exercise prudence in your punishment.
- WS+2 [m,m -17 i15]: This is Leroy’s While Standing Launcher, it is a very useful tool as you only have to press one button and an animation is played where Leroy hits the opponent twice and stuns him and the combo can be done to that opponent. It is highly punishable so be sure to be ready for this move if blocked.
The following are Leroy’s ‘High Moves,’ implying that opponents can duck them and respond with while-standing punishers or while-standing launchers:
- 2, 2
- 1,2,1
- B+1
- B+3
- F, F+3
- HRM 2,1
- HRM F+1
- d/b+1, 3
- d+3,2
Leroy’s Throw (Grab) Game is very medicore, so no need to focus too much on his throws but do know how to deal with those:
Input | Break |
1+3 | 1 or 2 break |
2+4 | 1 or 2 break |
f+2+3 | 1 or 2 break |
u/f+1+2 | 1+2 break |
Conclusion
Leroy stands out as an exceptionally enjoyable character in Tekken. The inclusion of parries introduces an additional dimension to the gameplay, and when executed with precision, he becomes a formidable force. While Leroy may not be the most beginner-friendly character in his current form, achieving proficiency with him doesn’t demand the same level of dedication as mastering characters like Zafina or Jin.
Leroy Smith – Season 3 Changes
Patch [V3.20] Emergency Patch
- F,1+2 During Rage and after Twin Dragon gates Succeeds – Fixed an issue in which the timing the move could be performed was faster than other moves by 1 frame.
- 1, 2, 4 (d or u) – Fixed an issue in which the timing for up or down during Hermit was faster than other moves by 1 frame.
- HRM f+4 – Changed the damage from 25 to 21.
- d/f+1 – Changed the damage from 14 to 12.
- d/f+3 – Increased the distance between the character and the opponent when the move hits the opponent while they’re down.
- d+2, 1 – Changed the damage from 17 to 11. Changed the frame advantage when blocked from -11 frames to -13 frames.Changed the frame advantage upon hit from ±0 frames to -2 frames.
- d/b+1, 3 – Changed the damage from 20 to 17.
- d/b+1, 1+2 – Changed the frame advantage when blocked from -9 frames to -10 frames. Decreased the distance between the character and the opponent when the move is blocked.
- b+3 – Changed the damage from 23 to 21.
- u/f+4 – Changed the frame advantage when blocked from -3 frames to -8 frames.
- u/f+3+4, 1+2 – Changed the opponent’s behavior when hit in midair.
- F, F+2, 2 – Changed the damage from 20 to 15.
- d/f+2+3 – (1st hit) Decreased the distance between the character and the opponent when the move is blocked. Fixed an issue in which it was not possible to perform Geese’s mid Atemi throw.
(2nd hit) Fixed an issue in which the 3rd hit could be blocked when countering. Fixed an issue in which it was not possible to perform Geese’s mid Atemi throw.
(3rd hit) Changed the opponent’s behavior.
Patch [V3.21]
- 1, 1, 1+2, 1 – (2nd hit) Changed the frame advantage when guarded from -7 frames to -9 frames. Changed the frame advantage upon hit from +4 frames to +2 frames. Homing decreased.
(6th hit) Changed the frame advantage when guarded from -10 frames to -13 frames. Changed the frame advantage upon hit from +1 frame to -2 frames.
(7th hit) Changed the damage from 20 to 15. Changed opponent’s behavior when hit/counter hit - 1+2, 1+2, 1 – Changed the damage from 32 to 27.
- d+2, 4 – Decreased the distance between the character and the opponent when the move is guarded.
- d+3 – Changed the damage from 14 to 10.
- d, 1+2 – Changed opponent’s behavior when guarded which means Frame advantage will become +0 frames to -4 frames on block. Changed opponent’s behavior when counter hit.
- d/b+1 – Changed the damage from 15 to 12. Crouch status removed.
- b+1 (During Counter Hit) – Changed the damage from 30 to 25.
- b+1+2 – Changed the damage from 20 to 17. Changed the frame advantage when guarded from -5 frames to -9 frames. Decreased the distance between the character and the opponent when the move is guarded. Changed the frame advantage upon hit from +6 frames to +2 frames. Increased whiff recovery animation by 10 frames.
- u/f +4 – Decreased the range of the attack.
- F, F+2, 2 – Decreased the distance between the character and the opponent when the move is guarded.
- F, F+3 – Changed the frame advantage when guarded from +1 frame to -2 frames. Homing decreased. Can be side stepped now.
- F, F+1+2 – Changed the damage from 28 to 25. Decreased the distance between the character and the opponent when the move is guarded.
- WS+2 – Changed the damage from 10 to 8. Decreased the distance between the character and the opponent when the move is guarded.
- d/b+2 (While enemy is down) – Changed the damage from 15 to 13.
- d/f+2+3 – Changed 3rd hit’s damage from 25 to 15.
- b+2 (Time with enemy attack) – Increased recovery animation by 5 frames.
Patch [V3.30]
- 1+2 (1st Hit) or 1+2, 1+2 (1st Hit) – Fixed an issue where hitting the opponent’s back had them switching places.
Patch [V3.31]
- HRM 4, 1+2 – Decreased the distance between the character and the opponent when the move is guarded.
- d/f+1 – Changed the frame advantage when guarded from -1 frames to -3 frames. Changed the frame advantage upon hit from +5 frames to +3 frames.
- d/f+1, 4 – Changed the frame advantage when guarded from -6 frames to -9 frames. Changed the frame advantage upon hit from +6 frames to +3 frames.
- d/f+4 – Changed the damage from 16 to 14.
- d/f+4, 3 – Changed the damage from 17 to 14.
- d+2 – Changed the frame advantage when guarded from -12 frames to -15 frames. Changed the frame advantage upon hit from -1 frame to -4 frames.
- u/f+1+2 – Changed the frame advantage when guarded from -10 frames to -14 frames. Increased the recovery time by 2 frames upon hit.
Leroy Smith – Season 4 Changes
Patch [V4.00]
- HRM 4, 3 – Changed the frame advantage upon hit from 0 frames to +1 frames.
- HRM f+4 – Changed the attack startup from frame 26-30 to frame 26-29. Decreased the range of the attack
- HRM b+1 – Decreased the distance between the character and the opponent when the move is blocked.
- HRM b+4 – Decreased the distance between the character and the opponent when the move hits.
- f+3 – Changed the damage from 17 to 14.
- f+3, 1+2 – Changed the frame advantage on block from -6 frames to -12 frames. Changed the frame advantage upon hit from 0 frames to -6 frames.
- d+2 – Changed the damage from 15 to 11.
- d+1+2 – Decreased the move’s reach.
- d/b+1, 3 – Changed the opponent’s behavior when the move lands as a counter hit.
- d/b+1, 1+2 – Changed the damage from 29 to 25.
- d/b+4 – Changed the damage from 15 to 13.
- b+1 – Changed the damage from 17 to 14.
- b+1+2 – Decreased the distance between the character and the opponent when the move is blocked.
- u/b+2 – New Move
- u/f+4 – Changed the attack startup from frame 21-23 to frame 23-25.
- F, F+2, 2 – Changed the damage from 15 to 13.
- F, F+1+2 – Decreased the move’s reach.
- QCF + 2 – New Move
- WS + 2 (on hit) – (3rd Hit) Changed the damage from 12 to 10.
- WS + 3 – Changed the damage from 17 to 14.
- WS + 3, 1+2 – Changed the frame advantage when blocked from -6 frames to -12 frames. Changed the frame advantage upon hit from 0 frames to -6 frames.
- FC d/f+4 – Adjusted the motion since it was difficult for the opponent in jump status to land a mid attack.
- SSL or SSR + 4 – Changed the damage from 16 to 17. Changed the opponent’s behavior when hit.
- After Parry b+2 (1 or 2) – (5th Hit) Changed the damage from 20 to 10. Changed the opponent’s behavior when hit.