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Tekken 8 — Characters

Leroy Smith – Frame Data

Leroy Smith is a defensive counter-hit specialist who controls match pace with elite parries and reversals. He can explode rounds open in a few interactions, but his volatility means he thrives on deep character knowledge rather than simple pick-up-and-play.

131 Moves

Normal Moves

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FC Stance

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OTG Stance

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H. Stance

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R. Stance

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SS Stance

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HRM Stance

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P Stance

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Fighter Profile
Defensive | Punishment Advanced
Offense
8
Defense
9
Execution
6

Weak to: Step Left

Overview

Parries, quick counter hits and compact punches; weak approach and direct mixup reward.

Heat System

Heat buffs both offense and defense: Wing Chun punch strings regenerate heat and deal 3-6 extra damage, while successful parries and sabakis also restore heat. In heat, b1+2 becomes a strong i12 punish, giving a knockdown into guaranteed uf3+4,1+2.

Strengths

Lows: Some of the best lows in the game, including D+4, Db+3, D+2, D+3,2 and FC df+4.Defensive Tools: Parries and sabakis shut down opponents who play on immediate timing without the frames to beat them.Combo Damage: His combos hit among the hardest in the game.Ch Tools: Counter-hit moves cover a wide range of utility and timing calls.Hermit game: his Stance game is simply fantastic helps the character to play aggressively by manual cancelling his stance or forcing the opponent take choices.

Weaknesses & Counterplay

Linearity: Lacks reliable tracking to his left, especially in low frame advantage situations, and loses to SWL and movement-heavy opponents.Weak Mid Game: Generic mid pokes are weak, with df1 at -6 on block and steppable both ways; slower mids share the problem.Unsafe Launchers: His fast standing launchers are launch punishable on block, making whiff-punish attempts risky.
Game Plan
Agitate with pokes and string mind games to bait reactions.Use parries and sabakis to steal turns and punish predictable timing.Call out opponent timings with strong counter-hit tools like B1+2, F3,1+2,4, and Db3.Mix Hermit stance power mids and lows to keep the opponent guessing.Leverage heat for extra damage and the buffed b1+2 knockdown punish.
Stances
Hermit (HRM) — enter: Enter or cancel with 3+4; also accessible from moves like ss3+4, b3, db3, df4, and punishment strings such as 1,2,4, df1,4, and ws1,4. — A mix-up stance built around power mids and lows, each with unique reward on hit and block. From HRM, b2 comes out at 3f (faster than neutral) and HRM 1 is a 3f punch/kick sabaki, giving both offensive and defensive options.