Combos
Starter
Most Important



2 (against Kuma and Panda)f,f+32,2f+3,1+2,4 T!f,f+3b+3+4


qcf+22,2f+3,1+2,4 T!f,f+3b+3+4
df+4,3d+3,2HRM 2,3 T!f,f+3b+3+4- (once per match) f
f,f+32,2f+3,1+2,4 T!f,f+3b+3+4 - (once per match) db
f,f+32,2uf+3+4,1+2
More Combos



df+4,3d+3,2HRM 2,3 T!f,f+3b+3+4- HRM f
qcf+22,2f+3,1+2,4 T!f,f+3b+3+4 - CH (db
1)
d+3,2HRM 2,3 T!f,f+3b+3+4 - CH (db
1)
(dash) df+4,3d+3,2HRM 2,3 T!f,f+3b+3+4 - heat on f

~
qcf+2df+4,3f+2,3,4HRM 2,3 T!f,f+3b+3+4
Wall Combos
- 2uf+3+4,1+2
- (sidestep right) 11+2,1+2,2 (delay last hit)
- (3+4) HRM f+4 (low wall hit)db+2,1+2
Wall Carry
- After tornado, you can change the ender to f,f+4,2 to get a far and high wallsplat, or d+3,2 if you need short carry setting up HRM for the wall combo.
With Tailspin
- df+3+4 T!2uf+3+4,1+2
- f,f+4,2 T!df+3,1,1+2
- f,f+4,2 T!(3+4) HRM f+4 (low wall hit)db+2,1+2
Heat Burst Ender
- After f,f+3 you can heat burst to extend the combo.
Wall / Floor Break
- Use f+1+2 for wall break and d+1+2 to break the floor.
Key Moves
Quick jab to check situations and start offense. It has several useful extensions.
Quick mid poke to check situations. Alternatively, you can use df+4 which shifts to HRM.
A fast mid counterhit launcher, useful to challenge situations This move is enhanced during heat, giving you a knockdown on normal hit.
3 and d

Low attacks that shift to HRM for pressure and mixups. db+3 is safe on block, allowing you to use HRM b+2 to stop retaliation.
Low crushing launcher you can use for keepout.

Mid attack out of dash you can use for approach. It shifts to HRM and has a delayable and unsafe follow-up in f,f+4,2 to discourage opponents from challenging it on block.
Quick homing attack to check sidestepping opponents. Very rewarding on hit, allowing some stance follow-ups and even a combo with f+2+3.- sidestep 3
Mid option out of sidestep to start your HRM offense. 
Useful button to hit opponents off the ground.- HRMMany of Leroy's moves shift to HRM, so make sure to learn some of your stance options so you can mix and pressure your opponents (or else).
Heat Engagers


Hit confirmable heat engager. Useful for punishment and to fish for a heat engager in the neutral.

A long ranged heat engager. Good for whiff punishment but be careful when using it, as opponents can crouch under its second hit.
Safe long range mid attack to fish for heat engager.
A mid attack with parry properties. Unsafe on block.- HRM 1

Heat engager from stance. Mostly useful as a follow-up.
Command Grabs

1+2 escape
Block Punishers
| Startup | Standing | Crouching |
|---|---|---|
| 10 | FC d | |
| 11 | ― | WS |
| 12 | ― | |
| 13 | WS | |
| 14 | ||
| 15 | WS | |
| 16 | ― |
Suggested Whiff Punishers




1 (heat)




Guaranteed Follow-ups

(once per match) f

HRM 1
1 (heat) ― HRM 4

- CH db
HRM 1
1 (heat) ― HRM 4

- CH (3)





(dash) db

- CH db



- CH (d
2)



- CH HRM (2)



- heat on 1


~


- CH ub
(dash) uf

- CH (df


2)
(dash) uf

- CH (df
4)
(dash) uf

- heat on b
(dash) uf

- CH sidestep 4


1 (heat)
- CH (f

3)
HRM f4 ⏵ db


Defensive Options

2 (or HRM b
2)Strong parry

Has parry properties
Has parry properties
Has parry properties- HRM 1Has parry properties
- during HRMHas low parry properties

Power crush
Matchup Punishment
- SlideWS
3 float
- Asuka's b+3...
- Kazuya db+1,2


- Ling RDS f+3+4,3+4


1 ― uf


- Ling AOP 3+4WS
3 float
- evade Leo's b+1,4...
- Paul's Deathfist


4 ― f


2 (hard)
- Demoman (3rd hit)



2 (hard)
- Alisa's b+3+4,(3+4)...
- Claudio's f+2,2



2 (long dash)
- Kuma's f,f+2...
- Heihachi's f,f+2


4 ― f


2 (hard)
- Jack's d+1+2...
- Jack's df+1,2,1,2...
- King's JGS 4...
- Lee's f+3,3,3...4


4 (input before last hit)
Notes
- Chip damage is enhanced on multi-hit attacks. Successful parries recover heat meter. b

2 and 1
4 are enhanced.
- CANE
- Can only be used ONCE per game db

3 hits low while f

3 hits mid.