Armor King

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Armor King
Heat
  • Certain throws become homing and restore some Heat Gauge
  • (wr2+4, f,hcf+1/BAD.1+3, BAD.2+4, qcb+1+2)

CD.1+2/BAD.f+1+2 becomes faster

Gains access to powered up fire moves

  • (ub+1, ub+1+2*, db+2,1, BAD.3,2)
Heat Smash H.2+3 mid - i17 - +6?
Heat Engagers
  • f+2,1
  • f,F+4
  • d+2+4
  • ws+3,1
  • BAD.1,2
Stances
  • CD/BST (Crouch Dash/Beast Step) – f,n,d,df
  • BAD (Bad Jaguar) – f+3+4
  • BT (Back Turned) – 3+4
Fastest
Launch
  • i11(~14) – f,n,d,df+2 (hard)
  • i15 – uf+4, uf+2,1 (standing)
  • i15 – ws+1 (crouching)
CH launch
  • i15 – df+2 (standing)
  • i12 – ws+2 (crouching)
Wall splat
  • i13 – f+1+4 (standing)
Archetypal moves
Parry
  • f+3+4 (high or mid punches)
  • b+1+3/b+2+4 (high or mid punches)
Mid check
  • df+1 – (standing)
  • ws4 – (crouching)
Hopkick uf+4
Power low ff,n,2
Shadow cutter db+3
Generic moves
Remapped
Missing
  • d+3
External links
Lore Armor King II
Twitter #T8_AK
Discord Armor King Discord

This page is for Tekken 8. For Tekken 7, see Armor King (Tekken 7).

Armor King is a versatile character who thrives on whiff punishment, counter-hits, and a strong throw game to break down opponents. He shares many traits with his arguably-less-cool rival, such as a wavedash, versatile throws and the unseeable Shining Wizard/Giant Swing mixup, but he generally favors a more poking and counter-hit oriented playstyle.

In Tekken 8, Armor King received a couple new tools to play with. His new stance, Bad Jaguar, has plenty of options that enhance his mixup potential: the iconic poison mist, which guarantees an unbreakable throw on hit, an easier Giant Swing input, a mid power crush with an extension in heat, etc. On top of this, he also got some new punishment options from i13, something he lacked in Tekken 7. In general though, he still retains the classic Armor King playstyle, so legacy players will still find him familiar.

Strengths
  • Complete Throw Game: Armor King sports a complete throw game similar to King
  • Poke God: Has multiple strong pokes (df1, df2, d3, etc.) with good range and pushback
  • Counter-hit Monster: Has an insane amount of counter-hit launchers, complimented by great combo damage and wall carry.
  • Complete Punishment Suite: Has great block punishment from i10-i15+ from both standing and crouching
  • Godly Whiff Punishment: Has some of the best whiff punishers in the game. Dark Upper (f,n,d,df+2) alone puts him above the rest.
  • Mishima: Has a wavedash.
Weaknesses
  • Poor Tracking: Most of his offensive tools are very linear.
  • At The Wall: His wall combos are below average compared to other characters, and his ground throw setups are all breakable.
  • Don't Miss: Slow whiff recovery makes him easy to punish.
  • Inferior Grappling: He has fewer chain-throw options than King, and they do about half the damage overall.
importance
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DU in neutral
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Instant Shining Wizard
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Mashing
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Blocking
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External links