Armor King combos

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

Notation summary for combos
Symbol Meaning
1 Left Punch
2 Right Punch
3 Left kick
4 Right kick
u Up
d Down
f Forward
b Backward
uf Up and forward
df Down and forward
ub Up and backward
db Down and backward
n Neutral
Symbol Meaning
U Up (Hold)
D Down (Hold)
F Forward (Hold)
B Backward (Hold)
UF Up and forward (Hold)
DF Down and forward (Hold)
UB Up and backward (Hold)
DB Down and backward (Hold)
Symbol Meaning
+ Pressed together
# Pressed together, on the same frame
,[1] Followed by
~ Followed by, immediately
: Followed by, tight input window
< Followed by, with delayed input
>
* Held input
Symbol Meaning
.[1] From stance
~ From stance transition[2]
H During Heat[3]
R Rage
FC Full crouch
hFC Half crouch
ws While standing
wr While running
Symbol Meaning
T! Tornado
W! Wall splat
WB! Wall break
F! Floor break
BB! Balcony break
Symbol Meaning Example Example Meaning
CH Counter hit CH 1,2,3 1,2,3 where the first hit is a counter hit
CL Clean hit CL db+4 db+4 with a clean hit
(?) Whiffed or blocked moves CH (1,2),3 1,2,3 where the third hit is a counter hit
(2,2),2 2,2,2 where the first two hits whiff
(x?) Repeat string ? times b+2,f~n(x3) b+2,f~n repeated 3 times
[?; ?] Damage dealt; recoverable damage [50; 12] ws2,3 f,F+3 Combo deals 50 damage, 12 of which is recoverable
  1. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. uf+4 or f,n,d,df+2)
df+3 f+3,2~DF CD.1 f+3,2,1 T! dash f+1+2~F BAD.2+4
Tornado launch (e.g. Low Parry or b+3)
f+3,2~DF CD.1 f+3,2~DF CD.1 db+2,3

Mini-combos

[22] f,n,d,DF+4
[21] ub+1
[20] ub+1+2
[+27; 20] OTG.d+4,4,3+4
[+22; 15] f+1+4
[25] CH f+4
[22] BAD.1+2
[22] CH (df+1),2
[+24] d+2+4[1]
[+24] d+1+3[2]
[+10] df+4
[24] CH f,f,n,2
[24] CH (b+1),2
[9] CH (df+2),1
[41] 2,1
[24] CH f,f,n,2~F
[24] CH (b+1),2~F
[9] CH (df+2),1~F
[+25] BAD.1,2[1]
[+24] BAD.1,4[3]
CH d+2
[44] ws3,1[1]
[34] ws4
[24] CH db+4
[20] f,n,d,df+1
[+27; 20] OTG.d+4,4,3+4[4]
[30] 1+2,2[4]
[27] CH BAD.4
[21] CH (4),3
[14] CH (d+3+4),1
[+27; 20] OTG.d+4,4,3+4
[24] ub+1+2*
[+27; 20] OTG.d+4,4,3+4
CH b+1+2
[25] f+2,1[1][5]
[14 +] f,n,df+2HARD
[11 +] uf+2,1Close range
[37] BAD.1,2,H.F
[36] ws3,1,H.F
[+21; 21] OTG.d+4,4,3+4
BAD.f+1+2
BAD.P
f,n,d,df+1+2
[42; 5][6] db,n,f+2+4[2]
[39; 5][6] f,hcf:1[7][8]
[36; 5][6] f,f,F:2+4[5][8]
[36; 5][6] qcb+1+2[5]
[33; 5][6] uf+1+2[2]
[33; 5][6] df+2+3
db+2+4 on FUFT or FDFA opponent
[22] b+1,2~F[9]
  1. 1.0 1.1 1.2 1.3 Heat engager
  2. 2.0 2.1 2.2 Floor Break
  3. Recovers backturned
  4. 4.0 4.1 Test to see if guaranteed
  5. 5.0 5.1 5.2 Wall break
  6. 6.0 6.1 6.2 6.3 6.4 6.5 More [5; 5] damage when in Heat
  7. More [15] damage if opponent hits the wall
  8. 8.0 8.1 Less [3] damage with imperfect input
  9. Bad Jaguar mix-up

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
[20] CH uf+3
[20] f,n,d,df+2
[16] ws1
[13] uf+4
[+78; 59] f,n,df+2 df+3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 HB! iws3,1,H.f OTG.d+4,4,3+4
[+66; 42] f,n,df+2 df+3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
[+64; 41] 4,3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
[+61; 39] df+3 df+1 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
[+57; 36] f,n,df+2 df+3 f+3,2~DF CD.1 f+3,2,1 T! iws3,1
[28] H.ub+1+2*
[24] CH db+3
[17] b+3
[0] Low Parry
[+56; 37] T! f,n,d,df+1 df+3 f+3,2~DF CD.1 f+3,2~DF CD.1 f,hcf:1[1][2]
[+55; 35] T! f,n,d,df+1 df+3 f+3,2~DF CD.1 f+3,2~DF CD.1 f+1+4
[42; 15] CH ws2,2
[42; 15] CH b+1+3,2,2
[45; 17] CH ws2,f,d,df+2
[45; 17] CH b+1+3,2,f,d,df+2
[+44; 27] df+3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
[26] CH BAD.1+2
[23] FC.DF+2
[20] CH df+3
[+64; 41] 4,3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
[26] CH ss4
[25] H.ub+1
[25] u+1+2
[24] CH uf+1
[20] CH (1+2),4
[20] BT.3
[17] uf+2,1
[+61; 39] df+3 df+1 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
CH 4,3
[80; 39] f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
CH f,F+2
[84; 39] ssr 3+4,1 f+3,2~DF CD.1 f+3,2,1 T! run ssr f+1+2 BAD.2+4
CH df+2
[74; 32] d+3+4,1 f+3,2~DF CD.4 T! SSL f+3,2~DF CD.1 f+1+4
[37] f+1,2,H.F
[25] f,F+4,H.F
[+31; 28] f+3,2~DF CD.1 f+3,2~DF CD.1 f+3,2,1 T! dash f+1+2 BAD.2+4
b,B+2+3
[108; 38] ~F f,F,n,d,DF+4 T! f,n,d,df+1 f+3,2~DF CD.1 f+3,2~DF CD.1 f+1+4
[107; 38] ~F f,F,n,d,DF+4 T! f+3,2~DF CD.1 f+3,2~DF CD.1 f,hcf:1[1][2]

Notes: You can change any BAD.2+4 ender with BAD.1+3 for better reach, oki and floor break. All that for only less [1; 0] damage.

  1. 1.0 1.1 Less [1;1] with imperfect input
  2. 2.0 2.1 Floor break

Wall

Regular carry (24% scaling)
[+32; 21] df+1,2 T! 3,4,1
[+20; 11] df+1,2 T! OTG.d+4,4,3+4
[+16; 10] 3,4,1
Wall splat (56% scaling)
[+39; 27] d+3+4,3 T! 3,4,1
f,f,F#2+4 W!
[76] FUFT.4[1] W! b+3 T! 3,4,1
[70; 11] FUFT.4[1] W! df+1,2 T! W.2+4
  1. 1.0 1.1 Better done by spamming u+4 after you hit the ground

Float

[3] 1
[14; 9] ws4
[14; 9][1] f,n,d,df+2
[+42; 33] df+3 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
[14; 9][1] f,n,d,df+2(on lower hit)
[+38; 31] f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
FC.df+4,1
[60; 39] f+3,2~DF CD.1 f+3,2,1 T! run ssr f+1+2 BAD.2+4
b+3
[57; 37] T! f,n,d,DF+1 f+3,2~DF CD.1 f+3,2~DF CD.1 f+1+4
  1. 1.0 1.1 More [2; 2] if it's counterhit

Off-axis

uf+4
Combo Off-axis to the right
uf+4
Combo Off-axis to the left

Backturned Opponent

uf+4
Combo Back-Turned goes here
uf+2,1
[78; 39] df+3 df+1 f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
[70; 34]Backturned f+3,2~DF CD.1 f+3,2,1 T! run f+1+2 BAD.2+4
[35] 4,3
[0] db+2+4 on FDFT or FUFA opponent
[17] uf+2,1

If they crouch block after +9 you get to do the Backturned combo.

Any string that ends in +8
[32] b+1,2
[31] df+1,2
[29] df+2,1
[+34] db+2,3
[+32] db+2,4
Any string that ends in +7
[25] 2,1
[21] f+4
[15] f+3
[15] df+4
[+28] f+1+4

Stage Hazard

Wall Hazard

WH! is for Wall Breaks, or Wall Blasts that throw away from the wall.

[37] f+1,2
[28] f+1+4
WH! [5; 5]
[+ ;] Wall Hazard Combo Here
[46] f,f,F#2+4
WH! [5; 5]
[+ ;] Wall Hazard Combo Here

Wall Blast

WB! is for Wall Blasts that throw back to the wall.

[37] f+1,2
[28] f+1+4
WB! [5; 5]
[+ ;] Wall Blast Combo Here
[46] f,f,F#2+4
WB! [5; 5]
[+ ;] Wall Blast Combo Here
[44] qcb+1+2
WB! [5; 5]
[+ ;] Wall Blast Combo Here

Floor Hazard

FH! is for Floor Hazards such as Floor Blasts or Floor Breaks.

[40] uf+1+2
FH! [5; 5]
[+ ;] Floor Hazard Combo Here
[40] 3+4*Second hit only
FH! [5; 5]
[+ ;] Floor Hazard Combo Here
[53] db,n,f+2+4
[38] 2+4,d+1+2
[35] d+1+3
FH! [5; 5]
[+ ;] Floor Hazard Combo Here

Fake Combos

Fake combos are combos that:

  • Can be avoided by the opponent in some way, and are not guaranteed.
  • Lead to a mini or full combo if not properly avoided.
  • Usually involve being put into a unique stun that can be broken out of with a direction or tech roll.

Wall

[19; 10] W! df+1,2 T! 2
[+25; 3] db+2+4[1] b+1,2
  1. Breakable with 2

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.
uf+4
[73; 39] 4,3 f+3,2~DF CD.1 f+3,2,1 T! f,f,F+2+4
b+3With heat
[79; 38] f,n,d,df+1 df+3 f+3,2~DF CD.1 f+3,2~DF ws3,1,H.F f,f,F:2+4
[75; 36] f,n,d,df+1 df+3 f+3,2~DF CD.1 f+3,2~DF ws3,1,H.F f,hcf:1
CH ws2
[;] d+3+4,1 f+3,2~DF CD.1 f+3,2,1 T! f+1+2~F BAD.1+3

External Links