Armor King combos (Tekken 7)

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

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 df+1 df+3 db+2,4 S! f,f,F+2+4
Crouching recovery (e.g. CH FUFT.3)
ws4 db2,4 S! f,f,F2+4

Mini-combos

[25] CH f+4
[23] f,n,d,df+1
[21] ub+1
[+16] f+4
[+16] OTG.d+4
[24] b+1+4
[23] b+3
[22] f,n,d,DF+4
[21] ub+1
[+22] f,F+1+4
[30] db+1+2
[22] f,n,d,DF+4
[21] ub+1
[+24] OTG.d+4,4,4
[] CH db+4
[+] FC.df+4
CH b+1+2
[72] f,n,d,df+2 Hard
[45] b+3 f,F+1+4 Damage
[37] f+2,1 Wall splat
[35] b+4:1+2 Oki
[32] b+1,2 +6 right at their faces


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] f,n,d,df+2
[16] ws1
[13] uf+4
[+60] f,n,d,df+1 df+1 1+2,2 db+2,4 S! f,f,F+2+4[1]
[+51] df+3 df+1 df+3 db+2,4 S! f,f,F+2+4[1]
[20] f,n,d,df+2
[+66] uf+3 df+1 df+3 db+2,4 S! dash 1+4[2] FDFA.3
[+56] f,n,d,df+2 df+1 f,n,d,df+2 db+2,4 S! f,f,F+2+4[1]
[+52] uf+3 df+1 df+3 db+2,4 S! f,f,F+2+4[1]
CH db+3
[76] ws4 db+2,4 S! f,n,d,df+1 d+2,4,3
[73] ws4 db+2,4 S! f,f,F+2+4[1]
[63] cc db+2,4 S! 1+2,2 db+2,3
ss2,1
[88] uf+3 df+1 df+3 db+2,4 S! dash 1+4[2] FDFA.3
[72] uf+3 df+1 df+3 db+2,4 f,f,F+2+4[1]
[20] CH b+1+3,2
[20] CH ws2
[+67] f,f,n 3+4[3] db+2,4 S! UF+1+2[4]
[+60] U~f,d,df+2 df+1 1+2,2 db+2,4 S! f,f,F+2+4[1]
[+51] df+3 df+1 df+3 db+2,4 S! f,f,F+2+4[1]
[25] CH df+2
[23] f,n,d,df+1[5]
[23] f,f+3
[+40] d+3+4,1 S! f,f,F+2+4[1]
[+33] d+3+4,1 S! 1+2,2 db+2,3
[23] f,F+3~D
[20] CH f,f,n,2
[20] BT.3
[14] CH b+1
[+46] d+2+3 SHS.2 S! f,f,F+2+4[1]
[+36] d+2+3 SHS.2 S! 1+2,2 db+2,3
[20] CH f,f,n,2
[20] BT.3
[+55] df+3 df+1 1+2,2 db+2,4 S! f,f,F+2+4[1]
[+51] df+3 df+1 df+3 db+2,4 S! f,f,F+2+4[1]
[40] CH b+2,1,2
[15] CH (d+3+4),1
[+43] S! SSL f,n,d,df+1 df+1 1 f,f,F+2+4[1]
[+40] S! SSL f,n,d,df+1 df+1 f,hcf+1[1][3]
[+39] S! f,n,d,df+1 df+1 d+2,4,3
[+34] S! df+3 df+1 d+2,4,3
CH df+3
[76] f,n,d,DF+1 df+1 df+3 db+2,4 S! f,f,f+2+4[1]
[72] SSR uf+3 df+1 df+3 db+2,4 S! f,f,F+2+4[1]
CH 4
[67] microdash db+2,4 S! f,f,F+2+4
[44] f+2,1
[43] f+1+4
CH SHS.1
[66] df+3 df+1 df+3 db+2,4 S! f,f,F+2+4[1]
[61] df+1+2 S! f,f,F+2+4[1]
FC.DF+2
[86] SSR df+3 df+1 db+2,4 S! UF+1+2[4]
[59] d+3+4,1 S! SSL 1+2,2 db+2,3
[26] CH ss.4
[20] CH (1+2),4
[+72] SSL df+3 df+1 db+2,4 S! UF+1+2[4]
[+40] db+2,4 S! d+2,4,3
CH db+1+2
[85] df+1 1+2,2 db+2,4 S! f,f,F+2+4[1]


Low Parry
[56] uf+3 df+1 1+2,2 db+2,4 S! f,f,F+2+4[1]
[51] df+3 df+1 df+3 db+2,4 S! f,f,F+2+4[1]
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 Floor Break
  2. 2.0 2.1 Unblockable somersault
  3. 3.0 3.1 Side switch
  4. 4.0 4.1 4.2 Unblockable Capital Punishment
  5. If it hits on the 16~19 active frame.

Rage

Any combo, you can change
f,f,F+2+4
for R.b+3+4
and gain +7 dmg

Wall

Regular carry (30% scaling)
[+19] d+2,4,3
[+17] df+1 f+1+4

Clean Wallsplat

[37] f+2,1 W!
[+25] ws4 f+1+4
[+24] d+2,4,3
[+21] df+1 f+1+4

Wall Bounce

[30] f,F+4 B!
RANGE 0~1 [+34] 4 W! d+2,4,3
RANGE 1~1.5 [+36] f+2,1 W! d+2,4,3
MAX RANGE [+37] df+1+2 S! f,f,F+2+4

Float

Add +1 dmg if counterhit

[4] 1
[+44] df+1 1+2,2 db+2,4 S! f,f,F+2+4[1]
[+40] df+1 df+3 db+2,4 S! f,f,F+2+4[1]
[14] ws4
[+32] db+2,4 S! f,f,F+2+4[1]
[+26] db+2,4 S! df+1 f+2,1
[14] d+3+4,1
[+17] S! df+1 2 f+2.1
[+17] S! df+1 f,hcf+1[1]
  1. 1.0 1.1 1.2 1.3 Floor Break

Back-turned opponent

[27] 1+2,4
[10] 1
[+28] f+1+4
[54] d+2,4,3[1]
[+9] d+3+4
[20] f,n,d,df+2
[13] uf+4
[+72] 1+2,2 db+2,4 S! UF+1+2[2]
[+37] 1+2,2 db+2,4 S! f+2,1


  1. Also works from the side
  2. Unblockable Capital Punishment

Stage break

Howard Estate
big boy break all the walls combo here

Floor Break

[20] f,n,d,df+2
[+72] f,f,F+2+4 FB! 1+2,2 db+2,4 S! f,f,F+2+4

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.
[25] CH f+4
[+40] db+1+3

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.
[24] 1+2+3+4~f,d,df+2
[+72] 1+2,2 db+2,4 S! UF+1+2[1]
[20] f,n,d,df+2
[+81] f,n,d,df+1 2 f,n,d,df+1 d+3+4,1[2] S! UF+1+2[1]
  1. 1.0 1.1 Unblockable Capital Punishment
  2. Pretty inconsistent

External links