Armor King: Difference between revisions

From Wavu Wiki, the 🌊 wavy Tekken wiki
No edit summary
No edit summary
Line 39: Line 39:
When Armor King gets a launch on an opponent with one of his damaging normal or counterhit launchers, he is rewarded with very solid damage on many of his combos.  
When Armor King gets a launch on an opponent with one of his damaging normal or counterhit launchers, he is rewarded with very solid damage on many of his combos.  


Armor King lacks dangerous lows or incredible mids and does not gain good frame advantage on block easily, but is able to make do with what he has.
Armor King lacks incredible mids and does not gain good frame advantage on block easily, but is able to play a solid fundamental based Tekken game. Players will be able to leverage core Tekken mechanics to maximize AK's potential.
 
{{BlueRed
|blue=
* Strong standing and whiff punishment
* Complete throw game
* Good variety of pokes
* Mishima style crouch enabling wave dash mixups/added tracking
* Strong CH tools
* Good suite of lows from power lows (FFn2) to low pokes (d3/d4)
|red=
* Execution required for higher damage combos/whiff punishment
* No crouching punish option from i12 to i14
* Awkward sidestep/wide hurtbox
* Needs to take risks if he wants to keep momentum
* No scary power mid to make opponent fear for their life when they duck
}}





Revision as of 20:03, 27 June 2022

Armor King
Key techniques
Heat {{{heat}}}
Heat Smash {{{heatSmash}}}
Heat Engagers {{{heatEngagers}}}
Stances {{{stances}}}
Fastest
Launch
  • i14 – f,n,d,df+2 (hard)
  • i15 – uf+4
CH launch
  • i12 – b+1 (high)
  • i15 – df+2 (mid)
  • i12 – ws2 (mid)
Wall splat
  • i13 – f+1+4 (standing)
  • i16 – ws3 (crouching)
Archetypal moves
Parry d+1+4_d+2+3 (lows)
Reversal b+1+3_b+2+4 (high or mid punches)
Mid check
  • df+4 (i12)
  • df+1 (i13)
  • ws4 (crouching)
Hopkick uf+4
Shadow cutter db+3
Generic moves
Remapped (none)
Missing
  • d+2
  • d+4 (i14)
External links
Lore Armor King II
Twitter #{{{twitter}}}

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Armor King excels at whiff punishment and block punishment utilizing his wavedash, Dark Upper, and handful of long range and damaging attacks. He also has a complete set of pokes, with a nice set of counterhit tools to go with them. When he has his opponent blocking, Armor King has some of the best throws in the game.

When Armor King gets a launch on an opponent with one of his damaging normal or counterhit launchers, he is rewarded with very solid damage on many of his combos.

Armor King lacks incredible mids and does not gain good frame advantage on block easily, but is able to play a solid fundamental based Tekken game. Players will be able to leverage core Tekken mechanics to maximize AK's potential.

Strengths
  • Strong standing and whiff punishment
  • Complete throw game
  • Good variety of pokes
  • Mishima style crouch enabling wave dash mixups/added tracking
  • Strong CH tools
  • Good suite of lows from power lows (FFn2) to low pokes (d3/d4)
Weaknesses
  • Execution required for higher damage combos/whiff punishment
  • No crouching punish option from i12 to i14
  • Awkward sidestep/wide hurtbox
  • Needs to take risks if he wants to keep momentum
  • No scary power mid to make opponent fear for their life when they duck


External links