
armor-king
armor-king Tekken 8 Season 2 Guide


Introduction
Armor King is a grappler+mishima fusion character where they marry the greatest aspects of both sides. He's a whiff punish and poking based character with a strong throw game ( F,HCF+1, DB,N,F2+4, UF1+2, DB1+2, etc ), while also having really strong punishment. Armor King earns his spot as a well-rounded grappler while also carrying difficulty in his launchers, such as Dark Upper ( F, N, D,DF+2 ), and adding blue sparks to 2 of his most important throws, to possibly net more damage. Armor King's 50/50 aspect comes from his new stance BAD JAGUAR, and the utilization of his throw game outside of the stance while also still carrying a powerful throw game.
Armor King's flaws are very pronounced, harder to use than King, while also staying true to the grappler Mishima fusion archetype, showing brutality in his heel SHOOT Style wrestling. If you want your grappler to be more well-rounded, strike-based, and have movement fluidity, Armor King may honestly be the character you were hoping for
Strengths
- Pokes: Armor King's pokes are generally very strong and keep the opponent at bay. DF4, DF1, and one of them even comes with the threat of an extension DF1,2
- Throw Game: Armor King's throw game is the 2nd most effective throw game in all of TEKKEN, only being slightly below King in terms of utility, fully grasping the new throw punishment system introduced in this game
- Actual Movement: If being able to backdash is one of your main concerns with King, Armor King is the BACKDASH King, allowing you to create better spacing to utilize his whiff punish-based moveset ( DF4, DF3, FF4 )
- Punishment + Counter Hits: Armor King's Punishment is a step above normal punishment in terms of certain characters, with only characters like Heihachi being able to topple over this. Armor King's received a multitude of QOL changes to his punishment game with moves like WS3,1, 4,3, DB2,3, and UF2,1 while also complimenting Armor King's SOLID Counter hit games with moves like F,F,N,2, DF2, B2,1,2, (DF2),1, (3),4,1, and WS2. Excitingly, some of these moves even allow Armor King to transition into stance by pressing forward, giving you the option to choose to use his frames or go for broke. ( B1,2, df2,1, 1,2,1, ffn2 )
Weaknesses
- Linearity: Armor King's greatest weakness isn't clear-cut, but it's something that not a lot of characters struggle with in TEKKEN 8, and that's linearity. Armor King's moveset is ultra powerful, but it cannot always lock the opponent down into one place, forcing you to really focus on your opponent's movements and not blindly play without a second thought. Armor King's inability to track to the right side is especially grotesque unless you're in heat.
- Struggles against evasive characters due to higher mid hitboxes than normal
- Being unable to create space often suffocates him ( Rushdown )
Heat System
- Armor King's heat abilities work similarly to King's, giving his main command throws, Hades Drop, Shining Wizard, and Giant Swing, tracking capabilities. On top of this, a string gets a new mid option, BAD 3 becomes a string with H. BAD3,2, UB1 becomes +5 on block, can press forward to pressure on both block and hit, becoming a launcher on normal hit, and last but not least, becoming a strong aerial tailspin. While his full charge ub1+2 ( Straight Arrow ) becomes a tornado on normal hit. With the Current changes, H. BAD3,2 is now -9 on block, only making it his powerful wall splatting tool if someone tries to attack during Armor King's frames from UB1.
Top 10 Moves
Punishers
Combos
Beginner Combos
Combo Enders
Wall Combos
Small Combos
Notable Moves
Stances
Bad Jaguar (BAD)
Bad Jaguar is Armor King's new stance that was incorporated into TEKKEN 8 to bring a mind game from his punishment (b1,2f ), his momentum building low ( ffn2 ), a mid high ( df2,1f ), and a mental frame too ( 1,2,1f ). You can manually transition into the stance by pressing f3+4. This stance also includes a punch parry effect ( Armor King's Gas parry ), which allows him to use any throw in his moveset at any given time with no ability to break it. The parry can come out at a maximum of -5f ( if your opponent is jabbing you ).f3+4 | b1,2~f | df2,1~f | 1,2,1~f | ff,n,2~f
All of these moves and strings allow Armor King to transition into Bad Jagar Stance. Only 3 of them transition into stance on hit, B2,1f, df2,1f, and 1,2,1f. Three of them have counter-hitting properties allowing up to free follow-ups if both transitioned into BAD or in neutral, ffn2f, (b1,)2f, and (df2,)1f. If in neutral, you get up to 11f to play with, making throws like Tombstone up for grabs, or you can opt to do 2,1 ( as 2,1 or any 10f jab is guaranteed ). If the CH lands into stance transition, then you get BAD1,2 or BAD1,4 fully guaranteed. Allowing wall splats with BAD1,2 and mix up material while saving heat BAD1,4 into a BT state.Crouch Dash (CD)
Enter manually with f,N,d,df, or by holding forward from after f+3,2. This allows Armor King to move forward in his combosPanic Moves
Frame Traps
Knowledge Checks
Defensive Tips
Sidestep right
Armor King's weaker stepping direction is similar to King's, where Sidestep Right beats a good chunk of his options. However, you have to be wary of his slower tracking moves like b3+4. This move is -9, so he loses his turn. ff3 is a high, so sidestep right duck can be used there. Then you run the risk of b3+4Labbing throw breaks
Armor King's tracking throws make him a formidable opponent, while not as powerful as King with his grapples, Armor King still has stance throws that track in heat that are breakable. A big note is to gauage between Armor King's ground throw game, which he can pick you up and reset for even more damage then his standard wall combo with a free b1,2 follow up that is capable of mixing by going into BAD. The main threat at the wall is a 2 break for pick up throw, and the seasaw whip throw ( db1+3 ) is a 1 break.Get in his face
Armor King is a character that's easy to suffocate, especially with the removal of CH b1. Pressuring Armor King to the point where he has to play risky is the best way to take him down. They'll use ub1+2 to escape pressure situations ( -14 on block ) and db3 to escape high attacks ( -26 ob ).Watch for iSW
Like King, Armor King's iSW is one of his strongest tools, coming out at 13f at the fastest. Armor King's iSW is also capable of wall splatting. Keep yourself aware of breaking 1+2 when near the wall, and be wary of Armor King's immediately doing giant swing afterwards. Take your break frames and prevent Armor King from trying to play you.Defensive Move Handling
External Resources
- Combo video guide by ArmorKingTV21
- Crouch Throw Punishment Guide with the entire cast featuring Armor King
- iSW Combo Guide by ArmorKingTV21
- Intermediate Armor King guide by ArmorKingTV21
- Throw Okizeme guide by ArmorKingTV21
- An extensive Google Docs document about Armor-King by Ghirlanda
- High-level Armor King replays from Replay Database