armor-kingarmor-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.