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armor-king Tekken 8 Season 2 Guide

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Last updated Invalid Date, Game version 2.09.00

About the Author

ArmorKingTV21 is a dedicated Tekken content creator and passionate Armor King specialist known for his in-depth guides and breakdowns. He is active on both X, Youtube and Twitch

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 +8 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.

Top 10 Moves

DF1 is his 13f mid poke that has amazing frames, at -3 he's not completely losing his turn, and at +7 puts him in range to use more of his Go-to CH tools, DF3, DF2, and D2. He can use df1 and his extension df1,2 sparingly to catch an opponent off guard with either a free CH ( this gives him d2+4 or d1+3 given your situation and application ) or, if delayed enough, can give access to a trade combo leaving Armor King +16 on hit ( UF2,1 ).
m, i13~14, -3 oB, +7 oH
This tool is the ultimate Keep away mid, while it doesn't share the insane properties that King's df2,1 offers, it still pushes your opponent far back enough on hit to keep them from getting in. This movie has a 12f start-up, -4 on block, and +7 on hit, you bet your opponent is going to get fairly annoyed trying to open you up while you chip away at their health. You're going to want to be wary as the move itself is linear and is terrible against sidestepping opponents ( opt to hold forward into df4 to track your opponent to keep them honest )
m, i12, -4 oB, +7 oH

ff,n,2

This tool is often talked about with Armor King, as it used to be his CH launching tool in TEKKEN 7; now it's an easy-access CH low that allows him to either get +10 on regular CH without cancelling into stance and +13 on Stance CH, which will net him a free heat engager with BAD1,2 ( useful for wall splatting your opponents ). This low is highly evasive, similar to King's ffn2, so it can be used upon opponents trying to jab to keep Armor King out. This tool is essential to Armor King being able to get in and pressure his opponent ( using sparingly of course ) because this move is -13 on block, certain match ups you'll want to be very careful with using this tool. ( EDDY GORDO and KAZUYA MISHIMA )
L, i19, -13 oB, +5 oH, +10 oCH

b4,1+2

This tool is EXTREMELY important to Armor King's gameplan as it's a SAFE mid kick that freely checks your opponents from crouching. This serves as a way to deter them from continuously ducking Armor King's throw game, forcing them to play the guessing game eventually. As they say, you cannot break them all, and b4,1+2 will make them fall
m, t, i15~18, +0d oH

df2

This tool and its extension have been buffed significantly in this game. Beforehand, it was a niche way of checking your opponent with a 15f tracking CH launcher, now it doesn't track any longer ( which is a nerf in of itself ) it still retains it's CH properties while also carrying a stance transition on the SECOND hit with DF2,1. DF2,1 can also hold forward on the second hit to enable a stance transition, when on CH grants you BAD1,2. Be careful when using this tool as it is still a MID, HIGH
m, i15~16, -12 oB, +4 oH, +22a oCH

ff4

This is Armor King's easy access mid 16f heat engager at the fastest. It becomes a launcher in heat when you hold forward, or it can be used as a free +5 on block pressure too while in heat. No need to use ws3,1 for this ( when that move is easily steppable to both sides ). FF4 can also be used during Armor King's wave dash, granting it even more utility to Armor King's 50/50 game, which is between ffn2, his throw game, and his mids ( WS3,1, FF4, UF2,1, UF4, FF2, and B4,1+2 )
m, i14, -8 oB, +13c oH

ff2

This is a surprising tool for Armor King as he has complimentary mids for his wave dash game, but this move puts the seal of approval on that freshly wrapped Armor King Death Sandwich, as this tool is Armor King's true Demon Paw, being one of the only Demon Paws in TEKKEN 8 that launches on CH and is NOT a heat engager in it's own right, FF2 disrupts opponents from just micro ducking a throw into a punish by punishing their disruptive behaviour with a nasty counter hit launch ( similar to Jin's f4 CH launcher )
m, i16~17, -6 oB, +6 oH, +44a oCH
Armor King's version of Giant Swing, this 10f throw is Armor King's go-to throw for getting out of scrambles, used as common pressure, even threatening a wall position with it. This throw always leads to 70 damage when Armor King lands a wall splat, even without blue spark, making for a killer power crush punish. While it can also be used in any position as it's bufferable, it also becomes a fully homing throw in heat!
th(h), i10, -7 oB, -20d (-50) oH
Tombstone Piledriver is Armor King's MAIN STAY MAX DAMAGE Throw that isn't Giant Swing, this move comes out in 11 frames and does the most damage outside of any of Armor King's regular throws. This is the main throw you use to punish powercrushes ( and some parries ). This Move breaks the floor for maximum combo potential
th(h), i11, -2 oB, -3d oH

ub1

Neck hunter is one of Armor King's new premier moves, replacing water parting chop. This move is a fast, high-homing attack that guarantees a follow-up stomps on hit, also when in heat, you can press forward to initiate a Bad Jaguar mix-up ( it also becomes a launcher )
h, i24~25, +5 oB, +39d (+31) oH

Punishers

Standing
10ff 2,1 (10f Standard Punish, leaving Armor King at +7)
12ff b1,2 | b1,2~f (Leaves Armor King +8 on hit and goes into Bad Jaguar Stance for potential stance mix-ups after holding forward. You can choose your own mix-ups here)
13ff 4,3 | f1+4 ( +9 on hit enabling Armor King to do anything within his moveset, most of all throw set ups. f1+4 is a KND mid that enables a wave dash mix up)
14ff db2,3 | db2,4 | f,N,d,df+2 (db2,3 is a KND wall splatting tool, you can mix into wave dash after, db2,4 grants Armor King +7 on hit, and Dark Upper is his launcher, similar to Wind God Fist/EWGF.)
15ff uf2,1 | uf4 | f2,1 | f3,2~df | b4,1+2 (uf2,1 is the most reliable launcher, netting the second highest damage to Dark Upper, uf4 is the most used, but its range is terrible. f2,1 is the heat engager, which becomes a launcher in heat, f3,2df enables a crouch dash mix up, and b4,1+2 grants the stone cold stunner, allowing Armor King to KND into a neutral reset situation)
16ff ff4 | b3 (These are highly specific for dealing with longer range moves, but ff4 is capable of reaching moves like Heihachi's ff2, b3 is for moves like Death Fist, capable of an easy launch and easy whiff punish with confidence, without much worry of Dark Upper Placement)
Crouching
11ff ws4 (Generic while standing 4, does 20 damage, and plus 5 on hit)
12ff d2+4 | d1+3 (These are crouch throw punishes, meant for punishing specific lows that recover in a crouching state ( Dragunov d2, Armor King SS2, Anna SS2, King fcdf1/cd1, Leo Df2+3, Miary Zo d3 ))
13ff ws3,1 (36 damage heat engager that's capable of wall splatting, powerful tool for combo extension, first hit is -6, so it's safe on block, and you can fully hit confirm it. (In the mirror match, you can parry the second hit with f3+4 ))
15ff uf2,1 | uf4 | ws1 (uf2,1 is the highest damaging option, as explained before, but you have ease of access with the uf input, uf4 is 3rd best option, but ws1 remains the second best as it remains the all-time easiest move while being -12 on block.)
26f ( Snake Edges )f Crouch Cancel Dark Upper | uf,n,4 | fc df2 (Crouch Cancel Dark Upper is the most optimal punish for Armor King, but it's also the more technical punish for Armor King, ufn4 is the secondary option that does the same damage as Crouch cancel Dark Upper, fcdf2 is a powerful chop that recently got buffed with a different hit reaction in Tekken 8, allowing for easier conversions and does more Damage then Dark Upper, it's just not as accessible because of its slower start up time)
Whiff punishers
f1+4 (a shoulder attack that comes out in 13-15f and reaches further than b3)
b3 (a 16f instant tornado launcher that reaches exceptionally far)
f2,1 (Armor King's easiest whiff punish tool, 15f heat engager)
Dark Upper (13f at the fastest, this is AK's best whiff punish tool and launcher)

Combos

f,N,d,df+2 (Dark Upper)
DUx2, f3,2,df~1, f3,2,1 T! dash f1+2f SAT! BAD2+4
uf4
cd1, uf3, DU, f3,2df~1, df1,2 T!, dash SSR f1+2, SAT! BAD2+4
uf2,1
B! ws4, df3, f3,2df~1, f3,2,1 T! dash f1+2f SAT! BAD2+4
CH ws2
2 (Dark upper), cd1 f3,2df~1, f3,2,1 T! dash SSR f1+2f SAT! BAD2+4
CH df2
MSSL, d3+4,1 f3,2df~1, f3,2,1 T! dash SSL f1+2f SAT! BAD2+4
b3
b3 T! SSR cd1, f3,2df~1, f3,2df~ws3,1
CH db3
CHdb3 T! SSR cd1, f3,2df~1, f3,2df~ws3,1
CH ff2
CHff2, 3+4,1, f3,2df~1, f3,2,1 T! dash SSR, f1+2f BAD2+4
CH df3
CH df3, SSL, 3+4 BT f3,2df~1, d3+4,3 T! dash f1+2f, BADdb1+2
fc df2
fc df2, SSR cd1, df3, f3,2df~1, f3,2df delay 1 HB! ub1, dash cd4 T! SSR ub1, iSW ( advanced combo )

Beginner Combos

f,N,d,df+2 (Dark Upper)
DU, df3, f3,2,df~1, f3,2,1 T! dash f1+2f SAT! BAD2+4
uf4
4,3 f3,2df~1, f3,2,1 T! dash SSR f1+2f SAT! BAD2+4
uf2,1
B! df3, f3,2df~1, f3,2,1 T!, dash SSR f1+2f, SAT! BAD2+4
fcd f2
SSR cd1, uf3, DU, f3,2df~1, df1,2 T!, dash SSR f1+2, SAT! BAD2+4
CH ws2
2 (dark upper), df3 f3,2df~1, f3,2,1 T! dash SSR f1+2f SAT! BAD2+4
CH df2
d3+4,1, f3,2,1 T! dash SSL f1+2f SAT! BAD2+4
b3
T! dash iSW

Combo Enders

Carry
DUx3, f3,2df1, f3,2,1 dash f1+2, HB! ub1, iSW ( or dash f2,1 )
Floor break
DUx3, f3,2df1, f3,2,1 dash f1+2f, HB! ub1, iSW FB! iSW ( or ws3,1f -→ d4,4,3+4 to spend heat )
Wall break
uf2,1 cd1, df3, f3,2df~1, f3,2,1 T! db2,3 W! dash 3,4,1 WB! iSW

Wall Combos

Normal
1+2,2 f1+4 ( Max )
With tornado
f3,2,1 T! b1,2f ( BAD mix up )
df1,2 T! 3,4,1 ( wake up mix with df4, and d4 )

Small Combos

CH f+4
d2+4 ( d1+3 for floor break )
BAD 1+2
d2+4 ( d1+3 for floor break )
f,N,d,df+1 (CD 1)
d4,4,4 ( d4,4,3+4 )
ub1
dash d4,4,3+4
CH ff,n,2~f
BAD1,2 ( BAD1,2f HD d4,4,3+4 )
CH d2
ws3,1 ( ws3,1f HD, d4,4,3+4 )
f,N,d,df+4 (CD 4)
dash d4,4,3+4
CH (b1),2~f
BAD1,2 ( BAD1,2f HD d4,4,3+4 )
CH (df2),1~f
BAD1,2 ( BAD1,2f HD d4,4,3+4 )

Notable Moves

d4 is an important low poke in Armor King's kit that is a fast sneaky low. While being negative on hit, it's quite useful in certain situations for spacing
l, i14, -15c oB, -4 oH

d3

An amazing low poke that helps track both directions that your opponents attempt to sidestep, either during your plus frames or even during a few negative frames. Its only drawback is that it doesn't catch certain opponents with abnormally stronger sidesteps.
L, i17, -12 oB, +2 oH, +9 oCH

d2

d2 is one of Armor King's BEST mid tools that helps track to your weakest direction. This move even provides an amazing counter hit that leaves you +13 on hit ( if traded with a jab, then you get Dark Upper ). This move also has a string follow-up you can use on opponents that get too excited to attack after blocking it ( be careful of using the follow-up since it is -14 on block )
m, i17~18, -5 oB, +5 oH, +13 oCH

ws3,1

ws3,1 is Armor King's GO-TO 13f while standing punish, and it's to be used in succession with Armor King's main mix-ups. This helps with maintaining a bit of honesty with your opponent. The first hit is -6 on block, but the string itself is fully hit confirmable, making it one of the best 13f while standing punishes in the game
m, m, i13~14, -13 oB, +28a (+2) oH

f2,1

This is one of Armor King's best whiff punishment tools and one of his most reliable 15f punishes. This move becomes a launcher while in heat and provides some of the meanest wall splat damage. Use this move correctly, as misusing this move in neutral can lead your opponent to ducking and launching the second hit
m, h, i15~16, -9 oB, +16a oH

b3

b3 is one of Armor King's best whiff-punishing tools right next to f1+4 and f2,1, as this is an instant tornado and launcher now compared to its old usage in T7 ( used to spike KND for a free ff4 follow-up). This is also Armor King's easy access tornado ( -12 but can be used as a keep out )
h, i16~18, -12 oB, +66a (+50) oH

f1+4

This is Armor King's most essential long-distance punish as it practically punishes almost everything that pushes back at a further distance away (i.e., Paul's Death Fist, and Bryan's 3+4 ) and provides a great KND, which enables Armor King to initiate a wave dash mix-up. You can also use this as your main wall ender after 2,1 or after 2,df1 on a wall splat. This is a great okizeme option tool as well, as you can use it after Armor King's Muscle Driver (mid-air giant swing throw ) to catch opponents from waking up backwards or standing up. This also applies to Armor King's cd1, which enables the stomp string ( d4,4,4 ) while d4,4,3+4 is the highest damaging option, this enables a techroll, you can loop d4,4,4 into itself if the opponent chooses to stay down, or you can follow up with f1+4 to catch them from finally waking up
m, i13~15, -19 oB, +17d(+12) oH

f,n,d,df+1

Crouch dash 1 (CD!), Shadow Lariat, is one of Armor King's best get-in tools, it's more of a neutral skip button that's similar to like an EWGF in terms of raw plus frames, this move leaves the opponent close on block unlike EWGF and you can abuse these plus frames outright ( although approach with this button is quite expected and can become a harsh force of habit to break, use this tool sparingly as it's capable of granting you the d4 strings into strong oki as suggested in the f1+4 section above. It's also a key move in combos, doing the same raw damage as Dark Upper but providing different combo variety ( Dark Upper, cd1, uf3 or Dark Upper, Cd1, into df3 )
h, i15~16, +5 oB, +16a oH

ff3

ff3 is Armor King's fastest neutral tracking move ( outside of heat ) that KNDS and pushes back far enough to possibly get a random wall splat
h, i17~19, +2 oB, +15a (+6) oH

b3+4

Armor King's second fastest tracking move ( outside of heat ), coming in at 20f, this move is really strong to use against players that abuse their stronger sidestep against Armor King's kit. This move is imperative to help balance out Armor King's blatant weakness with his linearity. This move leaves you -9 on block, so it's a double-edged sword. You can choose to track your opponent and possibly hit them for a KND, or you can risk losing your turn.
m, i20~21, -9 oB, +12a (+3) oH

BAD 4

Bad Jaguar 4, Armor King's very chunky low from stance is one of the more threatening reasons people choose to duck against Armor King in this stance. You pair this low specifically with BAD 2,4, BAD 2,3, or BAD 1+2 to combat opponents from ducking your mix-up with your stance throws ( which are breakable )
L, i17~18, -13 oB, +3c oH, +26a oCH

BAD 2,4 | BAD 2,3

BAD2,4 and 2,3 are EXTREMELY important to TEKKEN 8 Armor King's gameplan, as you can use them to threaten ducking opponents with a HIT CONFIRMABLE string that will either grant a nasty throw KND or a WALL SPLAT with BAD2,3! The first hit BAD2 is only -6 on block, so you're safe, and you can still threaten the follow-up if your opponent attempts to retaliate during. You must be careful while using these two, as BAD2,4 is -12 and BAD2,3 is Mid, High, and launch punishable
m, m,t, i15~16, -12 oB, +0d oH

ws2

This move is Armor King's best CH launching tool, coming in at 12f. This move is used as a premiere panic button, a means to launch mid, high, mid strings, or even catch people overextending after heat engagers
m, i12, -9 oB, +3 oH, +27a oCH

f3,2~df | f3,2,1

This is Armor King's essential combo extension tool and highest damaging tornado option that isn't ub1+2(hold), f3,2df grants Armor King strong combo extension and wall carry, with it being able to combo into CD1 at least twice. If timed correctly, you can also increase your carry further by pressing heat burst after a +20 cd1 on hit. F3,2,1 can also provide Armor King a high wall splat depending on the combo you set it up with, but you can either get a 2 jab, df4, or lastly a f1+4 as a high wall splat follow-up into your wall combo ( 1+2,2 f1+4 ). Lastly, f3,2df can enable a small wave dash mix up on hit, granting you a somewhat gimmicky situation where you can go for crouch throws or go for any of your uf options ( uf2,1/uf1/uf3/uf4/ub1 ) these moves can discourage your opponent from ducking ( which you can also use ws4, ws3 and CD4 to further discourage your opponents ).

f4

f4 is one of Armor King's most important tools, as its +3 on block and forces your opponent into a crouching position similar to Mishima's f4. On counter hit, this move grants crouch throws like d2+4 and d1+3. This is one of Armor King's most accessible pressure tools.
M, i23~25, +3c oB, +7c oH, +12c oCH

SS2 | SS4

Sidestep 2 and Sidestep 4 are very strong in Armor King's game, as it provides Armor King with a strong sidestep mix game, they buffed SS4 to be safe on block, which paired with SS2 a -12 low, can be strong on it's own as SS2 forces people to guess between the low or mid ( which you could make an argument that SS2 is seeable. ) However this is similar to Armor King's own version of Dragunov's d2. Sidestep 4 is also a KND mid that enables Armor King to initiate another wave dash mix-up. This move is also capable of CH Launching, with strong range to boot. Big note, but if Armor King is in a BT state, SS2 is available in the form of BTd2.
l, i19~20, -12 oB, +3 oH, +6c oCH
This is Armor King's PREMIERE launcher, this is Armor King's version of wind god fist, to boot, it's an excellent keep-out tool while also being the most advanced of his whiff punishment tools. This tool nets Armor King the most reward, while also being a decent combo tool option itself. Armor King's Dark Upper is the fastest, coming out in 14 frames. If delayed, can scoop up sidewalking opponents and keep opponents out at a decent distance. This is your most important Armor King move to have in your kit.
h, i11~12 (i14+), -10 oB, +36a (+26) oH

BAD1,2 | BAD1,4

These are Armor King's high attack options from Stance, BAD1,2 is a high mid heat engager option that KND and wall splats, if held forward it is possible to set up for a Burning Knuckle set up, if done from a general CH like ffn2f. BAD1,4 is the high, high pressure string that gives Armor King +4 into a BT state, allowing Armor King to take slight advantage of his BT game with BT3, BT4, BTd2, or BT1+4 ( Moonsault Press ). While +4 isn't entirely alot on block, +11 on hit certainly is and can lead to a lot of gnarly situations with Armor King, especially since BT3 is safer now compared to Tekken 7 at -14 and still launches on normal hit.
h, m, i11, -12 oB, +18a (+13) oH

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.
sp

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 combos

Panic Moves

f,hcf+1

Double arm swing is a 10f throw, use in any sticky situation, similar to King, you can Giant Swing into Giant Swing
th(h), i10, -7 oB, -20d (-50) oH

ub1+2

Straight Arrow is Armor King's definitive panic button, as it's an evasive move with even charge-up potential to bait your opponent from punishing your panic tool. It's -14 on block with no pushback. Once this move lands, you get d4,4,3+4 guaranteed as a follow-up!
m, i30~31, -14 oB, +33d (+25) oH

b3

b3 has become a bit of a panic move now, more so than ever, now that it's a full-blown launcher, this move is an excellent keep-out option while also allowing Armor King to keep his distance a bit.
h, i16~18, -12 oB, +66a (+50) oH

ws2

Armor King's ws2 is a 12fCH launcher that's perfect for situations counting to getting hit with heat burst and preventing your opponent from over extending, or punishing 3 hit high strings with this CH can be extremely beneficial, as it provides Armor King with his highest damaging launcher option.
m, i12, -9 oB, +3 oH, +27a oCH

f1+2

Standard Tekken 8 Power Crush option, whenever you're in a pickle in a standing position, f1+2 can probably get you out of the predicament, while it's still -12 and throw punishable, if you actually land it and hold forward into Bad Jaguar Stance, it's +27, allowing for you to use Armor King's BAD1+2 option uninterrupted
m, i22~23, -12 oB, +22g oH

B+1+3 (b+2+4) | f3+4

These are Armor King's universal punch parries. b2+4(1+3) offers two different throw catches that lead to their own Oki, while f3+4 leads to Armor King's Gas, which can lead you into any throw of your choosing for free. ( Tombstone, Giant Swing, Hades Drop, Armor King Driver )
+0d oH

Frame Traps

2,1 d2 - This is exactly 17f start up, if trading with any jabs, you get a full launch with uf2,1 or more at +17. Also note you can use df3, df2, d3 ( not as useful ), or even the likes of f2,1 ( CH confirmable heat engager )
df1 df1 has 2 different frame traps, as the second hit in df1,2 is capable of giving a crouch throw follow-up, but if delayed long enough, it'll trade with any jab checks, making Armor King +15 on trade. This move is also +7 on hit, allowing you to use the d2 frame trap for +17 on hit ( can use it to get a free heat smash at max )
df4 Plus 7 on hit, Armor King still gets d2 here as well
ss2 Plus 3 on hit and +6 on CH, Armor King gets a plethora of trap options if the opponent attempts to move afterwards, but one of the most noteworthy is ws2 checking if they're mashing afterwards

Knowledge Checks

df1,2

df1,2 has a second hit that's a high that enables a CH to give a free crouch throw interaction, they'll throw this out to check the opponent from stepping after Armor King's frames or prevent anyone from pressing on his -3 on block
m, h, i13~14, -6 oB, +8 oH, +12c oCH

f3,2,1 (f3,2df)

f3,2,1 is normally an uninteruptable string; if you try to jab between it, you'll get counter hit launched. Armor Kings look for this to test opponents' knowledge. The secondary layer to this is f3,2df, which allows Armor King to go into a crouch dash mix. However, Armor King is normally punishable here with fast mid checks. If you try to jab check, you'll run the risk of running into an Armor King using f3,2df~ub1+2. The use of straight arrow makes the opponent's jabs whiff here and possibly gives him a grounded follow-up. Armor King can also charge ub1+2 if the opponent tries to check it. So f3,2,1 and f3,2df become somewhat of a knowledge check mix.
m, m, m, i15~16, -13 oB, +34d oH, +70a (+54) oCH

b2,1,2

This is a 13f mid mid high string, the second hit on block is -12 and not safe
m, m, h, i13, -7 oB, +19a (+10) oH

uf2,1

uf2 alone is -12 on block, so if an Armor King attempts to get away with this attack, punish them for it. The 2nd hit is -13
m, m, i15~16, -13 oB, +45a (+37) oH

d2,4,3

The blackjack combo string is an old wall combo from Tekken 7. The second hit is -14 on block, and the third hit, if attempted, is jab floatable
m, m, m, i17~18, -11c oB, +7d oH

3,4,1

One of Armor King's delayable strings, if CH on the second hit, the third hit becomes guaranteed. The first hit is high, and the third hit, if blocked, is -13.
h, m, m, i15~16, -13 oB, +15a(+6) oH
Often these are used as okizeme tools after cd1 or a BT situation with Armor King ( d2,4,3 ). After cd1 d4,4,4 is guaranteed, but because of your wake-up situation, Armor King can f1+4 any wake-up. You can opt to stay down to watch Armor King whiff his shoulder. However, you're at risk of being stomp looped in this situation or even picked up by a ground throw.
L, L, L, i19~21, -16 oB, -8d oH

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+4

Labbing 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

b1,2

High mid string that goes into stance even on block, in stance, Armor King cannot block up to 19f, if he doesn't go into stance, it's a standard -12. This move is hit confirmable, so do not press into him after the first hit is blocked
h, m, i12~13, -12 oB, +8 oH, +11 oCH

df2,1

The Second hit is a high attack and can go into stance even on block or whiff. Your 10f can hit their power crush, but it'll still be absorbed on block. Be sure to duck and launch the second hit
m, h, i15~16, +0 oB, +8 oH, +11 oCH

d3+4,1(3)

d3+4,1 is a low high string, great round ender for Armor King, if you try to launch or press into d3+4 on block the second hit with 1 is delayable enough and can interrupt 11f while standing 4s, d3+4,3 can be interrupted with ws4 but that's apart of the mind game, be sure to opt to block the second hit because d3+4,3 is launch at -15
l, h, i17, -9 oB, +15g oH, +27d oCH

df1,2

13f mid high string, the first hit is -3 on block and +7 on hit, but you can duck the second hit even if hit, so you can opt to launch Armor King for doing so with any while standing launcher, the second hit is +8 on hit if CH, always look for this string as the second hit enables a CH follow up with his crouch throws
m, h, i13~14, -6 oB, +8 oH, +12c oCH

ff,n,2

This is one of Armor King's main neutral skip tools. It can easily be stepped on approach to the right side, is -13 on block, and cannot stance transition on block either. If you're Kazuya or Eddy Gordo, you can punish Armor King with a launcher. This move high crushes quite often, so Armor King's using it especially without wave dash should be punished with either a low parry or a pre-emptive sidestep to launch
L, i19, -13 oB, +5 oH, +10 oCH

f1+2

Armor King's long-winded power crush that transitions into stance and is +26 on hit, be wary of this attack as it's -12 on block, and since it's a power crush, you can punish optimally with your throws. For the mirror match or with King, your main punishment tool will be either Tombstone Piledriver ( in the middle of the stage ) or Giant Swing ( with your back to the wall )
m, i22~23, -12 oB, +22g oH

b3+4 | ff3

These are Armor King's homing attacks, b3+4 has terrible range, so spacing this move out should be relatively easy. It's a mid 20f homing move that's -9 on block, so you can take your turn freely. FF3 is a high plus on block homing move that you're going to definitely want to duck upon approach, making it scary with usage between ff2 and ffn2
m, i20~21, -9 oB, +12a (+3) oH

ub1 ( ub1f )

ub1 is a homing +5 on block KND tool that guarantees d4,4,3+4 on hit, with this you can also go into stance in heat only. In Heat this move ALSO becomes a launcher instead of a traditional KND tool. Its biggest flaw is it's start up time.
h, i24~25, +5 oB, +39d (+31) oH

db2,4,2 | 3,4,1 | d2,4,3

These are Armor King's delayable strings, these are common knowledge checks with Armor King. d2,4,3 being the exception as it's not delayable, this string is jab floatable with certain cast members and can be used for a full combo, the second hit on block is -14. db2,4,2 is a mid high mid string, and the main goal is to duck the second attack. It doesn't help that there are two mid follow-ups with it, as in heat AK also gets db2,1 and normally gets db2,3. Be wary as these both wall splat. 3,4,1 is a delayable string often used into wall combos now, is also a CH confirmable string with the second hit enabling a wall splat ( same can be said for db2,4,2 ) wait for the third hit to come out and you'll be rewarded with a -13 punish
m, h, m, i14, -12 oB, +32a (+6) oH

External Resources