Armor King (Tekken 6)
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Armor King (Tekken 6)
Armor King is a half-Mishima/half-King hybrid character with exceptional movement, poking, and whiff punishment who has a complete and ambiguous throw game to pressure and mixup opponents. An all-rounder villain in the ring.
Legend
edit- cd: Crouch Dash
Starter Guide
Armor King has one of the best whiff punishing in the game with f+2,1 and cd 2 as well as outstanding movement and pokes, your main goal is to overwhelm your opponent with your movement and grabs to force them to whiff to punish with cd 2
Key Moves
These are the main moves you will want to use in a match.
f, hcf+1 (Giant Swing)

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| H |
65 damage (70 if it hits a wall) grab that armor king can use to mix opponents as shining wizard also has the same throw animation, but a different break, creating a 50/50 situation for your opponent
f,f,f+2+4 (Shining Wizard)

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| H |
Mix with the move above for a 50/50, may be hard to execute at point blank range
qcb+1+2 (Hades Drop)

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| H |
Another great throw that leaves you in front of your grounded opponent for more pressure
WS 4

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| H |
Fastest mid out of crouching to use in your wavedashes
d+3

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 17 | L | -12 | +1 | +1 |
Plus on block low poke
d+4

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| h | L | -15 | -4 | -4 |
Good range, high crushing, low poke
f,f+3

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 18 | H | 0 | KD | KD |
Homing and neutral on block, can be ducked
f,f+2 (Demon's Paw)

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 17 | M | -11 | KD | KD |
Approach tool, knocks down on hit
f+1+4

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 14 | M | -17 | KD | KD |
Great range, guaranteed after a cd 4
Stance Moves
This is what you can do out of your stances.
cd 4

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 19 | M | -9 | KD | KD |
Safe wallsplatting mid out of cd
cd 2 (Dark Upper)

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| 14 | H | -10 | KD | KD |
Amazing as a whiff punisher as it can be delayed for a huge dash
cd 1+4 or cd 2+3

| Startup | Hit Level | On Block | On Hit | On Counter |
|---|---|---|---|---|
| H |
Starts your chain grabs, recommended to memorize all of them, more info below
Grab Tree
Combos
Combo resources can be found here.
Stance Transitions
How to get into stance.
|
Punishers
Use these moves when you have at least a +10 frame advantage to punish your opponent.
| Frames | Standing | Crouching |
|---|---|---|
| 10 | 2,1 | FC 1 |
| 11 | 2,1 | WS 4 |
| 12 | b+1,2 | WS 2 |
| 14 | f+1+4 | WS 2 |
| 15 | uf+4 | WS 2 |
| 16 | uf+4 | WS 1 |

