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Armor King (Tekken 6)

From Dark Upper Wiki

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.

Input Transitions To
f,n,d,df cd

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