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<h1>Armor King (Tekken 6)</h1>
<h1>Armor King (Tekken 6)</h1>


<div aria-hidden="true" role="presentation">[[File:6armorkingportrait.png|{{dir|{{{1|{{PAGELANGUAGE}}}}}|left|right}}|thumb|320px|Character]]</div>
<div aria-hidden="true" role="presentation">[[File:6armorkingportrait.png|{{dir|{{{1|{{PAGELANGUAGE}}}}}|left|right}}|thumb|320px|Armor King II]]</div>
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.
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.



Revision as of 00:14, 1 October 2025

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

  • 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

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
10 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