Armor King Top 10 Movelist

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MMT
Royal Pain
Joined: Mar 2005
Posts: 4894
From: Australia
PSN: MMTheo
#41 “Quote” Edit Post
Sorry, 2 weeks too late..

No order:


    1. DU - Mid - long range launch punisher decent high crush properties during CD motion.
    2. df+1 - close range pressure, decent mid poke, follow with d1n4 if you suspect retaliation.
    3. df+2,(1) - surprising high crush, mid, use once in a while for tracking purposes, guaranteed followup on CH. Extension keeps them from moving, just be careful of WS launch.
    4. WS+4 - reliable 11f mid sparking WS punish, iWS 4 as mid range poke.
    5. d+2 - mid poke for pseudo pressure, throw buffer on frozen opponents. SS on WS happy opponents.
    6. d+4 - generic low, deceiving range, high psychological damage. Follow with WS+4 once in a while.
    7. f+2,1 - mid range wall splat, HC if you're "in the zone" decent punisher mid range, first hit alone for wall pressure, before HC or baiting second hit. ie. delayable as hell..
    8. b+1,2 - 12f decently chunky standing punisher, b+1 CH hunting to juggle.
    9. GS - yeah.. without a doubt the best throw in the game. Both him and King's. Bufferable from any position, even FC; sets them apart from Roger's.
    10. b+4:1+2 - keeps the opponent honest at close to mid range, preferably on their wakeup. Unsafe, but punishable by few.


One of the characters that I would definitely use more than 10 moves with, but these ones are just the "popular" ones used..
As you can probably suspect, I play him relatively safe.

If there is a number 11, it would be db+3
High crush chunky CH launcher. Stagger on block, but thats deservingly so..

-------

shadowblood, 1+2,2 doesn't wallsplat on any hit, does it?
Wall carry, I'll believe..
If your df+1 is getting launched, you're using it after the wrong move, or you're leaving too much time gap in between.
Signature STC|MMT|=ToT=

- Multiple Mono Tasking.
This is a signature that was made with a lot of EFFORT
bohnensuppe
Iron Fist God
Joined: Jul 2000
Posts: 2265
From: Austria
PSN: bohne2000
#42 “Quote” Edit Post
yeah that list is on point...I would swap df2,1 with d1,4 but I suck...he really has so many good moves its crazy
ISW TS hopkick ss2,1 3+4,2 uf+1+2 ws+1 d+444 ff+2 ffn2 db+1+2 df3+4 should at least get a honorable mention

Last edited by bohnensuppe on Sep 13th, 2013 at 16:19

Signature EXCELLENCE is the result of caring more than others think is wise; risking more than others think is safe; dreaming more than others think is practical; and expecting more than others think is possible.

bohnensuppe
Iron Fist God
Joined: Jul 2000
Posts: 2265
From: Austria
PSN: bohne2000
#43 “Quote” Edit Post
sry double post
Signature EXCELLENCE is the result of caring more than others think is wise; risking more than others think is safe; dreaming more than others think is practical; and expecting more than others think is possible.

shadowblood
Kyu
Joined: Aug 2013
Posts: 3
#44 “Quote” Edit Post
Originally posted by MMT
Sorry, 2 weeks too late..

No order:


    1. DU - Mid - long range launch punisher decent high crush properties during CD motion.
    2. df+1 - close range pressure, decent mid poke, follow with d1n4 if you suspect retaliation.
    3. df+2,(1) - surprising high crush, mid, use once in a while for tracking purposes, guaranteed followup on CH. Extension keeps them from moving, just be careful of WS launch.
    4. WS+4 - reliable 11f mid sparking WS punish, iWS 4 as mid range poke.
    5. d+2 - mid poke for pseudo pressure, throw buffer on frozen opponents. SS on WS happy opponents.
    6. d+4 - generic low, deceiving range, high psychological damage. Follow with WS+4 once in a while.
    7. f+2,1 - mid range wall splat, HC if you're "in the zone" decent punisher mid range, first hit alone for wall pressure, before HC or baiting second hit. ie. delayable as hell..
    8. b+1,2 - 12f decently chunky standing punisher, b+1 CH hunting to juggle.
    9. GS - yeah.. without a doubt the best throw in the game. Both him and King's. Bufferable from any position, even FC; sets them apart from Roger's.
    10. b+4:1+2 - keeps the opponent honest at close to mid range, preferably on their wakeup. Unsafe, but punishable by few.


One of the characters that I would definitely use more than 10 moves with, but these ones are just the "popular" ones used..
As you can probably suspect, I play him relatively safe.

If there is a number 11, it would be db+3
High crush chunky CH launcher. Stagger on block, but thats deservingly so..

-------

shadowblood, 1+2,2 doesn't wallsplat on any hit, does it?
Wall carry, I'll believe..
If your df+1 is getting launched, you're using it after the wrong move, or you're leaving too much time gap in between.



good list man, I already edited my post so just read if you could about the 1+2, 2.
hmm, no I don't think I am leaving too much time in between my d/f+1. I use it on pressure play to interrupt movement and sometimes it really gets beat by u/f+4 launchers but I do understand that it happens to anyone, it's all part of the play.
12step
Warrior
Joined: Sep 2007
Posts: 153
From: Germany
#45 “Quote” Edit Post
You guys should use d3 more . Especially instead of db3. Only Crap Players use db3 as their go to low. Just not Good enough.
Signature We need more db+2s !!!!!


www.TekkenTR.com !!!
Hades Drops
Dragon Lord
Joined: Mar 2013
Posts: 832
#46 “Quote” Edit Post
Originally posted by 12step
You guys should use d3 more . Especially instead of db3. Only Crap Players use db3 as their go to low. Just not Good enough.


you use db3 for other purposes
Ramaady
5th Dan
Joined: Sep 2011
Posts: 52
From: United Arab Emirates
PSN: Ramaady
#47 “Quote” Edit Post
i rarely see people use f+3,4 it's very good mid move to keep pressure on long distance!
v.good range and first 2 hits safe on block! you get Plus on hit.
LukeSoySauce
3rd Dan
Joined: Dec 2013
Posts: 36
From: Japan
PSN: Zi-StaticKz-iZ
#48 “Quote” Edit Post
TOP 10:

DU
df+1
b+1 (or B+1,2 for punishment)
3+4,2 for some decent whiff punishment
f+2,1
ws+4
d+3
d+4
b+4:1+2
OF COURSE GRABS AND HIS FLOOR GRAB GAME!
Signature Mains:
Subs: , Bruce, Kazuya, AK, Hwoarang, Miguel, Heihachi and Dragunov. Use more characters, understand their play-style and moves along with block punishment; you'll be fine.

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