Armour King Combo and Partner Thread

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IRON LOBSTER
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Joined: Mar 2009
Posts: 3031
From: Canada
#1 “Quote” Edit Post
((All Credit for originally posting the Armor King solo combos, legend, and filler info below goes to KNITEMAREX while everything beginning with Tag combos in this post is of course thanks to Iron Lobster))

Armor King Combos

Legend:
DU - Dark Upper (f,n,d,d/f+2)
CD - Crouch Dash (f,n,d,d/f)
GS - Giant Swing (f,hcf+1)
iSW - instant Shining Wizard (f,f,f+2+4)
GT - Ground Throw (d/b+1+3_d/b+2+4)

B! Moves:
d+2
d/f+2
f+1+2
d/b+1+2
SS2,1

B! Enders:
d/f+1, f+2,1 (wall carry)
d/f+1, GS
iSW
1+2,2 (short wall carry)
DU~5

TA! Fillers:
3+4,2
1+2,2
u+2
ssl f+3,4,3 (on short juggle)

TA! Fillers (wall):
d/b+2,3
f+2,1
1+2,2
u+2
f+1+4

TA! Enders:
iSW
u/f+3, iSW (on high float)
u/f+3, GS (on high float - GS whiffs on longer combos)
f,f,f+3 (short wall carry)
f+2,1 (wall carry - whiffs on longer combos)

TA! Enders (wall):
d/f+1, f+1+4
d/f+1, d/f+2,1
f+1+4 (low wall hit - after long TA sequence)

Tag Bufferable Attacks:
DU~5
WS1~5
d/f+3+4~5

Combos:

u/f+4_WS1
- 1+2,2, d+2 B!
- ssr d/f+1, 1+2,2, d+2 B!
- d/f+3, d/f+1, f+1+2 B!
- d/f+3, 1, dash 1, dash d/f+1, f+2,1 W!

DU (all u/f+4_WS1 combos can be applied)
- DU, d/f+1, f+1+2 B!
- u/f+3, d/f+3, d/f+1, f+1+2 B!
- u/f+3, 1, dash 1, dash d/f+1, f+2,1 W!

u/f+1+2
- d/f+1, 1+2,2, d+2 B!

SS2,1 B!
- d/f+1, 1+2,2, f+1+4

CH b+1
- dash 3+4, 1, d+2 B!

CH d/f+3_CH u/b+1
- ssr d/f+1, 1+2,2, d+2 B!
- ssr d/f+3, d/f+1, f+1+2 B!

CH d/b+3
- WS4, d+2 B!
- cc d/f+1, d/f+1, f+1+2 B!

CH f,f,n,2_BT3
- iWS4, d+2 B!
- f+1+2 B! d/f+1, 1+2,2, f+1+4

CH 4
- f+2,1
- f+1+4

CH WS2 (all CH f,f,n,2_BT3 combos can be applied)
- d/f+1, 1+2,2, d+2 B!
- d/f+3, d/f+1, f+1+2 B!

CH b+2,1,2
- d+2 B! d/f+1, 1+2,2, f+1+4

CH u/f+3
- d+2 B! d/f+3, f+1+4
- d+2 B! d/b+2,3

CH b+1+2
- f+1+4
- b+1,2
- DU (requires 14f input - very difficult)

CD+4
- d/b+2,3
- f+1+4
- d+3+4,3

b+3
- dash f+1+4

FC d/f+2
- ssl d/f+1, 1+2,2, d+2 B!
- ssl d/f+1, d/f+1 f+1+2 B!

Low Parry
- d/f+1, d/f+1, 1+2,2, f+1+4
- d/f+1, d/f+3, d/f+1, f+2,1
- d/f+1, d/f+1, GS

Wall Combos:

With B!
- WB! d/f+1, f+1+4
- WB! d/f+1, d/f+2,1
- WB! d/f+1, d/f+2,1,3 (loses oki so only if the extra damage is needed)
- WB! d/f+1, GT (throw is escapable)

Without B! (all WB! combos apply if you're in range to connect d/f+1)
- u/f+1+2 (at distance)
- dash d+4,4,4
- iSW

Notes:
- Most of the combos involving f+1+2 are more suited to in Tag Assault because the move has a lot of recovery. If you are opting for a solo combo I recommend using d+2 or d/f+2 instead of f+1+2, the less recovery on both of those moves will give you more reliable followup options

- d/f+3+4~5 gives your tagged in character a free ground hit or even ground throw attempt (if they have one) on entry e.g. JC gets a free butt drop. Explore your partner's options

- With the CH 4 followup, f+1+4 does less damage but has more range than f+2,1, however both will whiff at max range. If you land it and are uncertain of the range, attempt to hit confirm with f+2>1 which better than whiffing f+1+4 whilst they quickstand




Jaycee/Armour King:

Note: Some of these combos were previously posted by Snap either here or on the Jaycee (Julia Chang) forums, other sources have been a bunch of match vids from Korea and Japan so credit where it is due

The red is for the portion of launch~5 combos that take off red life.

The blue When the opponent's partner character's rage/netsu activates.


Jaycee/AK:

JC uf4,3, d,df1~4,1, d,df1~4,1, d,df1~4,1+2 TA! AK 3+4,2 JC isw = 97

JC df2,1~5 AK (dash) df1, 1+2,2, d2 TA! JC db1+2,1+2 AK (dash) uf3, GS = 95 - Better oki than isw

JC df2,1~5 AK uf3, df1, f1+2 TA! JC db1+2,1+2 AK uf3, isw = 97 - Easy

JC df2,1~5 AK (dash) df1, 1+2,2, d2 TA! JC db1+2,1+2 AK uf3, isw = 99

JC ws1~5 AK df1, 1+2,2, d2 TA! JC db1+2,1+2 AK uf3, isw = 88

JC CH4, d,df1~4,1, d,df1~4,1, d,df1~4,1+2 TA! AK 3+4,2 JC isw = 99


AK/JC:

AK uf4, DU~5 JC ff1, d,df1~4,1, d,df1~4,1+2 TA! AK 3+4,2 JC isw = 92

AK DU~5 JC d,df1~4,1, d,df1~4,1, d,df1~4,1+2 TA! AK 3+4,2 JC isw = 102

AK DU, DU~5 ff1, d,df1~4,1, d,df1~4,1+2 TA! AK 3+4,2 JC isw = 103

AK ws1~5 JC d,df1~4,1, d,df1~4,1, d,df1~4,1+2 TA! AK 3+4,2 JC isw = 95

AK uf1+2, df1, 1+2,2, d2 TA! JC db1+2,1+2 AK uf3, isw = 101

AK uf1+2, df1, 1+2,2, d2 TA! JC db1+2,1+2 AK (dash) uf3, GS = 97 - Better oki than the isw ender

AK DU~5 JC f1+2, df3, ff1, d,df1~4,1+2 TA! AK 3+4,2 JC isw = 100


w!

JC ff3 w! b1 TA! AK 1+2,2 JC df3+4 = 80

JC df1 OC, ff3 w! iws2,2 TA! AK 1+2,2 JC df3+4 = 108

AK f2,1 w! f1+2 TA! JC db1+2,1+2 AK ufN4 df1, f1+4 = 97

AK f2,1 w! f1+2 TA! JC 3~b~f~1+2,4,bf1+2 AK f1+4 =103

AK f2,1 w! f1+2 TA! JC 3~b~f~1+2,4,bf1+2 AK d4,4,4 =103

Last edited by k30 on Jan 7th, 2013 at 18:38

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Bopper
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#2 “Quote” Edit Post
Nice post

IIRC this combo: AK DU~5 JC f,f+1, d,df1~4,1, d,df1~4,1+2 TA! AK 3+4,2 JC isw is possible after JC qcf+2~5 and df+2,1~5 as well. I know for sure it is if you skip the f,f+1. Ill test it out when i have time and check the damage.

EDIT: yep it works. 102 from df+2,1 and 98-99 from qcf+2 iirc

Last edited by Bopper on Sep 29th, 2012 at 03:40

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Greven
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Joined: Jan 2003
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#3 “Quote” Edit Post
for AK :
after TA! db+2,3 is the best filler at the wall

FYI for JC :
iws2,2 TA! can be replaced by b2,1+2 for the same dmg and easier execution (except 1st hit isnt mid)
onaqui
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#4 “Quote” Edit Post
AK/HEI

AK on point:

DU, uf+3, df+1, df+2 TA! [HEI] 1b+21 [AK] iSW = 95dmg - somewhat strict timing but not hard to execute

Heis 1b+21 also works as a filler at the wall and you can follow it up with AKs df+2,1,3 but they can techroll and avoid the 3. Not sure what to use for AK there.

With Hei on point:

eWGF, f+3, df+1, df+1,2 TA! [AK] 3+4,2 [HEI] dash uf+3,4 = 97dmg

Triple ewgf to d+1 TA! and same ender is 99dmg but harder to execute.

At the wall using AK's db+2,3 as filler and Heis b+3,3 is decent dmg.
Greven
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#5 “Quote” Edit Post
JC/AK
JC df2,1~5 AK (delay) uf3, (delay) df3, df1, f1+2 TA! JC db1+2,1+2 AK uf3, isw = 105
bohnensuppe
Iron Fist God
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#6 “Quote” Edit Post
AK/JINPACHI

AK DU~5 JP u4,df1,1 df3,1 B! ub1,2f,1,2,4 87

AK DU~5 JP u4,df1,1 df3,1 TA! AK 3+4,2 JP uf3,4_f2+3 101 100

AK CH db3 ws4 d2 TA! JP ub1,2f,3,4 AK uf3 isw 106

will edit just started using them together...

AK/KING

KING d1+2~5 AK uf3 uf3 df1 f1+2 T! KING f221 AK ISW 104

KING fc df2~5 AK df3 df1 f1+2 T! KING b1,2 AK uf3 GS

Last edited by bohnensuppe on Oct 3rd, 2012 at 14:42

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AlucardCanidae
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Joined: Sep 2012
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#7 “Quote” Edit Post
Armor King/King
DU, u/f+3, d/f+3, d/f+1, f+1+2~5 B! f+2,2,1 ISW

Techtrap:
u/f+4, 4, b+2,1+2~5, B! 1+4, f+2,2,1, 1+4
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HirakuNoShadow
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#8 “Quote” Edit Post
Direct copy/paste from my post in the Drag forum:

Here are some combos for Drag/Armor King team from what I've played so far - I think they have a really good combo output in general, and I've kept tag-buffered combos to a minimum since most of them are already listed / do enough or better damage with the partner's respective staples:
Drag: f+4,4,3, f+1, ff+2~5, B!, [TA! filler], ff+3_f+3~df~CD+1+2_CD+2~5 (for quick tagging out)
Armor King: ssr df+1, 1+2,2, d+2~5, B!, [TA! filler], iSW

Dragunov/Armor King:
CH iWR+2, f,f, iWS+4, 3,1, 1,3,2~5, B!, [A.K 3+4,2], Drag ff+3 = 105 dmg
(requires you to dash right up to the opponent before the iWS+4, otherwise the 3 follow-up whiffs)

CH iWR+2, ff, WS+4, f+1, f+3~CDc~4,3~5, B!, [A.K 3+4,2], Drag ff+3 = 104 dmg
(useful in case you don't reach the opponent close enough on time for 3,1, f+1,3,2~5 B! follow-up)

df+2, f+4,4,3, 1, ff+2~5 B!, [A.K 3+4,2], Drag ff+3_f+3~df~CD+1+2 = 88 dmg


f+1+2, b+2,1, 1, f+3~CDc~4,3~5, B!, [A.K 3+4,2], Drag ff+3 = 94 dmg
(f+3~CDc~4,3 can be replaced with 132 for easier bind at -1 dmg)

qcf+2, f+4, b+2,1, 1,3,2~5, B!, [A.K 3+4,2], Drag ff+3 = 101 dmg

qcf+2, f+2,4, ff+1,3,2~5, B!, [A.K 3+4,2], Drag ff+3 = 102 dmg

qcf+2, f+2,4, ff+1, f+3~CDc~4,3~5, B!, [A.K 3+4,2], Drag ff+3 = 105 dmg
(f+2,4 is interchangeable with b+4,3 for much easier combo -1 dmg)

qcf+2, f+2,4, ff+1, f+3~CDc~1,3,2~5, B!, [A.K 3+4,2], Drag ff+3 = 103 dmg

(Not recommended as there is a good chance that ff+3 whiffs; the optimal number before a ff+3 ender seems to be 9 hits)

df+2_WS+2_QCB+2, f+4,4,3, 1, f+3~CDc~4,1 = 61 dmg (B! saving wall carry; Drag solo)

Armor King/Dragunov:
SS+2,1~5 B!, [Drag ssr f+4,4,3], A.K f,f, uf+3, iSW = 86 dmg (requires delay in f+4,4,3 during TA!)

CH b+1, f,f, 3+4, d+2~5, B!, [Drag ssr f+4,4,3], A.K iSW = 84 dmg

DU, ssr df+1, 1+2,2, d+2~5, B!, [Drag f+4,4,3], A.K iSW = 99 dmg

DU~5, Drag f+2,4, f,f+1,3,2~5, B!, [A.K 3+4,2], Drag f,f+3 = 99 dmg

DU~5, Drag f+2,4, f,f+1, f+3~CDc~4,3~5, B!, [A.K 3+4,2], Drag f,f+3 = 102 dmg

DU, DU, df+1, f+1+2~5, B!, [Drag f+4,4,3], A.K iSW = 100 dmg

CH uf+3, df+2~5, B!, [Drag f+2,4], A.K uf+3, iSW_GS = 88 dmg

CH uf+3, df+2~5, B!, [Drag f+2,4], A.K uf+3, uf+3, GS = 92 dmg
(delay required for the uf+3 post-TA!)


Drag/AK's wall combos also hurt a lot, and aren't exactly hard to perform either (dmg are calculated from a W! + 1-hit B!, true dmg may be subject to scaling).

Dragunov/Armor King:
WB!, [A.K 3+4, 1], Drag 3,1,2 = 41 dmg

W!, b,b 4,3~5, B!, [A.King 3+4, 1], Drag 3,1,2 = 60 dmg

Armor King/Dragunov:
WB!, [Drag f+2,4], A.K df+4, f+1+4 = 41 dmg

Last edited by HirakuNoShadow on Oct 2nd, 2012 at 16:09

bohnensuppe
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#9 “Quote” Edit Post
sry quoted myself instead of editing...cant delete
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spidey
4th Dan
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#10 “Quote” Edit Post
Armor/Kaz

DU, DU, cd 4, d2 TA! Kaz hs1, AK uf3, iSW - 105 dmg

similarly from the rest of the launchers where u cant do DU, cd 4, its possible to do df3, df1, f1+2 etc for max dmg (as much as i could get anyway )

after W! f1+2 TA! Kaz b41, AK 2, GT, b12 is awesome.
Bzerk45
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#11 “Quote” Edit Post
AK(lead)/Heihachi

DU, u/f+3, d/f+3, d/f+1, f+1+2 TA! [1 b+2,1], iSW = 104 DMG

DU, DU, d/f+1, f+1+2 TA! [b+1+2, 1+2], iSW = 96 DMG
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SteveDD
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#12 “Quote” Edit Post
Armor King- Kazuya

DU,u/f+3,d/f+1,d/f+2 cd+4,1u/f+3,iSW

Is this combo possible? or does he float too far to connect the iSW? i haven't managed to connect it yet..
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adektuz
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#13 “Quote” Edit Post
Please post your solo combo. thanks!
DEATH&#63722;
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#14 “Quote” Edit Post
Sorry bro, but you can just refer to the AK combo thread for this

http://www.tekkenzaibatsu.com/forum...threadid=125309

Since this is your first post, I'll let this pass, I'll merge this into the AK combo thread after a couple of days so at least you can still see the reply.

-------

To answer your question, The most common BnB combo for AK is launch 1+2, 2, d+2 B! dash df+1 GS_f+2,1, just like in T6. Wall combos are kinda different now, as people are incorporating GTs on wall slumps, like W! 1, GT. For pre-bound, you can use d+2, df+1, train, but it's weak... I'm pretty sure there's more damaging ones out there but I'll let the other people who's better than me reply for it.
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Budding Fighter
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#15 “Quote” Edit Post
Does anyone know the best solo juggles off of DU, hopkick, CH b+1 and db+3? It'd help a lot if you classified them into:
1) Most damaging
2) Allows for iSW (as some juggles leave him rather far for iSW to connect). Simply because air iSW is a badass throw.
3) Wall carry (B! or without B!; doesn't matter)
Thanks a lot. I was trying to experiment on my own, but my AK juggling skills are rather crap.

@SteveDD: If I was you, I'd try the juggle without the uf+3 in the end. Just a little hint.
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SteveDD
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#16 “Quote” Edit Post
@ budding fighterI can get it the way you say, it's just that with an extra u/f+3 throwing them upwards it feels possible, since i am missing it for a milisecond or sth, i just haven't managed to connect it yet, so i wanted to know if anyone else got this.

To reply to your question, i don't know what the most damaging is. Since i can't use multiple DUs as i do with kaz's EWGFs in one juggle, because it has longer recovery than EWGF and i mess up my timing, my usual filler is:

DU, u/f+3 ( OR d/f+3 same damage), d/f+1, d/f+2, B! whatever ender (usually d/f+1 and f+2,1 for wall carry or GS for oki)

my favourite juggle in damage, looks and iSW ender is from capital punishment

u/f+1+2, d/f+1, 1+2,2, d+2 B! iSW or the usual above enders.

for wallcarry, i cant tell. my wallcarry with AK isn't anything special (not that i have experimented at all), i usually rely on the above combos for damage and whatever carry they provide. In ttt2 i rely in TAs for wall carry; you can always bring in your giant green ogre friend for a u/f+3,4,3+4 filler to travel half a stage away
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Brahma
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#17 “Quote” Edit Post
How are you guys making d/f+1, 1+2,2, d+2 B! consistent? The d+2 drops a lot for me. Even with a SSL before the d/f+1.

Still trying to come up with an alternate staple.
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Bopper
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#18 “Quote” Edit Post
Off hopkick and DU etc, do SSR df+1, not SSL df+1 and it is consistant.

Also, for travel, DU, DU, 1, dash 1, dash df+1, f+2,1 is the best without bound iirc.
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#19 “Quote” Edit Post
Originally posted by Brahma
How are you guys making d/f+1, 1+2,2, d+2 B! consistent? The d+2 drops a lot for me. Even with a SSL before the d/f+1.

Still trying to come up with an alternate staple.


I've completely given up this staple because of the inconsistency and instead i just do 1+2,2 d+2 B!. You have to delay the d/f+1 just long enough so that you can catch them literally right before they fall past his elbow when you do 1+2,2 but if you wait to long they'll drop right past you and hit the ground. The timing just wasn't worth the as pain personally.

-And that's the bottom line cause StReeTz said so...
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Bopper
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#20 “Quote” Edit Post
Originally posted by Bopper
Off hopkick and DU etc, do SSR df+1, not SSL df+1 and it is consistant.


... Just ssr, its not that hard.
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