Tekken Nation
Go to...
Home
Tekken News
Forum
Tekken Games
Media
Art
Hall of Fame
Tournaments
Projects
Donate
About Us
Contact Us
Chat Room
Tekken Nation

Tekken Nation !  Where the big gamers  Play !

 
 
TEKKEN NATION
ARMOR KING'S STRATS

A Beginners Guide To Armor King

Author: Yip

Contents

1. Link to Official Movelist
2. Link to Frame Data
3. Terms used in AK Talk
4. List of B! Moves
5. Combos (i didnt list all of them)
6. Wall Combos
7. Parries/Reversals
8. Tracking Moves
9. New Moves/Changes
10. Conclusion

To prevent non-stop asking of the same question i will try to answer alot of them before they are asked :D

-------------------------------------------------------------------------------------------

1. Link

----Official Movelist----


2. Link

----AK Frame Data (inatekken)----

before you complain about not being able to interpret inatekken, the numbers corresponds to direction. just look at your keypad on your keyboard...
8 = u, 4 = b, 2 = d, 6 = f,
also WP = 1+2 and WK = 3+4

first column is move name
second column is command input
third column is high/mid/low (上,中,下 )
fourth column is damage
fifth column is frames (for it to come out)
sixth column is frame data on block
seventh column is frame data on NH
eighth column is frame data on CH
ninth/final column is special notes


3. Abbreviations/Terms that may be used

  • AK = Armor King :D
  • CD = Crouch dash = f,n,d,d/f
  • GS = Giant Swing = f,hcf+1
  • TS = Tombstone = d/b, f+2+4
  • iSW = instant Shining Wizard = fff+2+4
  • DU = Dark Upper = CD+2 (f,n,d,d/f+2)
  • BT = Back Turned
  • CC = Crouch Cancel
  • stomps = on grounded opp. d+4,4,4
  • FU/FD/FA/FT = FaceUp/FaceDown/FeetAway/FeetTowards
  • NH = normal hit
  • CH = counter hit
  • GT = Ground throw = d/b+1+3 or d/b+2+4
  • H,M,L = High, Mid, Low
4. Bound (B!) moves
  • f+1+2
  • d/f+2
  • d+2
  • d/b+1+2
  • second hit from ss+2,1

5. Combos
  • From: u/f+4_uf,n+4
    - 2,1; df+2 B! iSW_d/f+1; f+2,1_GS
    - d/f+3; d/f+1; d+2 B! d/f+3; GS
    - 1+2,2; d+2 B! iSW_d/f+1; f+2,1_GS
    - f+1+2 B! d/f+1; 1+2,2; f+1+4
  • From: DU
    - same as from uf+4
    - DU; d/f+1; df+2 B! iSW_d/f+1; f+2,1_GS
    - DU; cd,n,ws+4; d+2 B! iSW_d/f+1; f+2,1_GS
    - DU; d/f+1; f+1+2 B! iSW_d/f+1; f+2,1_GS [bigs]
  • From: ws+1
    - d/f+3; d/f+1; d+2 B! d/f+3; GS
  • From: CH b+1
    - d+2 B! cc 3+4; d+4,4,4__f+1+4_d/b+2,3 [d/b+2,3 = unreliable]
    - d+2 B! d/f+3; GS
    - f+1+2 B! f+1+2 (for backrollers)_GT (for siderollers)_d+1+2 (for staystill/quickstand)_stomp (guaranteed)
    - d/f+3, d/f+1, d+2 B! [bigs only]
  • From CH ws+2
    - d/f+1;1+2,2; d+2 B! iSW_d/f+1; f+2,1_GS (can leave out first d/f+1)
    - d+2 B! d/f+1; 1+2,2; f+1+4
  • From uf+1+2
    - d/f+1, 1+2,2; d+2 B! iSW_d/f+1; f+2,1_GS
  • From: b+2,1,2_cd+4 (opp doesnt tech)
    - d+2 B! d/f+1; 1+2,2; f+1+4
  • From: BT 3_CH ffn+2
    - d+2_f+1+2 B! d/f+1; 1+2,2; f+1+4
    - 3+4; 1; d+2 B! d/f+3; GS (still confirming)
  • From: CH d/b+3
    - ws+4; d+2 B! d/f+1; f+2,1_GS
    - ws+4; d+2 B! d/f+3; GS
  • From: CH d/f+3
    - SSR, d/f+1; 1+2,2; d+2 B! d/f+1; f+2,1
  • From: ss+2,1_low parry_successful d+1+4
    - d/f+1; 1+2,2; f+1+4
    - d/f+1; d/f+1; f+2,1_GS

6. Wall Combos
  • After B! at the wall
    - W! B! d/f+1; f+1+4
    - W! B! d/f+1; d+1; ws+4
    - W! B! d/f+1; d/f+4; f+1+4 (only from d+2_d/f+2 on non-smalls)
    - W! B! iSW [difficult]
  • After wall carry (with no B!)
    - W! d+4,4,4
    - W! uf+1+2
    - W! d/f+1; f+1+4
    - W! d/f+1; d/f+4; f+1+4
    - W! d/f+1; d+1; ws+4
    - W! iSW

7. Parries/Reversals
  • f+1+2
    punch parry. timing is strict. leaves opp in position similar to cd+1 (new property)
  • b+1+3_b+2+4
    punch reversal. unchickenable
  • d/f
    universal low parry
  • d+1+4_d+2+3
    stance that allows parrying of lows. if no parry is made, AK is left in FC. 1+2 is a tackle that can be done from the stance.

8. Tracking Moves
  • d/f+1+2 [mid]
  • ub+1 [high]
  • ff+3 [high]

9. New Moves/Changes

New moves
  • d/b+1+3_d/b+2+4
    New GTs, alot better than the 1,2,1,2,1 mounted punches
  • d/b+1+2
    New headbutt. can be used to B! (at the wall). safe. slow.
  • ss+2,1
    New string. NC and causes B!. ws+4 punishable on block
  • WR+4
    New low. AK runs then slides. ends up in FUFT
  • d/b+2,3
    New string. long reach poke to kick. nothing real special
Changes
  • f+3,4,3
    Changed. It is now MMH rather than HMH
  • 3+4,2_ff+1+2
    Changed. 3+4,2 is NC and possible teching on block. headbutt ram is now mid and hits grounded
  • ws+1
    Changed. Old d/f+1 juggle no longer works. new juggle listed above
  • CH b+1
    Changed. Old juggles no longer works. new juggle listed above
  • d/b+3
    Changed. No longer trips on NH and juggles off CH.
  • d/f+2
    Changed. now -10 on block. it is can be safe when executed from a distance (except against long armed) or by continuing the string ie d/f+2,1 (M,H)
  • GS
    Changed. Damage got nerfed. now does 35,20 rather than DR AK's GS - 45,20.

10. Conclusion

The construction and organisation on this thread has taken me a long long time. If there happen to be something that i missed out on and that should be listed OR if i have made a mistake somewhere, please pm me. No one is allowed to copy the information on this thread and claim it as their own. Copy/Paste is only allowed with consent by me.