Armor King Combo Thread
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
DU
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]
ws+1
d/f+3; d/f+1; d+2 B! d/f+3; GS
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! cc d/f+3; d/f+1; GS (hard)
d+2 B! cc d/f+3; d/f+1; f+2,1 (hard)
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! etc... [bigs only]
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
uf+1+2
d/f+1, 1+2,2; d+2 B! iSW_d/f+1; f+2,1_GS
b+2,1,2_cd+4 (opp doesnt tech)
d+2 B! d/f+1; 1+2,2; f+1+4
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+1; f+2,1_GS
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
CH d/f+3
SSR, d/f+1; 1+2,2; d+2 B! d/f+1; f+2,1
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
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; GT (not advisable due to positioning after GT)
W! B! d/f+1; d/f+2,1 (sometimes whiffs off long combos)
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! d/f+1; d/f+2,1
W! iSW
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.
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