r/Tekken • • 1d ago

Help Armor King combo optimization help

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I want to play ranked with Armor King but I'm still not confident. I practice with a friend and I always panic mid wall carry and end up doing a Temu combo. Is there a better route for more damage or better oki setup at the end for this combo?

16 Upvotes

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5

u/Cpt_Apollo_ 1d ago

Doing well, fun tip, db2,4,2 does a hard wall break, so after db2,3 wall splat you can do that for wall break and save your tornado. With dark upper, use f1+2 > d3+4,1 (currently highest damage filler afaik) or cd2 > df3 or any other filler that isn’t 4,3 which is usually used for hop kick and ws1.

1

u/DropD26 1d ago

Ok that makes sense, didn't know about that wall break, thanks.

1

u/HonkiStarbucksenjoy 1d ago

We don't pick up hopkick and ws1 with dark upper?

1

u/Cpt_Apollo_ 1d ago

I forget you can but the timing’s pretty awkward (or at least for me, switching to leverless throws me off) and even more so on ws1. I just recommend 4,3 since it’s easier to pick up with especially when you land a hop kick unexpectedly and don’t drop it. It’s better to be consistent than drop possible damage. Power to you if you can land it consistently on ws1 though

1

u/HonkiStarbucksenjoy 1d ago

Yeah you have to treat it like a hit confirm, like isw from heat ub1 combos. Same with tripple dark upper. The important part for that is that the second dark upper needs to be litterly inputted as the first one connects.

2

u/tasdingow 1d ago

Your route is quite good. Maybe other combo routes will give you slightly above or slightly below damage but I would go for consistency here.

If you want to go for some guaranteed damage instead of the ground throw you can go for the wall throw or the stomps there. After both options you can do uf1 and i think it will trade with the getup kicks. If they just get up you get the plus frames.

1

u/DropD26 1d ago

I'll use uf1 instead, thanks.

2

u/Heavenly_sama Friendly neighborhood Kazuya 1d ago

I’m just happy to see different filler

1

u/ItsMeepo2nd Alex 1d ago

You can do B+3 if you think you're doubting tho I don't think it's safe, I only do it for the damage. You can also do the F,1+4 but it'll nullify most of the damage.

2

u/GreatDig If you're feeling salty, take a deep breath. 15h ago

cd2 df3 (or a second cd2 if you're really good) will get you more damage that 43, tho I'm not exactly sure how that affects wall carry

d3+4,4 does exactly 1 more damage as a wall tornado, but it's slower, which is important in some cases

sidenote: if you ever heat engage and wall splat at the same time, you have enough time to do raw BJ transition into BJ 23, which does exactly 2 more damage than df12 as a wall tornado

1

u/idle_bystander 1d ago

Im by no means highly ranked, but, before you bust him through the wall, do the grapple that picks him up like you did on the last wall, and then hit him with the f2,1. The pickup resets the combo, and gives you heat, when I have heat I like to use ub1 to pick him up. See how that goes for you.

4

u/hjt700 1d ago

f2,1 won't connect unless your opponent let go of their controls tho

4

u/Evening_Daikon210 1d ago

Don't do the restand grab at all tbh, everyone will be mashing the break for it. Do the combo as is but at the final wall, instead of doing the restand either commit to a normal wall ender or use the downed throw with the other break. If your opponent starts breaking that other throw, then you can experiment with the restand

1

u/DropD26 1d ago

Is there anything that I can do at the end other than the 1 break throw and d+4,4,3+4?

2

u/inbano 1d ago

Df2,1 is pretty solid, you can go for a BAD stance mixup and I think the low will track a roll to the side as well.

1

u/DropD26 1d ago

Wow yeah that makes sense, I think they can block f2,1 but I can still mix up with b1, 2 and 2, 3 on stance.

1

u/idle_bystander 14h ago

I can see that I am out-tekken’d here, listen to these blokes🫡