Armor King Frame Data Ver.2.08.00

Tekken8 Armor King Frame Data Season2


Notes
This page lists all of Armor King’s frame data in Tekken 8, including startup, block advantage, hit, and counter hit frames. Perfect for beginners who want to understand the fundamentals of frame data and improve their timing with Armor King’s throws and strikes.
note
HA=Heat Activation
HD=Heat Dash
PC=Power Crush
HM=Homing Attack
ER=Erases Recoverable

Command
CR = Close-Range
MR = Mid-Range
LR = Long-Range

Blo/Hit/Cou
TR=Tornado
Scr=Screw
KND=Knockdown
LNC=Launch
QBC=Quick Back Roll
HTh=Hit Throw
Th=Throw
Par=Parry
WS=Wall Splat

g=Guardable
c=Forced Crouch
cg=Forced Crouch Guardable
s=Side-facing
b=Back-facing
a=Airborne (Air state)

Complete Move Frame List

New Moves

Name/CommandHit Range/DamageStartBloHitCouNote
Heat Burst
When Heat activation available [or during Bad Jaguar]
M[PC]
12(2)
i16+1+2c+2cHA
PC
Outbreak: Villain
During Heat
M,M
12,25(2,5)
i14+3KNDKND
Neck Hunter: Villain
During Heat
H
25(7)
i24+8LNCLNCHM
Mexican Uppercut: Villain
During Heat hold [or during Bad Jaguar]
M
28(8)
i50+8TRTRTR
Blackguard Rush: Villain
During Heat and Bad Jaguar
M[PC],M
15,25(3,5)
i20+5KNDKNDPC
Malice Mist: Villain
During Heat [or during Bad Jaguar ]
High[UB]
10
i25-+23g+23g
Infierno Jaguar
During Heat [or during Bad Jaguar]
M,HTh
14,40(2,3)
i17+9HThHTh
Dark Supernova
During Rage
M[PC],HTh
55
i20-18HThHThPC
ER
Dark Stampede
H,M,M
17,15,28
i15-13KNDKND
High Kick Tornado
H,H
17,18
i13±0+9KND
Dark Blast
M[JS],H
14,17
i25-8+8+8
Dark Blast > Bad Jaguar
M[JS],H,Sp
14,17
i25-8+8+8
Dark Tide
M,M,M
12,13,22
i15-13KNDTRTR
Wrecking Cyclone
M[PC]
21
i22-12+22g+22gPC
Bastard Rush
M,H
12,19
i13-6+8+12cTR
Double Concussion
M,H
21,8
i15±0+8+11
Dark Flood
M,H,M
12,20,24
i14-12KNDKND
Pendulum Kick
M
22
i20-9KNDKNDHM
Neck Hunter
H
21(6)
i24+5KNDKNDHM
Mexican Uppercut
[Heat Status]
M
24(7)
i50±0KNDKNDTR
Hell-Shaker Punch
M
20
i16-6+6LNC
True Dark Smash
While rising on counter hit
M,M
20,15
i12--LNC
True Dark Smash [BS]
While rising on counter hit
M,M
20,17
i12--LNC
Crazy Torment
With opponent is down
[Down Attack]L,L,M-Sp[JS]
14,5,8
i19-17c
Bad Jaguar
, etc.
Sp[H&M Punch Parry]
-
---
Ruffian Raid > BT
During Bad Jaguar
H,H,Sp
13,22
i11+4+11g+11g
Thug Force
During Bad Jaguar
M,H
12,24
i15-7+18cg+18cgTR
S.C.S
During Bad Jaguar
M,M,HTh
12,15,20
i15-12HThHTh
Blackguard Gut Rench
During Bad Jaguar
M[PC]
20
i20-13KNDKNDPC
Bandido Snatch
During Bad Jaguar
L
23
i17-13c+3cKND
Gloriously Disgraceful Kick
During Bad Jaguar
High[Th]
45
i14-ThTh
D Trigger
Approach airborne opponent during Bad Jaguar
Air Throw
31
i14-ThTh
Catch > True Dark Smash
During Catch on counter hit
M,M
20,15
i11--LNC
Catch > True Dark Smash [BS]
During Catch on counter hit
M,M
20,17
i12--LNC
Black Rain of Hell
During opponent wall stun [or ]
Wallstun Throw
36
i12-±0壁投HM
Unforgiven
Time with opponent punch
Parry[H&M Punch]
6
-+23g+23g

Additional Moves

Name/CommandHit Range/DamageStartBloHitCouNote
Left Right Uppercut > cancel Bad Jaguar
H,H,Sp
5,10
i10-19-11-11
Double Concussion > Bad Jaguar
M,H,Sp
21,8
i15±0+8+11
Dark Jab Hell Stab > Bad Jaguar
H,M,Sp
12,20
i12-12+8+11
Underhanded > Bad Jaguar
on hit
L[CS],Sp
20
i19-+8+13
Shadow Sweep
Back facing opponent
L[CS]
17
i19-12c+3+6c
Brilliant Brawler Kick
During Bad Jaguar
High[Th]
50
i14-ThTh
Brilliant Brawler Kick [BS]
Approach opponent [Quick Input]
High[Th]
45
i10-+10Th
Double Arm Swing [BS]
Approach opponent [Quick Input]
High[Th]
50 or 45 or 70
i10--20Th

n Command

Name/CommandHit Range/DamageStartBloHitCouNote
Jab
H
5
i10+1+8+8
One Two Punch
H,H
5,10
i10-3+6+6
Left Right Uppercut
H,H,M
5,10,14
i10-5+1+11
Left Right Uppercut > cancel Bad Jaguar
H,H,Sp
5,10
i10-19-11-11
Right Jab
H
10
i10+1+7+7
Right Jab > Uppercut
H,M
10,15
i10-3+7+7
Dark Stampede [1]
H
17
i15-4+3+3
Dark Stampede [2]
H,M
17,15
i15-9+3+3
Dark Stampede
H,M,M
17,15,28
i15-13KNDKND
Dark Stampede > cancel
H,M
17,15
i15-14-2-2
High Kick
H
17
i13-5+6+6a
High Kick Tornado
H,H
17,18
i13±0+9KND
High Kick Tornado > cancel
H,Sp
17
i13-16-5-5
Dark Cyclone [1]
M
10
i17-10±0±0
Dark Cyclone [1] > BT
M,Sp
10
i17-10±0±0
Dark Cyclone
M,H
10,20
i17-3KNDKND
Dark Buzzsaw
M,M
10,17
i17-13+8LNC
Round Out Kick > BT
M[JS]
14
i25-7+3+3
Phenomenon Shadow DDT
hold
M[JS],High[Th][JS]
14,40
i25-ThTh
Dark Blast
M[JS],H
14,17
i25-8+8+8
Dark Blast > Bad Jaguar
M[JS],H,Sp
14,17
i25-8+8+8
Round Out Elbow
M[JS],M[JS]
14,25
i25-18KNDKND
Round Out Body Press [Close-Range]
M[JS],M[JS],HTh
14,25,5
i25±0cHThHTh
Round Out Body Press [Long-Range]
M[JS],M[JS]
14,25
i25+7c+4c+4c

f Command

Name/CommandHit Range/DamageStartBloHitCouNote
Dark Elbow Hook [1]
M
12
i15-11+2+2
Dark Elbow Hook [HE]
[Heat Engager]
M,H
12,25
i15-9+9+9HA
Dark Elbow Hook
M,H
12,25
i15-9KNDKND
Dark Tide [1]
M
12
i15-9+7+7
Dark Tide [2]
M,M
12,13
i15-11+5+5
Dark Tide [2] > Beast Step
M,M,Sp
12,13
i15-1+15g+15g
Dark Tide
M,M,M
12,13,22
i15-13KNDTRTR
Wind-Up Stomp
M
21
i23+3c+7c+12c
Wrecking Cyclone
M[PC]
21
i22-12+22g+22gPC
Wrecking Cyclone > Bad Jaguar
on hit
M[PC],Sp
21
i22-+26g+26gPC
Wrecking Cyclone [PU]
[opponent absorb attack]
M[PC]
21(8)
i22-6+22g+22gPC
Wrecking Cyclone [PU] > Bad Jaguar
[opponent absorb attack] on hit
M[PC],Sp
21(8)
i22-+26g+26gPC
Bad Jaguar
Sp[H&M Punch Parry]
-
---
Shoulder Impact
M
28
i13-20KNDKND

df Command

Name/CommandHit Range/DamageStartBloHitCouNote
Minced Liver
M
12
i13-3+7+7
Bastard Rush
M,H
12,19
i13-6+8+12cTR
Concussion Hook
M
21
i15-12+4LNC
Double Concussion
M,H
21,8
i15±0+8+11
Double Concussion > Bad Jaguar
M,H,Sp
21,8
i15±0+8+11
Dark Knee Lift
M
17
i17-5+5LNC
Front Kick
M
15
i12-4+7+7
Frankensteiner [Close-Range]
M-Sp[JS],HTh
15,30
i28ThThTh
Frankensteiner [Long-Range]
M-Sp[JS]
15
i28-18-7c-7c

d Command

Name/CommandHit Range/DamageStartBloHitCouNote
Low Jab
[or ]
L-Sp[CS]
5
i10-5+6+6
Knee Lift Combination
[or ]
L-Sp[CS],M
5,13
i10-10+6+6
Blackjack
M
17
i17-5+5c+13c
Blackjack Combination [2]
M,M
17,13
i17-14-3-3
Blackjack Combination
M,M,M[JS]
17,13,20
i17-11cKNDKND
Stomp
L
14
i17-12c+2+9
Right Low Kick
L[CS]
6
i14-15c-4-4
Taurus Cutter
[or ]
L[CS]
15
i17-16c-2±0
Taurus Cutter Edge
[or ]
L[CS],H
15,12
i17-9+15gKND
Taurus Cutter Trap
[or ]
L[CS],M
15,16
i17-15KNDKNDTR
Corporate Elbow
M[JS]
25
i30-8±0c±0c

db Command

Name/CommandHit Range/DamageStartBloHitCouNote
Bare Knuckle
M
12
i14-11±0±0
Outbreak: Villain
[Heat Status]
M,M
12,25(2,5)
i14+3KNDKND
Killer PK Combo
M,M
12,22
i14-12KNDKND
Dark Flood [2]
M,H
12,20
i14-5+7+7
Dark Flood
M,H,M
12,20,24
i14-12KNDKND
Foot Sweep
L[CS]
20
i22-26c+6TRHM
Low Drop Kick
L[JS]
20
i29-17cKNDKND

b Command

Name/CommandHit Range/DamageStartBloHitCouNote
Dark Jab
H
12
i12-7+5+5
Dark Jab Hell Stab
H,M
12,20
i12-12+8+11
Dark Jab Hell Stab > Bad Jaguar
H,M,Sp
12,20
i12-12+8+11
Knife Edge Combo [1]
M
10
i13-9±0±0
Knife Edge Combo [2]
M,M
10,8
i13-12-1-1
Knife Edge Combo
M,M,H
10,8,20
i13-7KNDKND
Dark Toll Kick
H
17
i16-10TRTRTR
Toe Kick
M
15
i15-9+2+2
Toe Kick Stunner
during front hit on ground
M,HTh
15,20
i15-HThHTh
Blindside
M
0
i16+1+4+15
Pendulum Kick
M
22
i20-9KNDKNDHM

ub u uf Command

Name/CommandHit Range/DamageStartBloHitCouNote
Spinning Lariat
[or ]
M
20(6)
i23-4+11gLNC
Neck Hunter
H
21(6)
i24+5KNDKNDHM
Neck Hunter: Villain
[Heat Status]
H
25(7)
i24+8LNCLNCHM
Neck Hunter: Villain > Bad Jaguar
[Heat Status]
H,Sp
25(7)
i24+8LNCLNCHM
Death Sandwich [1]
[or or ]
M
7
i15-12-1-1
Death Sandwich
[or or ]
M,M
7,10
i15-13LNCLNC
Switch Jumping Knee Attack
[or or ]
M[JS]
17
i21-8+5LNC
Rising Toe Kick
[or ]
M[JS]
13
i15-13LNCLNC
Rising Toe Kick
M[JS]
15
i15-13KNDLNC
Capital Punishment
M[JS]
25
i35+2cLNCLNC
Burning Knuckle
hold
Mid[UB][JS]
45
i67-KNDKND
Straight Arrow
M
20
i30-14KNDKND
Mexican Uppercut
[Heat Status]
M
24(7)
i50±0KNDKNDTR
Mexican Uppercut: Villain
hold [Heat Status]
M
28(8)
i50+8TRTRTR
Scissors Kick
M[JS]
23
i32-7KNDKND
Scissors Kick > Side ukemi
ukemi button
M[JS],Sp
23
i32-17gKNDKND
Delayed Rising Toe Kick
M[JS]
20
i23-13LNCLNC

ff Command

Name/CommandHit Range/DamageStartBloHitCouNote
Hell-Shaker Punch
M
20
i16-6+6LNC
Underhanded
L[CS]
20
i19-13c+5+11
Underhanded > Bad Jaguar
on hit
L[CS],Sp
20
i19-+8+13
Comeback Kick
H
23(6)
i17+2KNDKNDHM
Brawler Kick [HE]
[Heat Engager]
M
25
i14-8+9+9HA
Brawler Kick [HS]
M
25
i14-8QBCQBC
Drop Kick
H[JS]
35(10)
i23-10QBCQBC
Dark Destroyer > BT
Mid[UB][JS],Sp
50
i63-LNCLNC
Dark Destroyer > cancel
Sp
-
----
Flying Brawler Kick
M[JS]
30(9)
i23+6QBCQBC
Running Exploder
M[JS]
40
i28+17gQBCQBC
Dashing Low Drop Kick
While running [two steps or more]
L[JS]
20
i20-21cKNDKND

While Rising

Name/CommandHit Range/DamageStartBloHitCouNote
Snap Uppercut
While rising
M
16
i15-12LNCLNC
Jugular Thrust
While rising
M
17
i12-9+3LNC
True Dark Smash
While rising on counter hit
M,M
20,15
i12--LNC
True Dark Smash [BS]
While rising on counter hit
M,M
20,17
i12--LNC
Prison Crusher [1]
While rising
M
12
i13-6+6+6
Prison Crusher [HE]
While rising [Heat Engager]
M,M
12,24
i13-13+9+9HA
Prison Crusher
While rising
M,M
12,24
i13-13KNDKND
Toe Smash
While rising
M
20
i11-6+5+5

While Crouching

Name/CommandHit Range/DamageStartBloHitCouNote
Low Jab
While crouching
L-Sp[CS]
5
i10-5+6+6
Knee Lift Combination
While crouching
L-Sp[CS],M
5,13
i10-10+6+6
Right Low Jab
While crouching [or ]
L-Sp[CS]
8
i11-4+7+7
Backhand Chop
While crouching
M
23(6)
i24+1LNCLNC
Left Spin Low Kick
While crouching
L[CS]
12
i18-16c-2-2
Right Low Kick
While crouching [or ]
L[CS]
6
i14-15c-4-4
Taurus Cutter
While crouching [or ]
L[CS]
15
i17-16c-2±0
Taurus Cutter Edge
While crouching [or ]
L[CS],H
15,12
i17-9+15gKND
Taurus Cutter Trap
While crouching [or ]
L[CS],M
15,16
i17-16KNDKNDTR

Sidestep

Name/CommandHit Range/DamageStartBloHitCouNote
Shadow Sweep
During sidestep
L[CS]
17
i19-12c+3+6c
Buzz Saw Kick
During sidestep
M
22
i19-8KNDLNC

While Facing Backward

Name/CommandHit Range/DamageStartBloHitCouNote
Twist Jab
Back facing opponent
H
15
i8-3+8+8
Twist Right Jab
Back facing opponent
H
15
i8-3+8+8
Blind Kick
Back facing opponent
M
20
i13-20LNCLNCTR
Turn Sobat
Back facing opponent
M
20
i18-10KNDKND
Round Out Kick > face forward
Back facing opponent
M[JS]
14
i25-7+3+3
Moonsault Drop
Back facing opponent
Mid[UB][JS]
20
i41-KNDKND
Twist Low Jab
Back facing opponent
L-Sp[CS]
5
i10-5+6+6
Shadow Sweep
Back facing opponent
L[CS]
17
i19-12c+3+6c
Twist Left Low Kick
Back facing opponent
L[CS]
6
i12-15c-4-4
Twist Right Low Kick
Back facing opponent
L[CS]
6
i12-15c-4-4

Special Move

Name/CommandHit Range/DamageStartBloHitCouNote
Taunt
Sp[Air[UB]]
17
i37-KNDKND
Ki Charge
Sp
-
---
Whirling Spring Kick
[By opponent's feet]while down and facing up
M[JS]
25
i16-27KNDKND
Wall climbing reversal throw [Phenomenon Shadow DDT]
With your back against the wall
High[Th][JS]
40
i40-ThTh
Crazy Stomp [1] [Opponent down]
With opponent is down
[Down Attack]L
14
i19-KNDKND
Crazy Stomp [2] [Opponent down]
With opponent is down
[Down Attack]L*2
14,5
i19-KNDKND
Crazy Stomp
With opponent is down
[Down Attack]L*3
14,5,3
i19-KNDKND
Crazy Stomp [Opponent down]
With opponent is down
[Down Attack]L*3
14,5,3
i19-KNDKND
Crazy Stomp [1] [Opponent standing]
With opponent is down
L
18
i19-16c-5-5
Crazy Stomp [2] [Opponent standing]
With opponent is down
L,L
18,8
i19-16c-5-5
Crazy Stomp [Opponent standing]
With opponent is down
L,L,L
18,8,6
i19-16c-5-5

Bad Jaguar

Name/CommandHit Range/DamageStartBloHitCouNote
Bad Jaguar
, etc.
Sp[H&M Punch Parry]
-
---
Ruffian Double Smash [1]
During Bad Jaguar
H
13
i11+1+8+8
Ruffian Double Smash [HE]
During Bad Jaguar [Heat Engager]
H,M
13,24
i11-12+9+9HA
Ruffian Double Smash
During Bad Jaguar
H,M
13,24
i11-12KNDKND
Ruffian Raid > BT
During Bad Jaguar
H,H,Sp
13,22
i11+4+11g+11g
Thug Force [1]
During Bad Jaguar
M
12
i15-7+4+4
Thug Force
During Bad Jaguar
M,H
12,24
i15-7+18cg+18cgTR
S.C.S
During Bad Jaguar
M,M,HTh
12,15,20
i15-12HThHTh
Blackguard Gut Rench
During Bad Jaguar
M[PC]
20
i20-13KNDKNDPC
Blackguard Gut Rench [PU]
During Bad Jaguar [opponent absorb attack]
M[PC]
20(8)
i20-9KNDKNDPC
Blackguard Rush: Villain
During Bad Jaguar [Heat Status]
M[PC],M
15,25(3,5)
i20+5KNDKNDPC
Blackguard Rush: Villain [PU]
During Bad Jaguar [opponent absorb attack] [Heat Status]
M[PC],M
15,25(6,8)
i20+5KNDKNDPC
Bandido Snatch
During Bad Jaguar
L
23
i17-13c+3cKND
Brigand Stomping Headbutt
During Bad Jaguar
M
22(6)
i26+5+12cLNC
Malice Mist: Villain
During Bad Jaguar [Heat Status]
High[UB]
10
i25-+23g+23g
Shadow Press
During Bad Jaguar
M[JS],HTh
18,15
i14-18cHThHTh
Straight Arrow
During Bad Jaguar
M
20
i30-14KNDKND
Mexican Uppercut
During Bad Jaguar hold
M
24(7)
i50±0KNDKNDTR
Mexican Uppercut: Villain
During Bad Jaguar hold [Heat Status]
M
28(8)
i50+8TRTRTR
Brilliant Brawler Kick
During Bad Jaguar
High[Th]
50
i14-ThTh
Gloriously Disgraceful Kick
During Bad Jaguar
High[Th]
45
i14-ThTh
Muscle Driver
Approach airborne opponent during Bad Jaguar
Air Throw
28
i14-ThTh
D Trigger
Approach airborne opponent during Bad Jaguar
Air Throw
31
i14-ThTh

Beast Step

Name/CommandHit Range/DamageStartBloHitCouNote
Beast Step
Sp
-
----
Shadow Lariat
H
23(6)
i15+6KNDKND
Dark Smash
[or ]
H
20
i11-10LNCLNC
Dark Inferno
High[UB]
30
i35-KNDKND
Dark Inferno > cancel
Sp
-
----
Knee Vault
M[JS]
22
i16-9KNDKNDTR
Poison Mist
High[UB]
5
i35-+23g+23g
Malice Mist: Villain
[Heat Status]
High[UB]
10
i25-+23g+23g

Catch

Name/CommandHit Range/DamageStartBloHitCouNote
Catch
Time with opponent punch [or ]
Sp[H&M Punch Reversal]
25
i5-RevRev
Catch > Jugular Thrust
During Catch
M
17
i17-9+3LNC
Catch > True Dark Smash
During Catch on counter hit
M,M
20,15
i11--LNC
Catch > True Dark Smash [BS]
During Catch on counter hit
M,M
20,17
i12--LNC

Heat Moves

Name/CommandHit Range/DamageStartBloHitCouNote
Heat Burst
When Heat activation available [or during Bad Jaguar]
M[PC]
12(2)
i16+1+2c+2cHA
PC
Dark Elbow Hook [HE]
[Heat Engager]
M,H
12,25
i15-9+9+9HA
Dark Elbow Hook [HS]
[Heat Status]
M,H
12,25(2,5)
i15-9KNDKND
Dark Elbow Hook [HD]
[Heat Status]
M,H
12,25(2,7)
i15+5LNCLNCHD
Brawler Kick [HE]
[Heat Engager]
M
25
i14-8+9+9HA
Brawler Kick [HS]
[Heat Status]
M
25(5)
i14-8QBCQBC
Brawler Kick [HD]
[Heat Status]
M
25(7)
i14+5LNCLNCHD
Prison Crusher [HE]
While rising [Heat Engager]
M,M
12,24
i13-13+9+9HA
Prison Crusher [HS]
While rising [Heat Status]
M,M
12,24(2,4)
i13-13KNDKND
Prison Crusher [HD]
While rising [Heat Status]
M,M
12,24(2,6)
i13+5KNDKNDHD
Ruffian Double Smash [HE]
During Bad Jaguar [Heat Engager]
H,M
13,24
i11-12+9+9HA
Ruffian Double Smash [HS]
During Bad Jaguar [Heat Status]
H,M
13,24(2,4)
i11-12KNDKND
Ruffian Double Smash [HD]
During Bad Jaguar [Heat Status]
H,M
13,24(2,6)
i11+5KNDKNDHD
Storm Maker [HE]
Approach crouching opponent [Heat Engager]
Low[Th]
35
i12-ThThHA
Outbreak: Villain
During Heat
M,M
12,25(2,5)
i14+3KNDKND
Neck Hunter: Villain
During Heat
H
25(7)
i24+8LNCLNCHM
Neck Hunter: Villain > Bad Jaguar
During Heat
H,Sp
25(7)
i24+8LNCLNCHM
Mexican Uppercut: Villain
During Heat hold [or during Bad Jaguar]
M
28(8)
i50+8TRTRTR
Blackguard Rush: Villain
During Heat and Bad Jaguar
M[PC],M
15,25(3,5)
i20+5KNDKNDPC
Blackguard Rush: Villain [PU]
During Heat and Bad Jaguar [opponent absorb attack]
M[PC],M
15,25(6,8)
i20+5KNDKNDPC
Malice Mist: Villain
During Heat [or during Bad Jaguar ]
High[UB]
10
i25-+23g+23g
Infierno Jaguar
During Heat [or during Bad Jaguar]
M,HTh
14,40(2,3)
i17+9HThHTh
Infierno Jaguar [Second]
During Heat [or during Bad Jaguar]
M,M
14,16(3)
i59+9KNDKND

Rage Moves

Name/CommandHit Range/DamageStartBloHitCouNote
Dark Supernova
During Rage
M[PC],HTh
55
i20-18HThHThPC
ER

Throws

Name/CommandHit Range/DamageStartNote
Knee Bash
Approach opponent
High[Th]
35
i12Throw escape 1 or 2, homing attack, -6F after throw escape, Armor King turns left and turns clockwise 170 degrees, if throw is successful, turns clockwise 170 degrees
Knee Bash [Long-Range]
Approach opponent
High[Th]
35
i15Throw escape 1 or 2, homing attack, -6F after throw escape, Armor King turns left and turns clockwise 170 degrees, if throw is successful, turns clockwise 170 degrees
Suplex
Approach opponent
High[Th]
35
i12Throw escape 1 or 2, homing attack, -3F after throw escape, no swap, rotates 155 degrees counterclockwise if throw is successful
Suplex [Long-Range]
Approach opponent
High[Th]
35
i15Throw escape 1 or 2, homing attack, -3F after throw escape, no swap, rotates 155 degrees counterclockwise if throw is successful
Reverse Death Valley Bomb
Approach opponent from left side [or ]
High[Th]
40
i12Throw escape 1, homing attack, -3F after throw escape, no swap, rotates 60 degrees counterclockwise if throw is successful, floor destruction possible
Reverse DDT
Approach opponent from right side [or ]
High[Th]
40
i12Throw escape 2, homing attack, -3F after throw escape, no swap, rotates 60 degrees counterclockwise when throw is successful
Quick Reverse DDT
Approach opponent from behind [or ]
High[Th]
60
i12Cannot throw escape, if thrown successfully it will rotate 70 degrees counterclockwise
Phenomenon Shadow DDT
hold
M[JS],High[Th][JS]
14,40
i25Cannot throw escape, rotate 96 degrees counterclockwise, floor destruction possible
Driving Headbutt
Approach opponent
High[Th]
40
i12Throw escape 2, -3F after throw escape, no swap, no swap even if throw is successful, floor destruction possible
Frankensteiner [Close-Range]
Approach opponent
M-Sp[JS],High[Th]
15,30
i28Throw on close range standing front hit or on close range standing block, cannot throw escape, rotates 180 degrees when throw is successful
DDT
Approach opponent
High[Th]
40
i11Throw escape 1+2, -6F after throw escape, rotate 45 degrees counterclockwise, rotate 170 degrees clockwise if throw is successful
Armor King Driver
Approach opponent
High[Th]
40
i12Throw escape 1+2, -6F after throw escape, rotate 45 degrees counterclockwise, does not swap if throw is successful, floor destruction possible
Tombstone Pile Driver
Approach opponent
High[Th]
53
i11Throw escape 2, -2F after throw escape, rotate 40 degrees counterclockwise, does not swap if throw is successful, floor destruction possible
Brilliant Brawler Kick
Approach opponent
High[Th]
40
i10Throw escape 1+2, power up with quick input, -5F after throw escape, 130° counterclockwise rotation, 45° clockwise rotation if throw is successful, wall strength, wall destruction possible, wall combo possible
Brilliant Brawler Kick [HS]
Approach opponent [Heat Status]
High[Th]
40
i10Throw escape 1+2, power up with quick input, becomes a Homing Attack during Heat, partially restores remaining Heat time, -5F after throw escape, 130° counterclockwise rotation, 45° clockwise rotation if throw is successful, wall strong, wall breakable, wall combo possible
Brilliant Brawler Kick [BS]
Approach opponent [Quick Input]
High[Th]
45
i10Throw escape 1+2, -5F after throw escape, 130 degree counterclockwise rotation, 45 degree clockwise rotation if throw is successful, wall strong, wall destruction possible, wall combo possible
Brilliant Brawler Kick [BS] [HS]
Approach opponent [Quick Input] [Heat Status]
High[Th]
45
i10Throw escape 1+2, becomes a Homing Attack during Heat, partially restores remaining Heat time, -5F after throw escape, 130 degrees counterclockwise rotation, 45 degrees clockwise rotation if throw is successful, wall strong, wall destruction possible, wall combo possible
Hades Drop
Approach opponent
High[Th]
45 or 44
i11Throw escape 1+2, -3F after throw escape, both facing forward, distance increases, 1P and 2P sides do not switch, standing position rotates 18 degrees clockwise, if throw is successful 1P and 2P sides do not switch, standing position rotates 15 degrees clockwise, head-facing back-facing down ±0F, wall strong, back-facing wall knock, wall breakable, 44 damage when wall hit
Hades Drop
Approach opponent [Heat Status]
High[Th]
45 or 44
i11Throw escape 1+2, becomes a homing attack while Heat state continues, recovers remaining time in Heat state, -3F after throw escape, distance increases, does not switch, does not switch even if throw is successful, wall strong, wall hit when facing backward, wall breakable, 44 damage when hitting a wall
Double Arm Swing
Approach opponent
High[Th]
45 or 40 or 70
i10Throw escape 1, opponent can reduce damage with side ukemi, power up with quick input, -7F after throw escape, 132 degrees counterclockwise rotation, 177 degrees counterclockwise rotation if throw is successful, wall strong, back wall hit, wall destruction possible, 45 damage without recovery, 40 damage with recovery, 70 damage when hitting a wall
Double Arm Swing [HS]
Approach opponent [Heat Status]
High[Th]
45 or 40 or 70
i10Throw escape 1, opponent can reduce damage with side ukemi, powers up with quick input, becomes a homing attack during Heat, partially restores remaining Heat time, -7F after throw escape, rotates 132 degrees counterclockwise, rotates 177 degrees counterclockwise if throw is successful, wall strong, wall hit when facing backward, wall destruction possible, 45 damage without recovery, 40 damage with recovery, 70 damage when hitting a wall
Double Arm Swing [BS]
Approach opponent [Quick Input]
High[Th]
50 or 45 or 70
i10Throw escape 1, opponent can reduce damage with side ukemi, -7F after throw escape, 132 degrees counterclockwise rotation, 177 degrees counterclockwise rotation if throw is successful, wall strong, back wall hit, wall destruction possible, 45 damage without recovery, 40 damage with recovery, 70 damage when hitting a wall
Double Arm Swing [BS] [HS]
Approach opponent [Quick Input] [Heat Status]
High[Th]
50 or 45 or 70
i10Throw escape 1, opponent can reduce damage with side ukemi, becomes a homing attack during Heat, partially restores remaining Heat time, -7F after throw escape, rotates 132 degrees counterclockwise, if throw is successful rotates 177 degrees counterclockwise, wall strong, back wall hit, wall destruction possible, 45 damage without recovery, 40 damage with recovery, 70 damage when hitting a wall
Brilliant Brawler Kick
During Bad Jaguar
High[Th]
45 or 40 or 70
i14Throw escape 1, opponent can reduce damage with side ukemi, -7F after throw escape, 132 degrees counterclockwise rotation, 177 degrees counterclockwise rotation if throw successful, -20 (-50) down when facing backwards, wall strong, wall hit when facing backwards, wall destruction possible, 50 damage without ukemi, 45 damage with ukemi, 70 damage when hitting a wall
Brilliant Brawler Kick [HS]
During Bad Jaguar [Heat Status]
High[Th]
45 or 40 or 70
i14Throw escape 1, opponent can reduce damage with side ukemi, becomes a homing attack during Heat, partially restores remaining Heat time, -7F after throw escape, 132 degree counterclockwise rotation, 177 degree counterclockwise rotation if throw successful, -20 (-50) when facing backwards, wall strong, wall hit when facing backwards, wall destruction possible, 50 damage without recovery, 45 damage with recovery, 70 damage when hitting a wall
Gloriously Disgraceful Kick
During Bad Jaguar
High[Th]
45
i14Throw escape 2, ±0F after throw escape, no swap, no swap even if throw is successful
Gloriously Disgraceful Kick [HS]
During Bad Jaguar [Heat Status]
High[Th]
45
i14Throw escape 2, becomes a Homing Attack during Heat, partially restores remaining Heat time, ±0F after throw escape, no swap, no swap even if throw is successful
Wall climbing reversal throw [Phenomenon Shadow DDT]
With your back against the wall
High[Th][JS]
40
i40Cannot throw escape, rotate 96 degrees counterclockwise, floor destruction possible

Takedown

Name/CommandHit Range/DamageStartNote
Ultimate Tackle
While crouching
Mid[Th]
0
i32Throw escape 1+2, throw Escape is accepted twice, -5F after Throw Escape on hit, Armor King turns away, rotates 110 degrees clockwise, after Throw Escape just before falling, opponent transitions to Takedown, on hit it transitions to Takedown, no switching
Ultimate Punch
During takedown [or ]
Follow-up Throw
5,5,5,15
Throw escape 1 or 2, throw escape is possible on the 1st and 4th throws, ±0F after throw escape, does not swap, does not swap if throw is successful
Armbar
During takedown
Follow-up Throw
25
Shift is also possible after the third hit of Ultimate Punch, throw escape 1+2, -9F after throw escape, swap, rotate 90 degrees clockwise if throw is successful

Low Throw

Name/CommandHit Range/DamageStartNote
Demon Bomb
Approach crouching opponent [or ]
Low[Th]
35
i12Cannot throw escape, if thrown successfully, rotates 7 degrees clockwise, floor destruction possible
Storm Maker
Approach crouching opponent [Heat Engager]
Low[Th]
35
i12Cannot throw escape, Heat activated, if the throw is successful, rotate 135 degrees counterclockwise
Storm Maker
Approach crouching opponent
Low[Th]
35
i12Cannot throw escape, cannot throw escape, unable to Heat Dash partially restores remaining Heat time, if thrown successfully, rotates 135 degrees counterclockwise

Down Throw

Name/CommandHit Range/DamageStartNote
Stand Up [opponent's feet]
[Opponent down and facing up]by opponent's feet
Down Throw
0
i18Throw escape 2, ±0F after throw escape, distance increases, no swap, no swap even if throw is successful, +12F advantage when facing forward, 3 damage and +12F advantage when hitting a wall
Stand Up [opponent's head]
[Opponent down and facing up]by opponent's head
Down Throw
0
i18Throw escape 2, ±0F after throw escape, distance becomes large, no swap, no swap even if throw is successful, +9F advantage when facing backwards, 3 damage and +24 advantage when hitting a wall
Seesaw Whip
[Opponent down and facing up]by opponent's feet
Down Throw
30
i18Throw escape 1, ±0F after throw escape, distance increases, no swapping, 180 degree rotation when throw is successful, wall hit causes back-facing wall damage, wall strong, wall destruction possible
Enzui Knee
[Opponent down and facing up]by opponent's head
Down Throw
35
i18Throw escape 1, ±0F after throw escape, distance becomes large, no swap, no swap even if throw is successful, wall hit causes back-facing wall damage, wall strong, wall destruction possible
Turn Over
[Opponent down and facing up]by opponent's side [or ]
Down Throw
0
i18Throw escape 1 or 2, ±0F after throw escape, no swap, no swap even if throw is successful, +25F advantage when downing prone opponent to side
Standing Ankle Hold
[Opponent down and facing down]by opponent's feet
Down Throw
30
i18Throw escape 1, ±0F after throw escape, distance is far, no swap, no swap even if throw is successful
Wake-Up Lariat
[Opponent down and facing down]by opponent's head
Down Throw
40
i18Throw escape 1, ±0F after throw escape, distance is far, no swap, no swap even if throw is successful
Back Mount > Rear takedown
[Opponent down and facing down]from either side [or ]
Down Throw
0
i18Throw escape 1 or 2, +8F after throw escape, no swap, if throw successful, turns into back takedown

Air Throw

Name/CommandHit Range/DamageStartNote
Running Cross Driver
Approach airborne opponent
Air Throw
35
i10Cannot throw escape, power up with quick input, does not swap when throwing successfully, floor destruction possible
Running Cross Driver [HS]
Approach airborne opponent [Heat Status]
Air Throw
35
i10Cannot throw escape, powers up with quick input, becomes a Homing Attack during Heat, partially restores remaining Heat time, does not replace if throw is successful, floor destruction possible
Running Cross Driver [BS]
Approach airborne opponent [Quick Input]
Air Throw
38
i10Cannot throw escape, does not replace if throw is successful, floor destruction possible
Running Cross Driver [BS] [HS]
Approach airborne opponent [Quick Input] [Heat Status]
Air Throw
38
i10Cannot throw escape, becomes a Homing Attack during Heat, partially restores remaining Heat time, does not replace if throw is successful, floor destruction possible
Muscle Driver
Approach airborne opponent
Air Throw
28
i10Cannot throw escape, power up with quick input, if thrown successfully, rotate 165 degrees counterclockwise, floor destruction possible
Muscle Driver [HS]
Approach airborne opponent [Heat Status]
Air Throw
28
i10Cannot throw escape, power up with quick input. becomes a Homing Attack during Heat. partially restores remaining Heat time, if thrown successfully, rotate 165 degrees counterclockwise, floor destruction possible
Muscle Driver [BS]
Approach airborne opponent [Quick Input]
Air Throw
31
i10Cannot throw escape, if thrown successfully, rotate 165 degrees counterclockwise, floor destruction possible
Muscle Driver [BS] [HS]
Approach airborne opponent [Quick Input] [Heat Status]
Air Throw
31
i10Cannot throw escape, becomes a Homing Attack during Heat, partially restores remaining Heat time, if thrown successfully, rotate 165 degrees counterclockwise, floor destruction possible
Muscle Driver
Approach airborne opponent during Bad Jaguar
Air Throw
28
i14Cannot throw escape, if thrown successfully, rotate 165 degrees counterclockwise, floor destruction possible
Muscle Driver [HS]
Approach airborne opponent during Bad Jaguar [Heat Status]
Air Throw
28
i14Cannot throw escape, becomes a Homing Attack during Heat, partially restores remaining Heat time, if thrown successfully, rotate 165 degrees counterclockwise, floor destruction possible
D Trigger
Approach airborne opponent during Bad Jaguar
Air Throw
31
i14Cannot throw escape, if the throw is successful, rotate counterclockwise 20 degrees and throw towards the opponent
D Trigger [HS]
Approach airborne opponent during Bad Jaguar [Heat Status]
Air Throw
31
i14Cannot throw escape, becomes a Homing Attack during Heat, partially restores remaining Heat time, if the throw is successful, rotate counterclockwise 20 degrees and throw towards the opponent

Wallstun Throw

Name/CommandHit Range/DamageStartNote
Black Rain of Hell
During opponent wall stun [or ]
Wallstun Throw
36
i12Cannot throw escape, Homing Attack
Black Rain of Hell
During opponent wall stun [or ]
Wallstun Throw
36
i15Cannot throw escape, Homing Attack

Attack Reversal

Name/CommandHit Range/DamageStartNote
Unforgiven
Time with opponent punch
Parry[H&M Punch]
6
High&Middle punch parry effect, parry acceptance 5-12F, triggers special stun state on ground hit that cannot be throw escaped, cannot K.O.
Catch
Time with opponent left punch [or ]
Reversal[H&M Punch]
25
i5High & Middle punch attack reversal, counter acceptance 5-12F, rotate 150 degrees counterclockwise
Catch
Time with opponent right punch [or ]
Reversal[H&M Punch]
25
i5
Low Parry
Time with opponent low attack
Parry[Low]
-
i1Has low parry effect, party reception 1-20F, tornado starts when counterattack is successful, combo possible

Dark Magma Drive

Name/CommandHit Range/DamageStartNote
Cobra Clutch
Approach opponent [or or or ]
High[Th]
20
i24Throw escape 1 or 2, -3F after throw escape, rotate 165 degrees clockwise, if throw is successful rotate 165 degrees clockwise
Flinging Half Nelson
During Cobra Clutch
Follow-up Throw
20
Throw escape 1, during Cobra Clutch 2+4 1+2 to power up, -3F after throw escape, rotate 165 degrees clockwise, rotate 7.5 degrees clockwise if throw is successful
Sleeper
During Cobra Clutch
Follow-up Throw
10
Throw escape 2, during Cobra Clutch 3+4 1+2 to power up, -3F after throw escape, rotate 165 degrees clockwise, rotate 110 degrees counterclockwise if throw is successful
Triple Trouble
During Sleeper
Follow-up Throw
15
Throw escape 1, during Sleeper 1 1 1+2 to power up, after the throw escape, the Armor King will turn head-first and face up, rotating 150 degrees clockwise, if the throw is successful, the Armor King will turn 135 degrees counterclockwise
Human Necktie
During Sleeper
Follow-up Throw
20
Throw escape 2, during Sleeper 3 4 1+2 to power up, after the throw escape, the Armor King will turn head-first and face up, rotating 150 degrees clockwise, if the throw is successful, the Armor King will turn 30 degrees counterclockwise
Neck Drop
During Cobra Clutch
Follow-up Throw
10
Throw escape 1+2, during Cobra Clutch 2 1 1+2 to power up, ±0F after throw escape, rotate 155 degrees clockwise, rotate 5 degrees counterclockwise if throw is successful
Choke Sleeper
During Neck Drop
Follow-up Throw
20
Throw escape 1, during Neck Drop 4 3 4 1+2 to power up, after the throw escape, Armor King will be face down, head first, and rotate 22.5 degrees counterclockwise, if the throw is successful, he will rotate 100 degrees counterclockwise
3-Count Pound
During Neck Drop
Follow-up Throw
25
Throw escape 2, during Neck Drop 2 1 1 1+2 to power up, after the throw escape, Armor King will be lying face down, head first, and rotate 22.5 degrees counterclockwise, if the throw is successful, he will rotate 103 degrees clockwise
Cobra Clutch
Approach opponent [or or or ]
High[Th]
20
i24Throw escape 1 or 2, -3F after throw escape, rotate 165 degrees clockwise, if throw is successful rotate 165 degrees clockwise
Flinging Half Nelson [BS]
During Cobra Clutch
Follow-up Throw
25
Throw escape 1, -3F after throw escape, rotate 165 degrees clockwise, rotate 7.5 degrees clockwise if throw is successful
Sleeper [BS]
During Cobra Clutch
Follow-up Throw
15
Throw escape 2, -3F after throw escape, rotate 165 degrees clockwise, rotate 110 degrees counterclockwise if throw is successful
Triple Trouble [BS]
During Sleeper
Follow-up Throw
20
Throw escape 1, after the throw escape, the Armor King will turn head-first and face up, rotating 150 degrees clockwise, if the throw is successful, the Armor King will turn 135 degrees counterclockwise
Human Necktie [BS]
During Sleeper
Follow-up Throw
25
Throw escape 2, after the throw escape, the Armor King will turn head-first and face up, rotating 150 degrees clockwise, if the throw is successful, the Armor King will turn 30 degrees counterclockwise
Neck Drop [BS]
During Cobra Clutch
Follow-up Throw
15
Throw escape 1+2, ±0F after throw escape, rotate 155 degrees clockwise, rotate 5 degrees counterclockwise if throw is successful
Choke Sleeper [BS]
During Neck Drop
Follow-up Throw
25
Throw escape 1, after the throw escape, Armor King will be face down, head first, and rotate 22.5 degrees counterclockwise, if the throw is successful, he will rotate 100 degrees counterclockwise
3-Count Pound [BS]
During Neck Drop
Follow-up Throw
30
Throw escape 2, after the throw escape, Armor King will be lying face down, head first, and rotate 22.5 degrees counterclockwise, if the throw is successful, he will rotate 103 degrees clockwise

Common Action

Name/CommandHit Range/DamageStartBloHitCouNote
[Common Action] Side Roll
While down
Sp
-
---
[Common Action] Wake-Up Low Kick
While down
L[CS]
8
i22-9c+7+7
[Common Action] Wake-Up Mid Kick
While down
M
8
i22-9+9+9
[Common Action] Spring Attack
While down and facing up
M[JS]
15
i19-24+2+2
[Common Action] Recovery Kick
While down and facing up
L[CS]
5
i13-18c-3c-3c
[Common Action] Wake Up [Backward]
While down
Sp
-
---
[Common Action] Stand Up
While down
Sp
-
---
[Common Action] Forward Roll
While down and facing up
Sp
-
---
[Common Action] Wake-Up Cross Chop
While rolling forward
M[JS]
15
i19+2KNDKND
[Common Action] Running Cross Chop
While running [three steps or more]
M[JS]
24
i18±0KNDKND
[Common Action] Running Stomp [Opponent down]
Making contact [while opponent is down] after running for four or more steps
L
8
i12-KNDKND
[Common Action] Running Stomp [Opponent standing]
Making contact [while opponent is down] after running for four or more steps
L
10
i12+6KNDKND
[Common Action] Shoulder Tackle
Making contact with the opponent after running for four or more steps
M[PC]
30
i8+13gKNDKND
[Common Action] Shoulder Tackle [PU]
Making contact with the opponent after running for four or more [opponent absorb attack] steps
M[PC]
30(12)
i8+13gKNDKND
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