Thursday, December 17, 2009

T6 BR Armor King threads



















T6:BR - Armor King combo
  • 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! 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]

  • 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+1; f+2,1_GS

  • 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


7. 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

DU, d/f+2 B! d/f+1, 1, iSW
DU, DU, d/f+1, d/f+2 B! d/f1, f2,1

u/f4, f1+2, d/f+1 B! 1, iSW
CHd/b3, ws4, d+2 B! ff n 1+2,2 f1+4


uf+4, 1+2,2 d+2 d/f+1, f+2,1 does 59
uf+4, 1+2,2 d+2, cdn+4 f+1+4 does 61
uf+4, 1+2,2 d+2, d/f+1 GS does 65

Here is the most damaging combos i've found from every single starter: (Pay some attention, you might like it )

DU, dash d/f1, 1+2 2, d2 B!, cc 3+4 2 - 74 dmg
u/f4, dash d/f1, 1+2 2, d2 B!, cc 3+4 2 - 64 dmg
U/F4 (hopkick), dash d/f1, 1+2 2, d2 B!, cc 3+4 2 - 79 dmg
u/f1+2, d/f1, 1+2 2, d2 B!, cc 3+4 2 - 85 dmg
WS1, d/f3, d/f1, d/f2 B!, 3+4 2 - 64 dmg
FC F2, d/f1, 1+2 2, d2 B!, cc 3+4 2 - 76 dmg
SS 21 B!, d/f1, 1+2 2, f1+4 - 65 dmg
CH d/f3, ssr d/f1, 1+2 2, d2 B!, cc 3+4 2 - 74 dmg
CH ws2, d/f1, 1+2 2, d2 B!, cc 3+4 2 - 71 dmg
CH ff~n~2, f1+2 B!, d/f1, 1+2 2, f1+4 - 72 dmg
CH b1, dash 3+4, 2, d2 B!, cc 3+4 2 - 58 dmg, also
CH b1, dash 3+4, 2, d/f2 B!, cc 3+4 2 - 60 dmg, you need to stay neutral for some time after the dash part, other than that, its cake Also the 3+4, 2 is 2 different moves and not 3+4 2, to avoid confussion.
CH u/b1, d/f1, 1+2 2, d2 B!, cc 3+4 2 - 85 dmg

BT 3, f1+2 B!, d/f1, 1+2 2, f1+4 - 66 dmg but really inconsistent so
BT 3, d/f3, d/f1, d/f2 B!, 3+4 2 - 63 dmg

"CH ff~n~2, f1+2 B!, d/f1, 1+2 2 - 72 dmg"

uf+4_DU, f+1+2B! df+1, 1, iSW does 1 point more damage than

uf+4_DU, f+1+2B! df+1, 1+2,2, f+1+4


CH df+3, db+1+2B!, df+1, 1, iSW = 77. You'll benefit from a ssr first.
CH df+3, ssr, 1+2,2, d+2B! df+1, GS = 75
CH df+3, ssr+2,1B!, df+1, 1, iSW = 79. Pretty hard tho.

DU, DU, df+1, d+2 B! df+1, f+2,1 W! 3+4, BT d+1, GS
CH b+1+2; DU; DU; d/f+1; f+1+2 B! d/f+1; f+2,1 W! 3+4 BT d+1; GS

Armor king moves names
  • AK = Armor King
  • 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
  • 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
  • NC/NCc = Natural Combo/Natural Combo-CH only
  • stomps = on grounded opp. d+4,4,4
  • whiffs = misses (hits the air )
  • jails = cannot be ducked in between (eg 2,1)
  • doesn't jail = can be ducked in between (eg d/f+2,1)
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
AK Top 10

Hi, I'm a King and AK player

These are my top 10 AK moves in no certain order:

1. d/f+1 (safe on block, mix up, okizeme)
2. 2,1 (I like this move a lot, if hit we can throw a lot of mix up)
3. f+2,1 (safe on block)
4. u/f+1+2 (has great damage, juggle, safe on block)
5. d/f+3 (safe on block)
6. d/f+4 (mid poke, fast, great mix up, okizeme, safe)
7. fff+3 (safe on block, mix up, I usually throw GS or iSW or u/f+4 after this move)
8. d+3 (fast)
7. d/b+4 (quite fast, good damage)
8. ws+4
9. d+1,4 (I like this move as well as King's d+1,2)
10. u/f+4

Is GS and iSW count?
Because I use GS and iSW a lot too

bump because it's my turn.

1. cd+2_cd+1

2. GS (air version as well)

3. iSW

4. f+2,1

5. db+4

6. df+1_df+4_d+1~N~4

7. ff+4_ff+3_ff~N+2

8. 1+2,2_1+2,4

9. uf+1+2_uf+1+2~D

10. 3+4_3+4,2 BT

honourable mentions:

BT stuff

SS stuff

Ground throw stuff

Grab stuff

B=Punch counter stuff

Use it all.

AK Arcadia frame

MOVE | SPEED | HIT | CH | BLOCK

2,1 | i10 | +7/+6 | +7/+6 | +1/0
1,2,1 | i10 | +8/+5/+1 | +8/+5/+6 | +1/-1/-5
b+1,2 | i12 | +5/+6 | KND | -7/-12
f+1+4 | i14 | KND | KND | -16
d+4 | i14 | -2 | -2 | -13
db+2,3 | i14 | +2/KND | +2/KND | -11/-16
f+2,1 | i15 | +2/KND | +2/KND | -10/-11
b+2,1,2 | i15 | +2/-1/KND | +2/-1/KND | -9/-12/-7
d+3 | i17 | +1 | +1 | -12
d+2 | i17 | +5 | +9 | -1
d+3+4,3 | i18 | -5/KND | -3/KND | -16/-16
db+3 | i23 | +6 | KND | -23
df+1+2 | i24 | KND | KND | -7
db+1+2| i26 | KND | KND | +3
uf+1+2 | i35 | KND | KND | +2
ws+2 | i12 | +2 | KND | -10
ws+1 | i16 | KND | KND | -10
f,n,d,df+2 (Dark Upper) | i11 (i14) | KND | KND | -10
ss+2,1 | i15 | KND/+4 | KND/+4 | -12/-12

Interesting stuff: ws+2 being 12 frames, i knew it was faster than ina wiki said, but nice to know the actual number. d+3 being only +1 is a bit of a bummer, but still a good move


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