- 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
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
- 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)
- 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
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.
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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