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Armor King Season 3 Frame Data Ver.3.02.02

View the Tekken 8 Armor King frame data for Season 3. This page includes startup frames, frame advantage on block and hit, damage, and other move properties.

Frame Data List

New Move
Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Shadow Forse
H[TC]
20 (4)
20F 20-21 -7 +18sg +18sg TR
Table of Contents
Display Options

n Command

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Jab
H
5
10F 10-10 +1 +8 +8
One Two Punch
H,H
5,10
10F 10-10 -3 +6 +6
Left Right Uppercut
H,H,M
5,10,14
10F 24-25 -5 +1 +11
Left Right Uppercut > cancelBad Jaguar
H,H,Sp
5,10
10F -19 -11 -11
Right Jab
H
10
10F 10-10 +1 +7 +7
Right Jab > Uppercut
H,M
10,15
10F 23-24 -3 +7 +7
Dark Stampede [1]
H
17
15F 15-16 -4 +3 +3
Dark Stampede [2]
H,M
17,15
15F 27-29 -9 +3 +3
Dark Stampede
H,M,M
17,15,28
15F 21-22 -13 D D
Dark Stampede > cancel
H,M
17,15
15F -14 -2 -2
High Kick
H
17
13F 13-13 -5 +6 +6a
High Kickトルネード
H,H
17,18
13F 25-26 ±0 +9 D
High Kickトルネード > cancel
H,Sp
17
13F -16 -5 -5
Dark Cyclone [1]
M
10
17F 17-19 -10 ±0 ±0
Dark Cyclone [1] > face backward
M,Sp
10
17F -10 ±0 ±0
Dark Cyclone
M,H
10,20
17F 18-18 -3 D D
Dark Buzzsaw
M,M
10,17
17F 19-20 -13 +8 崩れ
Round Out Kick > face backward
M[TJ]
14
25F 25-32 -7 +3 +3
フェノメノン・シャドーDDT
hold
M[TJ],Throw-H[TJ]
14,40
25F 35-35 - 上投 上投
Dark Blast
M[TJ],H
14,16
25F 14-15 -8 +8 +8
Dark Blast > Bad Jaguar
M[TJ],H,Sp
14,16
25F 14-15 -8 +8 +8
Round Out Elbow
M[TJ],M[TJ]
14,25
25F 17-37 -18 D D
Round Out Body Press [Close-Range]
M[TJ],M[TJ],Th
14,25,5
25F 24-34 ±0s 打投 打投
Round Out Body Press [Long-Range]
M[TJ],M[TJ]
14,25
25F 24-34 +7s +4s +4s

f Command

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
ブラックエルボーHook [1]
M
12
15F 15-15 -11 +2 +2
ブラックエルボーHook [HE]
(ヒート発動技)
M,H
12,25
15F 18-19 -9 +9 +9 HA
ブラックエルボーHook
M,H
12,25
15F 18-19 -9 D D
Dark Tide [1]
M
9
15F 15-16 -9 +7 +7
Dark Tide [2]
M,M
9,12
15F 20-21 -11 +5 +5
Dark Tide [2]~Beast Step
M,M,Sp
9,12
15F -1 +15g +15g
Dark Tide
M,M,M
9,12,19
15F 24-26 -13 +16sg D TR
ワインドアップStomp
M
21
23F 23-25 +3s +7s +12s
Wrecking Cyclone
M[PC]
22
22F 22-23 -12 +22g +22g PC
Wrecking Cyclone~Bad Jaguar
on hit
M[PC],Sp
22
22F - +26g +26g PC
Wrecking Cyclone [PU]
[opponent absorb attack]
M[PC]
22 (8)
22F 22-23 -6 +22g +22g PC
Wrecking Cyclone [PU]~Bad Jaguar
[opponent absorb attack] on hit
M[PC],Sp
22 (8)
22F - +26g +26g PC
Bad Jaguar
Sp[Parry(Punch)-H&M]
-
- - -
Shoulder Impact
M
28
13F 13-15 -20 D D

df Command

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Minced Liver
M
12
13F 13-14 -3 +7 +7
Bastard Rush
M,H
12,19
13F 18-19 -6 +8 +12s TR
スマッシュHook
M
21
15F 15-16 -12 +4 小浮
Double Concussion
M,H
21,8
15F 15-16 ±0 +8 +11
Double Concussion~Bad Jaguar
M,H,Sp
21,8
15F ±0 +8 +11
Dark Knee Lift
M
17
17F 17-18 -5 +5 崩れ
Front Kick
M
15
12F 12-12 -4 +7 +7
Frankensteiner [Close-Range]
Sp-M[TJ],Th
15,30
28F 28-35 投げ 投げ 投げ
Frankensteiner [Mid-Range]
Sp-M[TJ]
15
28F 28-35 -18 -7s -7s

d Command

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Stomp
L
14
17F 17-17 -12s +2 +9
Right Low Kick
L[TC]
6
14F 14-14 -15s -4 -4
Taurus Cutter
(or )
L[TC]
15
17F 17-17 -16s -2 ±0
Taurus Cutter Edge
(or )
L[TC],H
15,13
17F 20-21 -9 +15g D
Taurus Cutter Trap
(or )
L[TC],M
15,16
17F 23-24 -15 D D TR
Corporate Elbow
M[TJ]
25
30F 30-35 -8 ±0s ±0s
Low Jab
(or )
Sp-L[TC]
5
10F 10-10 -5 +6 +6
Knee Lift Combination
(or )
Sp-L[TC],M
5,13
10F 15-15 -10 +6 +6
Blackjack
M
17
17F 17-18 -5 +5s +13s
Blackjack Combination [2]
M,M
17,13
17F 22-23 -14 -3 -3
Blackjack Combination
M,M,M[TJ]
17,13,20
17F 35-40 -11s D D

db Command

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Bare Knuckle
M
12
14F 14-14 -11 ±0 ±0
Outbreak: Villain
(ヒート中)
M,M
12,25 (2,5)
14F 26-27 +3 D D
Killer PK Combo
M,M
12,22
14F 26-27 -12 D D
Dark Flood [2]
M,H
12,20
14F 20-21 -5 +7 +7
Dark Flood
M,H,M
12,20,24
14F 30-31 -12 D D
Foot Sweep
L[TC]
20
22F 22-24 -26s +6 直TR HM
Low Drop Kick
L[TJ]
20
29F 29-31 -17s D D
Shadow Forse
H[TC]
20 (4)
20F 20-21 -7 +18sg +18sg TR

b Command

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
ブラックJab
H
12
12F 12-13 -7 +5 +5
ブラックJab~ヘルスタッブ
H,M
12,20
12F 20-21 -12 +8 +11
ブラックJab~ヘルスタッブ~Bad Jaguar
H,M,Sp
12,20
12F -12 +8 +11
Knife Edge Combo [1]
M
10
13F 13-13 -9 ±0 ±0
Knife Edge Combo [2]
M,M
10,8
13F 18-18 -12 -1 -1
Knife Edge Combo
M,M,H
10,8,20
13F 25-26 -7 D D
Dark Toll Kick
H
17
16F 16-18 -10 直TR 直TR TR
Toe Kick
M
15
15F 15-16 -9 +2 +2
Toe Kick Stunner
during front hit on ground
M,Th
15,20
15F - 打投 打投
Blindside
M[Lose Guard]
0
16F 16-17 +1 +4 +15
Pendulum Kick
M
22
20F 20-21 -9 D D HM

ub u uf Command

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Spinning Lariat
(or )
M
20 (6)
23F 23-24 -4 +11g 崩れ
Neck Hunter
H
21 (6)
24F 24-25 +5 D D HM
Neck Hunter: Villain
(ヒート中)
H
25 (7)
24F 24-25 +5 直TR 直TR HM
Neck Hunter: Villain~Bad Jaguar
(ヒート中)
H,Sp
25 (7)
24F 24-25 +5 直TR 直TR HM
Death Sandwich [1]
(or or )
M
7
15F 15-16 -12 -1 -1
Death Sandwich
(or or )
M,M
7,10
15F 25-26 -13 小浮 小浮
スイッチKnee Vault
(or or )
M[TJ]
17
21F 19-21 -8 +5 浮き
Rising Toe Kick
(or )
M[TJ]
13
15F 15-17 -13 浮き 浮き
Rising Toe Kick
M[TJ]
15
15F 15-17 -13 D 浮き
Capital Punishment
M[TJ]
25
35F 35-36 +2s 小浮 小浮
Burning Knuckle
hold
UA-M[TJ]
45
67F 67-67 - D D
Straight Arrow
M
20
30F 30-31 -14 D D
Mexican Uppercut
hold
M
24 (7)
50F 50-52 ±0 D D TR
Mexican Uppercut: Villain
hold(ヒート中)
M
28 (8)
50F 50-52 +8 直TR 直TR TR
Scissors Kick
M[TJ]
23
32F 32-38 -7 D D
Scissors Kick > Side ukemi
,受け身ボタン
M[TJ],Sp
23
32F -17g D D
Delayed Rising Toe Kick
M[TJ]
20
23F 23-25 -13 浮き 浮き

ff Command

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Hell-Shaker Punch
M
20
16F 16-17 -6 +6 後崩れ
Underhanded
L[TC]
20
19F 19-19 -13s +5 +11
Underhanded~Bad Jaguar
on hit
L[TC],Sp
20
19F - +8 +13
Comeback Kick
H
23 (6)
17F 17-19 +2 D D HM
Brawler Kick [HE]
(ヒート発動技)
M
25
14F 14-14 -8 +9 +9 HA
Brawler Kick
M
25
14F 14-14 -8 後受身 後受身
Drop Kick
H[TJ]
35 (10)
23F 23-24 -10 後受身 後受身
Dark Destroyer > face backward
UA-M[TJ],Sp
50
63F 63-66 - 浮き 浮き
Dark Destroyer > cancel
Sp
-
- - - -
ジャンピングBrawler Kick
M[TJ]
30 (9)
23F 23-25 +6 後受身 後受身
Running Exploder
M[TJ]
40
28F 28-34 +17g 後受身 後受身
Dashing Low Drop Kick
while running [two steps or more]
L[TJ]
20
20F 20-24 -21s D D

While Rising

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Snap Uppercut
while Rising
M
16
15F 15-15 -12 浮き 浮き
Jugular Thrust
while Rising
M
17
12F 12-12 -9 +3 崩れ
True Dark Smash
while Rising on counter hit
M,M
20,15
12F 11-12 - - 浮き
True Dark Smash [BS]
while Rising on counter hit
M,M
20,17
12F 11-12 - - 浮き
Prison Crusher [1]
while Rising
M
12
13F 13-14 -6 +6 +6 HA
Prison Crusher [HE]
while Rising (ヒート発動技)
M,M
12,24
13F 24-25 -13 +9 +9 HA
Prison Crusher
while Rising
M,M
12,24
13F 24-25 -13 D D
Toe Smash
while Rising
M
20
11F 11-12 -6 +5 +5

While Crouching

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Low Jab
while Crouching
Sp-L[TC]
5
10F 10-10 -5 +6 +6
Knee Lift Combination
while Crouching
Sp-L[TC],M
5,13
10F 15-15 -10 +6 +6
Right Low Jab
while Crouching (or )
Sp-L[TC]
8
11F 11-11 -4 +7 +7
Backhand Chop
while Crouching
M
23 (6)
24F 24-25 +1 崩れ 崩れ
Left Spin Low Kick
while Crouching
L[TC]
12
18F 18-18 -16s -2 -2
Right Low Kick
while Crouching (or )
L[TC]
6
14F 14-14 -15s -4 -4
Taurus Cutter
while Crouching (or )
L[TC]
15
17F 17-17 -16s -2 ±0
Taurus Cutter Edge
while Crouching (or )
L[TC],H
15,13
17F 20-21 -9 +15g D
Taurus Cutter Trap
while Crouching (or )
L[TC],M
15,16
17F 23-24 -16 D D TR

Sidestep

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Shadow Sweep
sidestep
L[TC]
17
19F 19-20 -12s +3 +6s
Buzz Saw Kick
sidestep
M
22
19F 19-20 -8 D 崩れ

While Facing Backward

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Twist Jab
back facing opponent
H
15
8F 8-8 -3 +8 +8
Twist Right Jab
back facing opponent
H
15
8F 8-8 -3 +8 +8
Blind Kick
back facing opponent
M
20
13F 13-14 -20 崩れ 崩れ TR
Turn Sobat
back facing opponent
M
20
18F 18-18 -10 D D
Round Out Kick > face forward
back facing opponent
M[TJ]
14
25F 25-32 -7 +3 +3
Moonsault Drop
back facing opponent
UA-M[TJ]
20
41F 41-47 - D D
Twist Low Jab
back facing opponent
Sp-L[TC]
5
10F 10-10 -5 +6 +6
Shadow Sweep
back facing opponent
L[TC]
17
19F 19-20 -12s +3 +6s
Twist Left Low Kick
back facing opponent
L[TC]
6
12F 12-12 -15s -4 -4
Twist Right Low Kick
back facing opponent
L[TC]
6
12F 12-12 -15s -4 -4

Special Move

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Crazy Stomp [1] [Opponent Down]
while opponent is down
L
14
19F 19-21 - D D
Crazy Stomp [2] [Opponent Down]
while opponent is down
L,L
14,5
19F 18-20 - D D
Crazy Stomp [Opponent Down]
while opponent is down
L,L,L
14,5,3
19F 18-21 - D D
Crazy Stomp [1] [Opponent Standing]
while opponent is down
L
18
19F 19-21 -16s -5 -5
Crazy Stomp [2] [Opponent Standing]
while opponent is down
L,L
18,8
19F 18-20 -16s -5 -5
Crazy Stomp [Opponent Standing]
while opponent is down
L,L,L
18,8,6
19F 18-21 -16s -5 -5
Crazy Torment
while opponent is down
[Attack-Down]L,L,Sp-M[TJ]
14,5,8
19F 30-32 -17s
Taunt
Sp[UA-Air]
17
37F 37-44 - D D
Ki Charge
Sp
-
- - -
Whirling Spring Kick
[By opponent's feet] while down and facing up
M[TJ]
25
16F 16-28 -27 D D
壁登り反転投げ(フェノメノン・シャドーDDT)
壁を背にして
Throw-H[TJ]
40
40F 40-45 - 上投 上投

Bad Jaguar

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Bad Jaguar
など
Sp[Parry(Punch)-H&M]
-
- - -
Ruffian Double Smash [1]
during Bad Jaguar
H
13
11F 11-11 +1 +8 +8
Ruffian Double Smash [HE]
during Bad Jaguar (ヒート発動技)
H,M
13,24
11F 24-25 -12 +9 +9 HA
Ruffian Double Smash
during Bad Jaguar
H,M
13,24
11F 24-25 -12 D D
Ruffian Raid > face backward
during Bad Jaguar
H,H,Sp
13,22
11F 22-23 +4 +11g +11g
Thug Force [1]
during Bad Jaguar
M
12
15F 15-16 -7 +4 +4 TR
Thug Force
during Bad Jaguar
M,H
12,24
15F 22-23 -7 +18sg +18sg TR
S.C.S
during Bad Jaguar
M,M,Th
12,15,20
15F 18-19 -12 打投 打投
Blackguard Gut Rench
during Bad Jaguar
M[PC]
20
20F 20-21 -13 D D PC
Blackguard Gut Rench [PU]
during Bad Jaguar [opponent absorb attack]
M[PC]
20 (8)
20F 20-21 -9 D D PC
Blackguard Rush: Villain
during Bad Jaguar (ヒート中)
M[PC],M
15,25 (3,5)
20F 34-36 -9 D D PC
Blackguard Rush: Villain [PU]
during Bad Jaguar (ヒート中) [opponent absorb attack]
M[PC],M
15,25 (6,5)
20F 34-36 -9 D D PC
Bandido Snatch
during Bad Jaguar
L
23
17F 17-18 -13s +3s D
Brigand Stomping Headbutt
during Bad Jaguar
M
22 (6)
26F 26-27 +5 +12s 小浮
Malice Mist: Villain
during Bad Jaguar (ヒート中)
UA-H
10
25F 25-28 - +23g +23g
Shadow Press
during Bad Jaguar
M[TJ],Th
18,15
14F 14-17 -18s 打投 打投
Straight Arrow
during Bad Jaguar
M
20
30F 30-31 -14 D D
Mexican Uppercut
during Bad Jaguar hold
M
24 (7)
50F 50-52 ±0 D D TR
Mexican Uppercut: Villain
during Bad Jaguar hold(ヒート中)
M
28 (8)
50F 50-52 +8 直TR 直TR TR
Double Arm Swing
during Bad Jaguar
Throw-H
50
14F 14-14 - 上投 上投
Gloriously Disgraceful Kick
during Bad Jaguar
Throw-H
45
14F 14-15 - 上投 上投
Muscle Driver
approach airborne opponent during Bad Jaguar
Throw-Air
28
14F 14-14 - 空投 空投
D Trigger
approach airborne opponent during Bad Jaguar
Throw-Air
31
14F 14-15 - 空投 空投

Beast Step

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Beast Step
Sp
-
- - - -
Shadow Lariat
H
23 (6)
15F 15-16 +6 D D
Dark Smash
(or )
H
20
11F 11-12 -10 浮き 浮き
Dark Inferno
UA-H
30
35F 35-37 - D D
Dark Inferno > cancel
Sp
-
- - - -
Knee Vault
M[TJ]
22
16F 16-18 -9 D D TR
Poison Mist
UA-H
5
35F 35-38 - +23g +23g
Malice Mist: Villain
(ヒート中)
UA-H
10
25F 25-28 - +23g +23g

Catch

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Catch
time with opponent punch (or )
Sp[Punch(Rev)-H&M]
25
5F 5-10 - 返し 返し
Catch > Jugular Thrust
キャッチ中に
M
17
17F 17-17 -9 +3 崩れ
Catch > True Dark Smash
キャッチ中に on counter hit
M,M
20,15
17F 11-12 - - 浮き
Catch > True Dark Smash [BS]
キャッチ中に on counter hit
M,M
20,17
17F 11-12 - - 浮き

Heat Moves

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
ブラックエルボーHook [HE]
(ヒート発動技)
M,H
12,25
15F 18-19 -9 +9 +9 HA
ブラックエルボーHook [HS]
(ヒート中)
M,H
12,25 (2,5)
15F 18-19 -9 D D
ブラックエルボーHook [HD]
(ヒート中)
M,H
12,25 (2,7)
15F 18-19 +5 小浮 小浮
Brawler Kick [HE]
(ヒート発動技)
M
25
14F 14-14 -8 +9 +9 HA
Brawler Kick [HS]
(ヒート中)
M
25 (5)
14F 14-14 -8 後受身 後受身
Brawler Kick [HD]
(ヒート中)
M
25 (7)
14F 14-14 +5 小浮 小浮
Prison Crusher [HE]
while Rising (ヒート発動技)
M,M
12,24
13F 24-25 -13 +9 +9 HA
Prison Crusher [HS]
while Rising (ヒート中)
M,M
12,24 (2,4)
13F 24-25 -13 D D
Prison Crusher [HD]
while Rising (ヒート中)
M,M
12,24 (2,6)
13F 24-25 +5 D D
Ruffian Double Smash [HE]
during Bad Jaguar (ヒート発動技)
H,M
13,24
11F 24-25 -12 +9 +9 HA
Ruffian Double Smash [HS]
during Bad Jaguar (ヒート中)
H,M
13,24 (2,4)
11F 24-25 -12 D D
Ruffian Double Smash [HD]
during Bad Jaguar (ヒート中)
H,M
13,24 (2,6)
11F 24-25 +5 D D
Storm Maker [HE]
approach crouching opponent (or )(ヒート発動技)
Throw-L
35
12F 12-13 - 中投 中投 HA
Outbreak: Villain
(ヒート中)
M,M
12,25 (2,5)
14F 26-27 +3 D D
Neck Hunter: Villain
(ヒート中)
H
25 (7)
24F 24-25 +5 直TR 直TR HM
Neck Hunter: Villain~Bad Jaguar
(ヒート中)
H,Sp
25 (7)
24F 24-25 +5 直TR 直TR HM
Mexican Uppercut: Villain
hold(or バッドジャガー中)(ヒート中)
M
28 (8)
50F 50-52 +8 直TR 直TR TR
Blackguard Rush: Villain
during Bad Jaguar (ヒート中)
M[PC],M
15,25 (3,5)
20F 34-36 -9 D D PC
Blackguard Rush: Villain [PU]
during Bad Jaguar (ヒート中) [opponent absorb attack]
M[PC],M
15,25 (6,5)
20F 34-36 -9 D D PC
Malice Mist: Villain
(or during Bad Jaguar )(ヒート中)
UA-H
10
25F 25-28 - +23g +23g
Infierno Jaguar
during Heat (or バッドジャガー中)
M,Th
14,40 (2,3)
17F 17-17 +9 打投 打投
Infierno Jaguar [Second]
during Heat (or バッドジャガー中)
M,M
14,16 (3)
59F 42-43 +9 D D
Heat Burst
during Heat, while crouching (or バッドジャガー中)
M[PC]
12 (2)
16F 16-16 +1 +2s +2s HA
PC

Rage Moves

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
Dark Supernova
during Rage
M[PC],Th
55
20F 20-20 -18 打投 打投 PC
ER

Throws

Move Name / Command Hitbox / Damage Start Note
Knee Bash
approach opponent
Throw-H
35
12F Throw 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
Throw-H
35
15F Throw 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
Throw-H
35
12F Throw 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
Throw-H
35
15F Throw 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 )
Throw-H
40
12F Throw escape 1, homing attack, -3F after throw escape, no swap, rotates 60 degrees counterclockwise if throw is successful, floor destruction possible
垂直落下式リバースDDT
approach opponent from right side (or )
Throw-H
40
12F Throw escape 2, homing attack, -3F after throw escape, no swap, rotates 60 degrees counterclockwise when throw is successful
クイックリバースDDT
approach opponent from behind (or )
Throw-H
60
12F Cannot throw escape, if thrown successfully it will rotate 70 degrees counterclockwise
フェノメノン・シャドーDDT
hold
M[TJ],Throw-H[TJ]
14,40
25F Cannot throw escape, rotate 96 degrees counterclockwise, floor destruction possible
Driving Headbutt
approach opponent
Throw-H
40
12F Throw escape 2, -3F after throw escape, no swap, no swap even if throw is successful, floor destruction possible
Frankensteiner [Close-Range]
approach opponent
Sp-M[TJ],Throw-H
15,30
28F Throw 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
Throw-H
40
11F Throw escape 1+2, -6F after throw escape, rotate 45 degrees counterclockwise, rotate 170 degrees clockwise if throw is successful
Armor King Driver
approach opponent
Throw-H
40
12F Throw 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
Throw-H
53
11F Throw escape 2, -2F after throw escape, rotate 40 degrees counterclockwise, does not swap if throw is successful, floor destruction possible
シャイニングBrawler Kick
approach opponent
Throw-H
40
10F Throw 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
シャイニングBrawler Kick [HS]
approach opponent (ヒート中)
Throw-H
40
10F Throw 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
シャイニングBrawler Kick [BS]
approach opponent (素早く入力)
Throw-H
45
10F Throw 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
シャイニングBrawler Kick [BS] [HS]
approach opponent (素早く入力)(ヒート中)
Throw-H
45
10F Throw 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
Throw-H
45 or 44
11F Throw 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 (ヒート中)
Throw-H
45 or 44
11F Throw 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
Throw-H
45 or 40 or 70
10F Throw 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 (ヒート中)
Throw-H
45 or 40 or 70
10F Throw 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 (素早く入力)
Throw-H
50 or 45 or 70
10F Throw 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 (素早く入力)(ヒート中)
Throw-H
50 or 45 or 70
10F Throw 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
Double Arm Swing
during Bad Jaguar
Throw-H
45 or 40 or 70
14F Throw 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
Double Arm Swing [HS]
during Bad Jaguar (ヒート中)
Throw-H
45 or 40 or 70
14F Throw 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
Throw-H
45
14F Throw escape 2, ±0F after throw escape, no swap, no swap even if throw is successful
Gloriously Disgraceful Kick [HS]
during Bad Jaguar (ヒート中)
Throw-H
45
14F Throw 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
壁登り反転投げ(フェノメノン・シャドーDDT)
壁を背にして
Throw-H[TJ]
40
40F Cannot throw escape, rotate 96 degrees counterclockwise, floor destruction possible

Takedown

Move Name / Command Hitbox / Damage Start Note
Ultimate Tackle
while Crouching
Throw-M
0
32F Throw 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 )
Throw(Derived)
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
Throw(Derived)
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

Move Name / Command Hitbox / Damage Start Note
Demon Bomb
approach crouching opponent (or )
Throw-L
35
12F Cannot throw escape, if thrown successfully, rotates 7 degrees clockwise, floor destruction possible
Storm Maker [HE]
approach crouching opponent (or )(ヒート発動技)
Throw-L
35
12F Cannot throw escape, Heat activated, if the throw is successful, rotate 135 degrees counterclockwise
Storm Maker
approach crouching opponent (or )
Throw-L
35
12F Cannot throw escape, cannot throw escape, unable to Heat Dash partially restores remaining Heat time, if thrown successfully, rotates 135 degrees counterclockwise

Down Throw

Move Name / Command Hitbox / Damage Start Note
Stand Up [opponent's feet]
[Opponent down and facing up] by opponent's feet
Throw-Down
0
18F Throw 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
Throw-Down
0
18F Throw 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
Throw-Down
30
18F Throw 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
Throw-Down
35
18F Throw 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 )
Throw-Down
0
18F Throw 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
Throw-Down
30
18F Throw 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
Throw-Down
40
18F Throw 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 )
Throw-Down
0
18F Throw escape 1 or 2, +8F after throw escape, no swap, if throw successful, turns into back takedown

Air Throw

Move Name / Command Hitbox / Damage Start Note
Running Cross Driver
approach airborne opponent
Throw-Air
35
10F Cannot throw escape, power up with quick input, does not swap when throwing successfully, floor destruction possible
Running Cross Driver [HS]
approach airborne opponent (ヒート中)
Throw-Air
35
10F Cannot 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 (素早く入力)
Throw-Air
38
10F Cannot throw escape, does not replace if throw is successful, floor destruction possible
Running Cross Driver [BS] [HS]
approach airborne opponent (素早く入力)(ヒート中)
Throw-Air
38
10F Cannot 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
Throw-Air
28
10F Cannot throw escape, power up with quick input, if thrown successfully, rotate 165 degrees counterclockwise, floor destruction possible
Muscle Driver [HS]
approach airborne opponent (ヒート中)
Throw-Air
28
10F Cannot 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 (素早く入力)
Throw-Air
31
10F Cannot throw escape, if thrown successfully, rotate 165 degrees counterclockwise, floor destruction possible
Muscle Driver [BS] [HS]
approach airborne opponent (素早く入力)(ヒート中)
Throw-Air
31
10F Cannot 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
Throw-Air
28
14F Cannot throw escape, if thrown successfully, rotate 165 degrees counterclockwise, floor destruction possible
Muscle Driver [HS]
approach airborne opponent during Bad Jaguar (ヒート中)
Throw-Air
28
14F Cannot 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
Throw-Air
31
14F Cannot 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 (ヒート中)
Throw-Air
31
14F Cannot 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

Move Name / Command Hitbox / Damage Start Note
Black Rain of Hell
during opponent wall stun (or )
Throw-Wall
36
12F Cannot throw escape, Homing Attack
Black Rain of Hell
during opponent wall stun (or )
Throw-Wall
36
15F Cannot throw escape, Homing Attack

Attack Reversal

Move Name / Command Hitbox / Damage Start Note
Unforgiven
time with opponent punch
Parry[Punch-H&M]
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
相手の左パンチ攻撃に合わせて(or )
Rev[Punch-H&M]
25
5F High & Middle punch attack reversal, counter acceptance 5-12F, rotate 150 degrees counterclockwise
Catch
time with opponent right punch (or )
Rev[Punch-H&M]
25
5F
Low Parry
time with opponent low attack
Parry[Low]
-
1F Has low parry effect, party reception 1-20F, tornado starts when counterattack is successful, combo possible

Dark Magma Drive

Move Name / Command Hitbox / Damage Start Note
Cobra Clutch
approach opponent (or or or )
Throw-H
20
24F Throw 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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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 )
Throw-H
20
24F Throw 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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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
Throw(Derived)
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

Move Name / Command Hitbox / Damage Start Frames Blo NH CH Note
[Common Action] Side Roll
while down
Sp
-
- - -
[Common Action] Wake-Up Low Kick
while down
L[TC]
8
22F 22-22 -9s +7 +7
[Common Action] Wake-Up Mid Kick
while down
M
8
22F 22-22 -9 +9 +9
[Common Action] Spring Attack
while down and facing up
M[TJ]
15
19F 19-30 -24 +2 +2
[Common Action] Recovery Kick
while down and facing up
L[TC]
5
13F 13-13 -18s -3s -3s
[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[TJ]
15
19F 19-24 +2 D D
[Common Action] Running Cross Chop
while running (3歩以上)
M[TJ]
24
18F 18-36 ±0 D D
[Common Action] Running Stomp [Opponent down]
4歩以上走って(相手ダウン中)相手に接触
L
8
12F 12-12 - D D
[Common Action] Running Stomp [Opponent standing]
4歩以上走って(相手ダウン中)相手に接触
L
10
12F 12-12 +6s D D
[Common Action] Shoulder Tackle
Making contact with the opponent after running for four or more steps
M[PC]
30
8F 8-20 +13g D D
[Common Action] Shoulder Tackle [PU]
Making contact with the opponent after running for four or more steps [opponent absorb attack]
M[PC]
30 (12)
8F 8-20 +13g D D

10Hit Combo

10 Hit Combo (1)   df2,1,3,2,2,4,2,1,3+4,2
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Cmd
Box M H L[TC] M M M H H M[TJ] M[TJ]
DMG 21 8 6 5 5 7 8 10 8 20
Blo -12 ±0 -21c -11 -11 -13 -15 -11 -10 -15
NH +4 +8 -3c -5 ±0 -2 -4 +8 -4 KND
CH 小浮 +11 -3c -5 ±0 -2 -4 +8 -4 KND
3hit: Crouching return
9hit: Turn away
10hit: If blocked, Armor King will be knocked down facing forward, if hit, it will hit the wall.

Tekken 8 Season 2 Ver. 2.06.01
10hit
"Unblockable high attack" → "Mid attack"
10 Hit Combo (2)   df2,1,3,2,2,3,4,1+2,2,1+2
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Cmd
Box M H L[TC] M M H M M H Hガ不 (空ガ不)
DMG 21 8 6 5 5 10 8 7 10 15 (14)
Blo -12 ±0 -21c -11 -11 -8 -14 -13 -12 +15
NH +4 +8 -3c -5 ±0 -2 -3 -1 KND KND
CH 小浮 +11 -3c -5 ±0 -2 -3 -1 KND KND
9hit: Changes depending on whether the final 10hit was input.
If stopped on the 9hit, a strong wall attack will occur if the hit is successful.
10hit: Changes depending on whether the 9hit 2 hit was successful.
If the 9hit is blocked, an unblockable green mist will occur