Thanx for the guide! Man King's wall game is not as good as other characters. Sometimes I feel like not going for the wall game will net me better damage. Oh well, he is pretty OP tho so it's an acceptable tradeoff i guess
post screw wall carry is also dash b, n 1+2,1 you should also be able to run up and instantly do a ground throw (instead of a regular jab ground throw) if they were far away after post screw wall carry, or just run up df43 it can pick up people from pretty low positions, while after a wallsplat ff4 !S shining torpedo is max you can also do !W 2+4 !S into fff2+4 and you get running powerbomb oki on wall sacrificing only like 4 damage from max (shining torpedo has pretty bad oki, whilst running power bomb has much better options) you can also do stuff like !W b12 !S f3+4,1(run1) flip oki f3+4 (run) to chase their tech roll, after that if you mash run3 or run1 it should beat out their mash after a tech roll iirc, fun stuff and if not jaguar run its still flip oki you can do crouchdash chain throws or ground throws etc just get creative, you do lose out on a lot of damage though (as per usual with oki options) in theory you can do stuff like uf4 4 b24 b3 !S dash b12 !W (high wall splat from b12) f3+4, 1 to get flip oki and that works on stage paris but its such a finicky way to end a combo, same with post screw wall cary uf3+4 into 1 to get flip oki its just kinda unrealistic, still if someone could figure out a way to end combos in run 1 for flip oki that would be fun to try ^^ you can also use !W 1 f2+3 as a wall ender but i dont know how good it is yet, on a big character like jack you can do !W 2 f4 as a wall ender, cool video champ, keep them coming
U can get more damage if you walk carry and still have wallsplat available use 2,B+1,2 into shining wizard does more damage than FF+4 into shining wizard
I believe on the move list it should be called shining torpedo. It can be done by trying to giant swing an opponent that has been wall splat or by pressing the shining wizard input F,F,F 2+4
One cool thing we can do now in T8 at least is use the throws to prevent the opponent from side stepping away from the wall. I do it sometimes since the throws track now
@@CleanLin3 in Tekken 7 he had much stronger wall pressure off of wall grabs and could do kill setups if your opponent failed the knowledge check, my guess is they toned his down so armor king can focus more so on wall game since it is more of an armor king thing
I’m not entirely sure why you’d use D1+3 after a balcony break as the opponent could break the follow up and all your other combos would likely do more damage. Doesn’t seem worth it imo. All the other stuff looks great though!!
In T7 it was because the GS would wall splat - and the 1 option did less damage, but set up oki so that f2,1 would wall splat them if they got up wrong. In T8 these options will only be worth keeping in mind if they add a new balcony break stage where you land closer to the wall.
Incredibly made video! All the information a player could want. Have a like and a subscribe!
Thanx for the guide! Man King's wall game is not as good as other characters. Sometimes I feel like not going for the wall game will net me better damage. Oh well, he is pretty OP tho so it's an acceptable tradeoff i guess
Awesome video ! Keep it up ! 😊
post screw wall carry is also dash b, n 1+2,1
you should also be able to run up and instantly do a ground throw (instead of a regular jab ground throw) if they were far away after post screw wall carry, or just run up df43 it can pick up people from pretty low positions,
while after a wallsplat ff4 !S shining torpedo is max you can also do !W 2+4 !S into fff2+4 and you get running powerbomb oki on wall sacrificing only like 4 damage from max (shining torpedo has pretty bad oki, whilst running power bomb has much better options)
you can also do stuff like !W b12 !S f3+4,1(run1) flip oki f3+4 (run) to chase their tech roll, after that if you mash run3 or run1 it should beat out their mash after a tech roll iirc, fun stuff and if not jaguar run its still flip oki you can do crouchdash chain throws or ground throws etc just get creative, you do lose out on a lot of damage though (as per usual with oki options)
in theory you can do stuff like uf4 4 b24 b3 !S dash b12 !W (high wall splat from b12) f3+4, 1 to get flip oki and that works on stage paris but its such a finicky way to end a combo, same with post screw wall cary uf3+4 into 1 to get flip oki its just kinda unrealistic, still if someone could figure out a way to end combos in run 1 for flip oki that would be fun to try ^^
you can also use !W 1 f2+3 as a wall ender but i dont know how good it is yet,
on a big character like jack you can do !W 2 f4 as a wall ender,
cool video champ, keep them coming
I like the info you provided here. Thank you so much for helping out the community :)
@@GatorOfWar i help the others and perhaps someone else can help me :))
U can get more damage if you walk carry and still have wallsplat available use 2,B+1,2 into shining wizard does more damage than FF+4 into shining wizard
I use it after using F+2,D1,2 to carry to wall after a pretty simple hopkick combo and get 77 damage that’s the max I’ve been able to get so far
Meant to say tornado* instead of wallsplat
3:17 whatever this is i need to learn it
One of my favorite animations in the game :)
Could otherwise do the same fff2+4 as the shining wizard
Whats the move King does when oponenet is on the wall and he graples them?
I believe on the move list it should be called shining torpedo. It can be done by trying to giant swing an opponent that has been wall splat or by pressing the shining wizard input F,F,F 2+4
You forgot back 4 into gurenteed moonsault at the wall
Yes and no
I do this setup most of the time but it can whiff on certains angles especially on small characters
Gator 🔥
Gator
what the hell they are up to 8 Tekkens now?!?!! jesus. i thought they stopped at 3
kings wall combo damage is pretty bad, but leads to some nasty setups
I hate the nerfs to the wall game I feel like king should be really scary at the wall (edit I meant wall game)
One cool thing we can do now in T8 at least is use the throws to prevent the opponent from side stepping away from the wall. I do it sometimes since the throws track now
What kind of nerfs did he get ?
@@GatorOfWar uf1+2 has felt super great near the wall now tbh
@@CleanLin3 in Tekken 7 he had much stronger wall pressure off of wall grabs and could do kill setups if your opponent failed the knowledge check, my guess is they toned his down so armor king can focus more so on wall game since it is more of an armor king thing
F,F,F(hold) 2+4
I’m not entirely sure why you’d use D1+3 after a balcony break as the opponent could break the follow up and all your other combos would likely do more damage. Doesn’t seem worth it imo. All the other stuff looks great though!!
In T7 it was because the GS would wall splat - and the 1 option did less damage, but set up oki so that f2,1 would wall splat them if they got up wrong.
In T8 these options will only be worth keeping in mind if they add a new balcony break stage where you land closer to the wall.