Ironfist Insights
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Armor King — character information

Every Armor King move in Tekken 8: 76 rows, 7 lows, 13 throws, 10 plus on block. Frame data from wavu.wiki, which publishes it under CC0. Game version 3.01.01.

How they play

On the numbers, Armor King is throw-heavy (13 throws from neutral) and built on plus frames (14% of the movelist is plus on block), with 6 further axes also in the roster's top fifth. Everything else about them sits inside the roster's normal range.

  • Neutral throws132nd of 41

    Throws they can start from neutral, excluding the side and back throws every character shares. More throws means your standing break is more of a guess.

    Armor King: 13 throws from neutral — 2nd of 41. The roster median is 4.

  • Plus on block14%6th of 41

    How much of the movelist is genuinely their turn after you block it. Guardable moves and spacing-dependent ranges are excluded, because neither is free pressure.

    Armor King: 14% of the movelist is plus on block — 6th of 41. The roster median is 11%.

  • Lows12.5%27th of 41

    How much of the movelist is low-family — low-parryable and low-crushable. Includes special lows, which you CAN block standing, so a big number is not by itself a reason to crouch.

    Armor King: 12.5% of the movelist is lows — 27th of 41. The roster median is 13.8%.

  • CH launchers1513th of 41

    Moves that launch on counter hit. Against a high number, pressing your turn back is how you lose the round rather than how you win it.

    Armor King: 15 moves launch on counter hit — 13th of 41. The roster median is 12.

  • Stances132nd of 41

    Stances that real moves come out of, excluding the positions inside a chain throw. Each one is a separate movelist you have to know.

    Armor King: 1 stance: BAD — 32nd of 41. The roster median is 2.

  • Homing45th of 41

    Homing STRIKES — moves that realign and catch a sidestep. Homing throws are counted separately, because they say something different.

    Armor King: 4 homing strikes — 5th of 41. The roster median is 3.

  • Wall / balcony25.7%16th of 41

    How much of the movelist breaks a balcony or crushes a wall. This is what being cornered actually costs against them.

    Armor King: 25.7% of the movelist carries a balcony break or wall crush — 16th of 41. The roster median is 24.8%.

  • Floor breakers610th of 41

    Strikes that break a breakable floor. On stages that have one, these are what they are looking for. Floor-breaking THROWS are counted separately — 61 of the roster’s 273 are throws, and a grab that drops you through the floor is a different thing to watch for than a button that does.

    Armor King: 6 strikes break the floor — 10th of 41. The roster median is 2.

  • Side switches55th of 41

    Moves that swap positions on hit. This is how a cornered opponent gets out, so a high number means the corner you won is temporary.

    Armor King: 5 moves switch sides on hit — 5th of 41. The roster median is 2.

  • Chip damage12.5%27th of 41

    How much of the movelist damages you through a block. Blocking is still right, but a long blocked string is not free.

    Armor King: 12.5% do chip damage on block — 27th of 41. The roster median is 14.5%.

  • Power crushes313th of 41

    Moves that absorb a high or mid and keep coming. Trading loses; lows, throws and not pressing all beat them.

    Armor King: 3 power crushes — 13th of 41. The roster median is 3.

  • Fast mids43rd of 41

    Mids that come out in 13 frames or fewer — what answers your jab and what starts their turn from nothing.

    Armor King: 4 mids at i13 or faster — 3rd of 41. The roster median is 2.

  • Parries / sabaki215th of 41

    Parries, sabaki and reversals: moves that take the turn back on a read. Counted from the parry window on the move where wavu publishes one, and from its description where it does not.

    Armor King: 2 parries or sabaki — 15th of 41. The roster median is 2.

  • Launchable lows58.8%5th of 41

    How many of their lows hand you a launch when blocked. High means you can stand and take the low; low means blocking it correctly buys you almost nothing.

    Armor King: 58.8% of their lows are -15 or worse — 5th of 41. The roster median is 37.5%.

  • Launchable mids/highs6.7%35th of 41

    How many of their mids and highs hand you a launch when blocked. Not only mids: 28% of this population is highs, which you can duck instead — so a high number here is not by itself a reason to stand and block. High means blocking and waiting is a plan; low means you have to make the turn yourself.

    Armor King: 6.7% of their highs and mids are -15 or worse — 35th of 41. The roster median is 10.9%.

  • Turn-keeping pokes46.8%5th of 41

    How many of their pokes are +5 or better on hit and safe on block. +5 rather than merely plus, because that is the margin that beats a 10-frame jab — at plain +1 the figure is roughly half again as large and means much less. High means that after eating one poke you are still on defence and pressing back is a gamble.

    Armor King: 46.8% of their pokes stay plus on hit and safe on block — 5th of 41. The roster median is 35.5%.

  • Duckable highs25.7%8th of 41

    How much of the movelist ducking answers outright. High means ducking on a read deletes a lot and buys a whiff punish.

    Armor King: 25.7% of the movelist is highs — 8th of 41. The roster median is 21.3%.

  • Low crushes16.2%14th of 41

    How much of the movelist jumps over lows. Your own low pokes are a losing button against a high number.

    Armor King: 16.2% of the movelist jumps over lows — 14th of 41. The roster median is 12.8%.

  • High crushes8.8%27th of 41

    How much of the movelist ducks under highs. Your jab strings and standing kicks are a liability against a high number.

    Armor King: 8.8% of the movelist ducks under highs — 27th of 41. The roster median is 9.7%.

  • Safe evasions41.4%27th of 41

    How many of their evasive moves are still safe once you read and block them. High means reading their evasion wins you position but no damage.

    Armor King: 41.4% of their evasive moves are still safe when blocked — 27th of 41. The roster median is 45.5%.

  • Fast plus on block3.7%5th of 41

    Moves that are plus on block AND come out in 15 frames or fewer — plus frames fast enough to use as pressure rather than as a reset. Worth knowing that roster-wide most fast plus moves are highs, so ducking is often the answer.

    Armor King: 3.7% of the movelist is plus on block at i15 or faster — 5th of 41. The roster median is 2%.

  • Safe poke damage13.318th of 41

    What a single free poke costs, averaged over the ones you cannot punish. High means a passive round is a lost round.

    Armor King: their average safe poke does 13.3 damage — 18th of 41. The roster median is 13.2.

  • Follow-ups per move0.440th of 41

    Follow-ups per standalone move. High means most of what you block is mid-string, so your defence is delay-and-interrupt rather than punish windows.

    Armor King: 0.4 follow-ups per standalone move — 40th of 41. The roster median is 0.61.

Shading shows where Armor King sits in the roster on that category, darkest for first. It is a position, not a verdict: first of 41 in launchable lows is a weakness. Open any box for what the category means. Bold marks the roster’s top fifth — Armor King reaches it on 8 of 23.

Your back to the wall

25.7% of their moves carry wall or balcony properties, a little above the roster middle.

Their back to the wall

Expect a side switch. 5 of their moves swap positions on hit, in the top fifth of the roster — cornering Armor King is a temporary state, and the move that undoes it is often the one they were saving.

Centre stage

4 homing strikes, in the top fifth of the roster, of which 1 is a mid. That is the one that beats a step without giving you a ducking answer.

On a breakable floor

6 strikes break the floor, a little above the roster middle.

Key Armor King moves

Plus on block

  • H.2+3Infierno Jaguarsituationali17, mid, +9 on block, needs Heat
  • H.ub+1+2*Mexican Uppercut: Villainsituationali50, mid, +8 on block, needs Heat
  • f,f,F+3Flying Brawler Kicki23, mid, +6 on block
  • f,n,d,df+1Shadow Lariati15, high, +5 on block

Fastest mids

  • df+4i12, mid, -4 on block
  • b+2i13, mid, -11 on block
  • df+1i13, mid, -3 on block
  • f+1+4Shoulder Impacti13, mid, -19 on block

Lows, safest first

  • d+3Stompi17, low, -12 on block, too fast to see coming
  • SS.2Shadow Sweepsituationali19, low, -12 on block, too fast to see coming
  • BAD.4Bandido Snatchstancei17, low, -13 on block, too fast to see coming
  • f,f,n,2Underhandedi19, low, -13 on block, too fast to see coming

Special lows

  • FC.2situationali11, special low, -4 on block, too fast to see coming
  • d+1Crouch Jabi10, special low, -5 on block, too fast to see coming
  • FC.1situationali10, special low, -5 on block, too fast to see coming
  • FC.4situationali14, special low, -15 on block, too fast to see coming

Panic buttons

  • f+1+2Wrecking Cyclonei22, absorbs a hit, -12 on block
  • b+1+3Catchparries, block frames unpublished
  • f+3+4Bad Jaguarparries, block frames unpublished
  • uf+4Rising Toe Kicki15, jumps lows, -13 on block

Launches on counter-hit

  • db+3Foot Sweepi22, counter-hit +74a (+58)
  • uf+1Spinning Lariati23, counter-hit +58a
  • SS.4Buzz Saw Kicksituationali19, counter-hit +58a
  • 1+2,4Dark Buzzsawfrom 1+2 (i17), counter-hit +58a

Homing

  • H.ub+1Neck Hunter: Villainsituationali24, homing, +5 on block, needs Heat
  • ub+1Neck Hunteri24, homing, +5 on block
  • f,F+3Comeback Kicki17, homing, +2 on block
  • b+3+4Pendulum Kicki20, homing, -9 on block

Parries and sabaki

  • b+1+3CatchReverses High or Mid punches only
  • f+3+4Bad JaguarParries mid and high punches

Free launches for you

  • d+4Crouch Shin Kicki14, -15 on block
  • FC.4situationali14, -15 on block
  • d+3+4,3Taurus Cutter Trapfrom d+3+4 (i17), -15 on block
  • d+3+4i17, -16 on block
What Armor King punishes you with
Armor King’s hardest-hitting punish at each speed
You areStanding punishDamageFrom crouchDamage
−10 or worse2,125—
−12 or worsef,n,d,df+220 launchesws420
−13 or worsef,n,d,df+220 launchesws3,136 launches
−15 or worsef+2,137 launchesws3,136 launches
What you get to do about Armor King’s strings

Fuzzy guard candidates

  • db+2,4high, 6f before 2 slower branches
  • d+3+4,1high, 3f before d+3+4,3
  • BAD.1,4high, 2f before BAD.1,2They can delay the high 1f, which narrows the window.
  • 1+2,2high, 1f before 1+2,4

Scoped to an opponent pressing the string on immediate timing. No source publishes how large this gap has to be, so none of these are filtered out for being tight. Two thirds of high extensions have no delay recorded either way, so a row with no delay warning usually means nobody has checked.

Documented gaps you can hit

  • d+2,4,3interrupt with i10

Do not try to duck these

  • 1,2jails — you stay in blockstun
  • d+1,4jails — you stay in blockstun

Steps out of a string, in wavu’s words

  • uf+2,1“May whiff vs SSR from 1st block (inconsistent)”

Jailing is unrecorded on 95% of Armor King’s string continuations, so a string missing from the last list was probably never checked.

Getting into Armor King’s stances

The movelist below has every stance move on it and nothing saying how to reach one. These are the moves that get Armor King there. A transition is not always free — wavu writes the condition in prose, and it can be on hit only, on block only, automatic, or need a follow-up input, so check the move’s own row before you count on it.

BAD — 12 moves out of it

  • b+1,2Dark Jab > Hell Stabfrom b+1 (i12), -12 on block
  • df+2,1Double Concussionfrom df+2 (i15), +0 on block
  • f,f,n,2Underhandedi19, -13 on block
  • f+1+2Wrecking Cyclonei22, -12 on block
  • 3+4,1Dark Blastfrom 3+4 (i25), -8 on block
  • f+3+4Bad Jaguarblock frames unpublished
  • …and 1 more

1 of the 1 stance in Armor King’s movelist has a documented way in.

Throws and breaks

Armor King has 13 throws that can start from neutral.

No default break is worth mashing. The widest single option is 2, and it still only covers 5 of 11 (45%). Against Armor King the throw game has to be read.

What 2 does not cover, most damaging first:

  • db+1+2 DDT — breaks with 1+2, 40 damage
  • f,f,F+2+4 Brilliant Brawler Kick — breaks with 1+2, 40 (45) damage
  • f,hcf+1 Double Arm Swing — breaks with 1, 40(45)/70,5 damage
  • qcb+1+2 Hades Drop — breaks with 1+2, 40(45) damage
  • uf+1+2 Armor King Driver — breaks with 1+2, 40 damage

2 of their throws cannot be broken at all (d+1+3, d+2+4). No break input helps — the counterplay is not being in the state that lets them land it.

From a stance:

  • BAD — f,hcf+1. Every throw documented from here breaks with 1.
Armor King neutral throws with break inputs
ThrowNameBreakDamageLeaves youLikely used
1+3Knee Bash1 or 235FUFAAgainst sidestepping
2+4Suplex1 or 235FUFAAgainst sidestepping
d+1+3Demon Bombunbreakable35FUFAOnly if you are crouchingOn a breakable floor
d+2+4Storm Makerunbreakable35FUFAOnly if you are crouchingTo enter Heat
db,n,f+2+4Tombstone Piledriver253FUFAOn a breakable floor
db+1+2DDT1+240FUFA—
df+2+3Driving Headbutt240FUFTOn a breakable floor
f,f,F+2+4Brilliant Brawler Kick1+240 (45)FUFTAt a wall
f,hcf+1from BADDouble Arm Swing140(45)/70,5FDFTAt a wallTo escape a corner
f,n,d,df+1+3Cobra Clutch (DMD)1 or 220FDFTTo escape a corner
hFC.1+2Ultimate Tackle (UT)1+20——
qcb+1+2Hades Drop1+240(45)FUFAAt a wall
uf+1+2Armor King Driver1+240FUFAOn a breakable floor

Five questions from the vetted quiz corpus, scoped to this character.

Frame data

What each column means is in reading the frame data pages. The words in these rows are in the Tekken 8 glossary.

Filters · 175 moves
Level
Properties

175 moves

Search any column from its heading.

Armor King frame data — 175 moves
DetailsProperties
(Back to wall).b,b,UBWall Jump AttackHigh40~45—+0d—40
1JabHigh10+1+8—5—
1,2One Two PunchHighi10 rel-3+6—,10—
1,2,1Left Right UppercutMidi24~25 rel-5+1+11,14—
1+2—Mid17~19-10+0—10
1+2,2Dark CycloneHighi18 rel-3+16a—,20—
1+2,4Dark BuzzsawMidi19~20 rel-13+8+58a,17—
1+3Knee BashThrow12~14-6+0—35
1+3+4—High37~44—+12g?—25?—
2—High10+1+7—10—
2,1Right Jab > UppercutMidi23~24 rel-3+7—,15—
2+3Heat BurstMid16+1+2c—[12;12]
2+4SuplexThrow12~14-3+0d—35
2+4,d+1+2Jaguar Screwdriver—— rel—-10d—38
3—High15~16-4+3—17—
3,4—Midi27~29 rel-9+3—,15—
3,4,1Dark StampedeMidi21~22 rel-13+15a(+6)—,28
3+4Round Out KickMid25~32-7+3—14
3+4,1Dark BlastHighi14~15 rel-8+8—,16—
3+4,1+2Round Out Body PressMid ⋯i24~34 rel+0-5d—,25,5
3+4,2Round Out ElbowMidi17~i34 rel-18-24a(-50)—,25
3+4*Phenomenon Shadow DDTHigh ⋯i35 rel—+0—,0,40
4—High13-5+6+6s17—
4,3High Kick TornadoHighi25~26 rel+0+9+27d,18
AIR.BAD.2+4D TriggerThrow14!+0d—45—
AIR.f,f,F+2+4Running Cross DriverThrow10!+0d—50(55)
AIR.f,hcf+1Muscle DriverThrow10!+0d—40(45)
b,B+2+3Dark Destroyer—63~66!+52a—50
b+1Dark JabHigh12~13-7+5—12—
b+1,2Dark Jab > Hell StabMidi20~21 rel-12+8+11,20—
b+1+2BlindsideMid16~17+0+4+150—
b+1+3Catch———+0d—25
b+1+3,2Jugular Thrust TrapMid17-9+3+27a17—
b+2—Mid13-11+0c—10—
b+2,1—Midi18 rel-12-1—,8—
b+2,1,2Knife Edge ComboHighi25~26 rel-7+19a (+10)—,20
b+3Dark Toll KickHigh16~18-12+66a (+50)—17
b+3+4Pendulum KickMid20~21-9+12a (+3)—22
b+4Toe KickMid15~18-9+2—15—
b+4,1+2Toe Kick > StunnerThrow— rel—+0d—,20—
Back ThrowQuick Reverse DDTThrow12~14!-4d—60—
BAD.1—High11+1+8—13—
BAD.1,2Ruffian Double SmashMidi24~25 rel-12 HD+18a (+13)—,24
BAD.1,4Ruffian RaidHighi22~23 rel4~+5+11g~+12g—,22—
BAD.1+2Brigand Stomping HeadbuttMid26~27+5+12c+40a22
BAD.2—Mid15~16-7+4—12—
BAD.2,3Thug ForceHighi22~23 rel-7+18g—,24
BAD.2,4S.C.SMid ⋯i18~19 rel-12+0d—,15,20—
BAD.2+4Gloriously Disgraceful KickThrow14~15+0+0d—45
BAD.3Blackguard Gut RenchMid20~21-13+11a(+2)+26d20
BAD.3,H.2Blackguard Rush: VillainMid ⋯34~36-9+1a—15,25
BAD.4Bandido SnatchLow17~18-13+3c+26a23—
BAD.db+1+2Shadow PressMid ⋯14~17-18+0d—18,15
BM.2,1,2,1Back Mount > Ultimate PunchThrow ⋯—+0-6d—5,5,5,15—
BT.1—High8-3+8—15—
BT.1+4Moonsault DropMid41~47!+0d—20
BT.2—High8-3+8—15—
BT.3Blind KickMid13~14-14+49a—20
BT.4Turn SobatMid18-10+11a (+2)—20
CH.ws2,2True Dark SmashMid ⋯12+1+35a(+28)—20,22 (15) / 25 (17)—
d+1Crouch JabLow sl10-5+6—5
d+1,4Knee Lift CombinationMidi15 rel-10+6—,13
d+1+3Demon BombThrow12~13!+0d—35
d+2—Mid17~18-5+5c+1317—
d+2,4—Midi22~23 rel-14-3—,13—
d+2,4,3Blackjack CombinationMidi35~40 rel-11+7d—,20
d+2+3Corporate ElbowMid30~35-8+0c—25
d+2+4Storm MakerThrow12~13!+0d—35
d+3StompLow17-12+2+914—
d+3+4—Low17-16-2+015
d+3+4,1Taurus Cutter EdgeHighi20~21 rel-9+15g+27d,13
d+3+4,3Taurus Cutter TrapMidi23~24 rel-15+15a(-2)—,16
d+4Crouch Shin KickLow14-15-4—6
db,n,f+2+4Tombstone PiledriverThrow11-2-3d—53
db+1+2DDTThrow11-6+2d—40—
db+2—Mid14-11+0—12—
db+2,3Killer PK ComboMidi26~27 rel-12+11a(+2)—,24
db+2,4—Highi20~21 rel-5+7—,20
db+2,4,2Dark FloodMidi30~31 rel-12+32a (+6)—,24
db+2,H.1Outbreak: VillainMidi26~27 rel+3+17a (+8)—,25
db+3Foot SweepLow22~24-26+6+74a (+58)26
db+3+4Shadow ForceHigh20~21-7+18g—20
db+4Low Drop KickLow29~31-17-3d+27a20
df+1—Mid13~14-3+7—12—
df+1,2Bastard RushHighi18~19 rel-6+8+12c,19
df+2Concussion HookMid15~16-12+4+22a21—
df+2,1Double ConcussionHighi15~16 rel+0+8+11,8—
df+2+3Driving HeadbuttThrow12-3+0d—40
df+3Dark Knee LiftMid17~18-5+5+49a17
df+3+4FrankensteinerMid sm ⋯28~35-18~-12+17d/-7~0—15,30
df+4—Mid12-4+7—15—
DMD.1Flinging Half NelsonThrow—-3+0d—20 (25)—
DMD.1+2Neck DropThrow—+0-3d—10 (15)—
DMD.1+2,1Choke SleeperThrow— rel+4-3d—,20 (25)—
DMD.1+2,23-Count PoundThrow— rel+4-3d—,25 (30)—
DMD.2SleeperThrow—-3-3d—10 (15)—
DMD.2,1Triple TroubleThrow— rel+4-3d—,15 (20)—
DMD.2,2Human NecktieThrow— rel+4-3d—,20 (25)—
f,f,F+2+4Brilliant Brawler KickThrow10-5+10d—40 (45)
f,f,F+3Flying Brawler KickMid23~25+6+22c—30
f,f,F+3+4Running ExploderMid28~34+17 g+6c—40
f,f,n,2UnderhandedLow19-13+5+1020
f,F+2Hell-Shaker PunchMid16~17-6+6+44a20—
f,F+3Comeback KickHigh17~19+2+15a (+6)—23
f,F+3+4Drop KickHigh23~24-10+10c—35
f,F+4Brawler KickMid14-8+13d—25
f,hcf+1Double Arm SwingThrow ⋯10-7-20d (-50)—40(45)/70,5
f,n,d,dfBeast Step———————
f,n,d,df+1Shadow LariatHigh15~16+5+16a—20
f,n,d,df+1+2Poison MistHigh35~38—+23g—[5]—
f,n,d,df+1+3Cobra Clutch (DMD)Throw12-3+0—20—
f,n,d,df+2Dark SmashHigh11~12-10+36a (+26)—20—
f,n,d,DF+3Dark InfernoHigh35~37—+19a (+10)—30
f,n,d,DF+4Knee VaultMid16~18-9+28a (+20)—22
f+1+2Wrecking CycloneMid22~23-12+22g—22
f+1+4Shoulder ImpactMid13~15-19+17d(+12)—28
f+2—Mid15~16-11+2—12
f+2,1Dark Elbow HookHighi18~19 rel-9 HD+16a—,25
f+3—Mid15~16-9+7—9—
f+3,2—Midi20~21 rel-11+5—,12—
f+3,2,1Dark TideMidi24~26 rel-13+16g+34d,19
f+3+4Bad Jaguar——————
f+3+4,PUnforgivenHigh25~34—+23g—[5]—
f+4Wind-Up StompMid23~25+3+7c+12c21—
FC.1—Low sl10-5+6—5
FC.2—Low sl11-4+7—8
FC.3—Low18-16-2—12
FC.4—Low sl14-15-4—6
FC.df+2Backhand ChopMid24~25+1+52a—23
FDFA.db+1+3Wake-Up LariatThrow18~20+0+8d—40—
FDFL.db+1+3Back MountThrow18~20+8-10d—0—
FDFT.db+1+3Standing Ankle HoldThrow18~20+0+0d—35—
FUFA.db+1+3Enzui KneeThrow18~20+035—35
FUFL.db+1+3Turn OverThrow18~20+0+25d—0—
FUFT.b+3+4Whirling Spring KickMid16~28-25+4a(-6)—25
FUFT.db+1+3Seesaw WhipThrow18~20+0+20d—30
H.2+3Infierno JaguarMid17+9+1d—54
H.f,n,d,df+1+2Malice Mist: VillainHigh25~28—+23g—[10]—
H.ub+1Neck Hunter: VillainHigh24~25+5+74a (+58)—25
H.ub+1+2*Mexican Uppercut: VillainMid50~52+8+65a (+49)—28
hFC.1+2Ultimate Tackle (UT)Throw26-5+3d—0—
Left ThrowReverse Valley Death BombThrow12~14-3+0d—40
OTG.d+4—Low19~21-16-5d (-13)—18—
OTG.d+4,4—Lowi18~21 rel-16-8d—,8
OTG.d+4,4,3+4Crazy TormentMid smi30~32 rel-17+0d—,20
OTG.d+4,4,4Crazy StompLowi18~21 rel-16-8d—,6
OTG.db+2+4Stand UpThrow18~20+0+12—0—
qcb+1+2Hades DropThrow11-3+0d—40(45)
R.df+1+2Dark SupernovaMid20-18+0d—55+
Right ThrowReverse DDTThrow12~14-3+0d———
SS.2Shadow SweepLow19~20-12+3+6c17
SS.4Buzz Saw KickMid19~20-8+13a+58a22—
u+1+2Capital PunishmentMid35~36+2+22a—25
u+1+2*Burning KnuckleMid67—+11a—45
ub+1Neck HunterHigh24~25+5+39d (+31)—21
ub+1+2Straight ArrowMid30~31-14+33d (+25)—20
ub+1+2*Mexican UppercutMid50~52+0+29a—24
ub+4————+19a (+9)+33a (+29)15
uf,n,4Delayed Rising Toe KickMid23~25-13+32a (+22)—20
uf+1Spinning LariatMid23~24+4+11g+58a20
uf+1+2Armor King DriverThrow12-6+0d—40
uf+2—Mid15~16-12-1—7—
uf+2,1Death SandwichMidi25~26 rel-13+45a (+37)—,10
uf+3Switch Jumping KneeMid19~21-8+5+35a (+25)17
uf+3+4Scissors KickMid32~38-7+22a (+9)—23
uf+4Rising Toe KickMid15~17-13+33a (+23)—13
UT.1+2ArmbarThrow—-9+1d—25—
UT.2,1,2,1Ultimate PunchThrow ⋯—+0+0d—5,5,5,15—
WALL.1+3Black Rain of HellThrow10!+0d—65?
wr4Dashing Low Drop KickLow20~24-21+0d+30a20
ws1Snap UppercutMid15~16-12+31a (+21)—16
ws2Jugular ThrustMid12-9+3+27a17—
ws3—Mid13~14-6+6—12
ws3,1Prison CrusherMidi24~25 rel-13+28a (+2)—,24
ws4Toe SmashMid11~12-6+5—20—