Azucena combos

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Notation summary for combos
Symbol Meaning
1 Left Punch
2 Right Punch
3 Left kick
4 Right kick
u Up
d Down
f Forward
b Backward
uf Up and forward
df Down and forward
ub Up and backward
db Down and backward
n Neutral
Symbol Meaning
U Up (Hold)
D Down (Hold)
F Forward (Hold)
B Backward (Hold)
UF Up and forward (Hold)
DF Down and forward (Hold)
UB Up and backward (Hold)
DB Down and backward (Hold)
Symbol Meaning
+ Pressed together
# Pressed together, on the same frame
,[1] Followed by
~ Followed by, immediately
: Followed by, tight input window
< Followed by, with delayed input
>
* Held input
Symbol Meaning
.[1] From stance
~ From stance transition[2]
H During Heat[3]
R Rage
FC Full crouch
hFC Half crouch
ws While standing
wr While running
Symbol Meaning
T! Tornado
W! Wall splat
WB! Wall break
F! Floor break
BB! Balcony break
Symbol Meaning Example Example Meaning
CH Counter hit CH 1,2,3 1,2,3 where the first hit is a counter hit
CL Clean hit CL db+4 db+4 with a clean hit
(?) Whiffed or blocked moves CH (1,2),3 1,2,3 where the third hit is a counter hit
(2,2),2 2,2,2 where the first two hits whiff
(x?) Repeat string ? times b+2,f~n(x3) b+2,f~n repeated 3 times
[?; ?] Damage dealt; recoverable damage [50; 12] ws2,3 f,F+3 Combo deals 50 damage, 12 of which is recoverable
  1. 1.0 1.1 Should never have a space immediately after it.
  2. Not "for stance transition", which has no special notation and is written the same as any other input.
  3. Not Heat Available, which is not notated, since the only move done from that is Heat Burst, which is simply written 2+3.

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+2, db+1+2)
[61] d+2,3 LIB.4,1,2 T! f+2,1,4

Mini-combos

[35] f+3,2
[+18] db+1+2
[+16] f,F+3
[23] (df+1,4),1~2
[+18] db+1+2
[+16] f,F+3
[+16] f,F+4
[21] f,F+4
[+16] df+1,4
[+24] d+1+3_d+2+4
[25] LIB.3+4
[+18] db+1+2[1]
[+17] uf+4[1]
[+16] f,F+3[1]
[+16] f,F+4[1]
[18] CH (1,)1
[+18] LIB.1+2
[24] CH (3),2
[+18] db+1+2
[+17] uf+4
[+16] f,f+3
[+16[ b+3
[20] (4,)3
[+18] db+1+2[1]
[+16] f,F+3[1]
[33] CH ws(4,1),3
[+18] db+1+2[1]
[+17] uf+4[1]
[+16] f,f+3[1]
[+16] f,F+4[1]
[20] CH FC.df+3
[+23] ws4,1
[+35] d+1+3_d+2+4
[27] CH FC.df+4
[+18] LIB.1+2
[27] CH BT.3
[+14] LIB.2
[+24] d+1+3_d+2+4
[LAUNCH] H.LIB.2,F
[21] CH LIB.(3),1
[38] LIB.3.1
[+18] BT.3
[+18] BT.3+4
[25] H.LIB.P (High Parry)
[+18] db+1+2[1]
[+16] f,f+3[1]
[+16] f,F+4[1]
  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Deep dash needed to connect.

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki


[12] df+2
[+58] df+3, d+2,3 LIB.3+4, ff db+3,4 T! f+2,1,4
[+54] 4,1, BT.3, LIB.4,1,2, T! f+2,1,4[1]
[+54] df+3 d+2,3 LIB.4,1,2, T! f+2,1,4
[14] ws2
[+60] f+3,4, d+2,3, LIB.3+4, f,F+3, T! f+2+1+4
[+54] > 4,1, BT.3, LIB.4,1,2, T! f+2,1,4
[+54] 4, BT.3, LIB.4,1, ff df+4,1, T! f+2,1,4
[+52] f+3, LIB.4,1, d+2,3, LIB.1+2, T! f+2,1,4
[23] db+1+2
[+60] f+3,4, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4
[+52] f+3, LIB.4,1, d+2,3, LIB.1+2, T! f+2,1,4
[+54] 4, BT.3, LIB.4,1, ff df+4,1, T! f+2,1,4
[23] LIB.1+2
[20] f,F+3
[+60] f+3,4, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4
[+57] b+2, d+2,3, LIB.4,1,2 T! f+2,1,4
[22] uf+4
[+58] df+3, d+2,3, LIB.3+4, ff db+3,4, T! f+2,1,4
[+53] db+3, BT.4, BT.3, LIB.4,1,2 T! f+2,1,4
[20] CH ws1
[+60] f+3,4, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4[2]
[+58] df+3, d+2,3, LIB.3+4, ff db+3,4 T! f+2,1,4
[+53] db+3, BT.4, BT.3, LIB.4,1,2 T! f+2,1,4
[23] BT.3+4
[+58] BT.3, LIB.4,1, d+2,3, LIB.1+2 T! f+2,1,4
[+47] BT.4, BT.1,4, db+3,4 T! f+2,1,4
[+44] BT.4, BT.4, BT.4,3 T! f+2,1,4
[31] uf+3,4
[+39] fF d+4,1, d+2,3, LIB.1+2 T! f+2,1,4
[+33] ff d+4,1, df+4,1 T! f+2,1,4
[+33] db+3,4 T! ff b+4,3,4,3
[0] Low Parry
[27] H.LIB.d+3+4
[+49] f+3,4, d+4,1~2, ff d+2,3, LIB.uf+3,4[3]
[+44] f+4,4, df+1,4~B, BT.3, LIB.F, LIB.3,1
[20] CH 1+2
[20] CH (uf+3,)4
[24] CH (df+1,4,)1
[+60] f+3,4, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4
[+58] b+3+4, BT.3, LIB.4,1, d+2,3, LIB.1+2 T! f+2,1,4
[24] CH d+1
[+60] cc f+3,4, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4
[+58] wsb+3+4, BT.3, LIB.4,1, d+2,3, LIB.1+2 T! f+2,1,4
[+56] ws4,1~F, LIB.4,1,2, T! ff d+2,3 LIB.uf+3+4
[25] CH (BT.1,)4
[24] CH (d+4,)1~2
[20] CH BT.1+2
[20] CH df+3
[+60] f+3,4, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4
[+58] SSL b+3+4, BT.3, LIB.4,1, d+2,3, LIB.1+2 T! f+2,1,4
[23] CH LIB.4,1
[+48] df+3, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4
[+43] d+2,3, LIB.4,1,2 T! f+2,1,4
[36] CH db+3,4
[28] CH (F4,4)~3
[+47] T! b+3+4, BT.3, LIB.4,1, d+2,3 > LIB.3,1[4]
[+45] T! b+3+4, BT,3, LIB.4,1, d+2,3, LIB.uf+3+4
[+43] T! b+3+4, BT.3, LIB.4,1, ff b+4,3,4,3


  1. Most combos that uses LIB.4,1,2 as a torando can be replaced with LIB.4,1 into f,F+3. This has better wall carry but requires a deep dash.
  2. f+3,4 is body size dependent for the combo. Smaller body sized characters may whiff.
  3. If you do not feel comfortable doing the dash into d+2,3, you can open up the combo with SSR and complete the rest.
  4. You delay LIB.3,1 by holding forward to walk in LIB in order for both hits to connect.

Heat

[0] 2+3+4
[+58] df+3, d+2,3, LIB.3+4, ff db+3,4 T! f+2,1,4
[+53] db+3, BT.4, BT.3, LIB.4,1,2 T! f+2,1,4
[46] CH b+1,1,2~F
[34] LIB.1,2~F
[21] b+2~F
[20] (b+1,1,)2~F
[+29] LIB.4,1, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4
[+28] LIB.1+2 T! uf+3,4, d+2,3, LIB.3,1
[+25] LIB.4,1, d+2,3, LIB.1+2 T! f+2,1,4
[21] LIB.2~F
[21] b+3~F
[+38] 4,3, f+3,4, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4
[+37] 4,3, f+3,4, d+2,3, LIB.4,1, f,F+3, T! f+3+4, LIB.3+4, uf+3+4
[+32] f+4,4, df+1,4~B, BT.3, LIB.4,1,2, T! f+2,1,4
[37] f+4,4~F
[+38] 4,3, f+3,4, d+2,3, LIB.3+4, f,F+3, T! f+2,1,4
[+37] 4,3, f+3,4, d+2,3, LIB.4,1, f,F+3, T! f+3+4, LIB.3+4, uf+3+4
[+34] uf+3,4, f+3, LIB.4,1, d+2,3, LIB.1+2 T! f+2,1,4


Alternate Enders

Azucena can use alternate combo enders for different situations. You can replace T! f+2,1,4 with these options.

Short Wall Carry
df+3
df+1,4
Medium Wall Carry
df+4,1
d+2,3
4,3
Long Wall Carry
wr3,2
Spike
d+1
f,F+4

Rage

Most Rage juggles will consist of 5-6 hits T! dash d+2,3, RA. If a 7 hit combo has been completed post T!, use manual backturn into BT.3 then RA. Keep in mind that you can only use a maximum of 3 strong Aerial tailspins in a combo. if you use a 4th one, you will not be able to connect a RA afterwards.

Wall

Regular carry (30% scaling)
combo here

Wall Splat

[0] H.2+3+4
[17] 1+2
[17] (uf+3,)4
[20] (d+4),1~2
[20] (df+1,4,)1
[20] f,f,F+3,2
[21] LIB.2
[21] b+2
[21] (d+3,3,)4
[23] (f+2,1,)4
[23] (LIB.4,1,)2
[23] ws3
[23] (b+4,3,4,)3
[24] (f+4,)4~3
[24] CH (3),2


[25] LIB.d+3 cc[1]
[25] H.LIB.High P
[25] f+1+2
[25] LIB.3+4
[28] 1,2
[28] (ws4,1,)3
[30] db+3+4
[32] BT.1,2
[34] LIB.1,2
[34] CH (2),1,2
[35] CH (LIB.4,)1,2
[35] f+3,2
[35] d+2,3
[35] CH (df+1,)4,1
[35] LIB.4,2
[36] 3,3
[36] BT.4,3
[37] f+4,4
[38] df+4,1
[39] CH 4,3
[40] CH (ws4,)1,3
[43] CH (f+2,)1,4
[46] CH b+1,1,2
[51] CH (b+4)3,4,3
[+48] df+4,1 T! f+3+4 > LIB.d+3, FC df+4
[+43] df+4,1 T! f+3+4 > LIB.d+3, FC df+3
[+38] df+4,1 T! db+2, ws4,1,3[2]
[+36] df+4,1 T! df+1,4,1~2
[+36] LIB.4,1,2 T! > db+3+4
[+34] df+4,1 T! 4,1 BT.4
[+30] df+4,1 T! 2, 1, db+3
  1. In order to take advantage of this wallsplat, you must crouch cancel in order to tornado and continue the combo.
  2. You can replace db+2 with db+1 if you want a bit more consistency in exchange for 1 point of damage.

Float

[3] 1
[+43] d+2,3 LIB.4,1,2 T! f+2,1,4


Back-turned Opponent

[20] f,F+3
[+49] d+2,3, LIB.4,1,2 T! f+2,1,4[1]
[+47] b+2, db+3,4 T! ff d+2,3, LIB.uf+3+4
[+45] b+2, db+3,4 T! ff b+4,3,4,3


[23] LIB.1+2
[+49] d+2,3, LIB.4,1,2 T! f+2,1,4[1]
[+47] b+2, db+3,4 T! ff d+2,3, LIB.uf+3+4
[+45] b+2, db+3,4 T! ff b+4,3,4,3
[12] df+2
[+52] d+2,3, LIB.4,1,2 T! ff d+2,3, LIB.uf+3+4
[+49] d+2,3, LIB.4,1,2 T! f+2,1,4


[59] b+4,3,4,3
[+16] fF+3[2]
[47] df+1,4,1~2
[+18] db+1+2
[+16] f,F+3


  1. 1.0 1.1 3rd hit of string needs to be delayed on big bodies to prevent a whiff.
  2. Requires a deep dash for fF+3 to connect on grounded opponent.

Off Axis

[12] df+2
[+47} 4,1 BT.3 LIB.1+2 T! f+2,1,4
[+43} 4,1 BT 4,3 T! f+2,1,4


Stage Break

big boy break all the walls combo here

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

External links