| Azucena |
|---|
| Strategy (Tekken 8) |
|---|
Key Moves
| Function | |
|---|---|
| Core | |
| Secondary | |
| Extra | |
| Move | Poke | Counter | Mixup | Keepout | Approach | Oki | |
|---|---|---|---|---|---|---|---|
| 1 | |||||||
| 2,1 | |||||||
| 3 | |||||||
| 1+2 | |||||||
| f+3 | |||||||
| df+1 | |||||||
| df+1,4 | |||||||
| f+4 | |||||||
| df+3 | |||||||
| df+4 | |||||||
| db+3+4 | |||||||
| b+3 | |||||||
| f+1+2 | |||||||
| uf+4 | |||||||
| f,f+3+4 | |||||||
| f,f,f+3,2 | |||||||
| db+3 | |||||||
| db+4 | |||||||
| d+1 | |||||||
| d+1+2 | |||||||
| ws1 |
Gameplan
Azucena's gameplan can be broken down into 3 archetypes:
- Stance Mixup
- Counter Hitter
- Trickster
Azucena's options in stance (Backturn, Libertador) are notably better than her options out of stance. Her moves in full crouch can also lead into stances through moves or enforce a mixup from crouch. Azucena enters her stances to enforce mixups against an opponent through:
- Approach Moves (wr3,2,F / uf+3+4)
- Punishers (1,1 / 1,2,B / ws4,1f)
- Strings (d+4,1~F / df+1,4,B)
- Lows (db+3 / FC.df+4 /LIB.3)
- Cancels (ws4,1,3~B / df+1,4,1~F / f+4,4b / BT.1,2b)
If opponents start disrespecting your stance entry, you can cancel several of her stances to provide an opportunity for a counter hit launcher or set up a frame trap. Once the opponent has established that they cannot simply counter attack all of her stance entries, you may be able to cancel your attacks to further layer your offense and increase your opponent’s mental stack against reactive opponents.
A good example of a move that embodies all 3 of Azucena’s archetypes is db+3. On hit, db+3 leaves you +4 in her BT stance that allows you to frame trap opponents with BT1+2, mid check with BT4 or hit opponents low with BT3. If opponents are immediately challenging the BT transition, you can use db+3,4 that counter hit launch the opponent that did not confirm the attack ended. Another layer is added if the opponent does not know if Azucena is going to attack with the ability to do a mid parry BT b+1+2 or simply holding db to crouch away and create distance from the opponent.
This in essence is what Azucena’s game plan is all about.
Pokes
- 1
- Basic high jab, has great range compared to the rest of the cast. Use it to keep up pressure and watch for opponent responses. If opponent likes to challenge, 1,1 can either go into LIB on NH or get a guaranteed follow up on CH. Choose your 1,1 usage wisely since it is no longer safe at -10 oB.
- 2,1
- Safe 2 jab extension. Despite it's frame advantage, this will be your go-to neutral tool if you want to catch your opponent ducking your jabs, as the other jab strings are punishable. This is one of your primary tools to make opponents respect your jab as it frame traps after a blocked jab coming out at i9.
- If your opponent likes to press after 2,1, you can use the 3rd hit of the string but be wary due to it ending in a high. If opponent does not duck the third hit, you are -5 oB which is enough amount of frames to try and take back your turn with a db3+4 backswing blow. If 2,1 is blocked and your opponent responds with a jab, you can press uf+1 to sabaki trap your opponent, as your uf+1 can sabaki jabs at -7.
- df+1
- Basic mid-poke to prevent opponents from using big moves, and catching them ducking or using high-crushes. Decent frame advantage on block that will allow you to move after.
- If your opponent does nothing after a blocked df+1, you can continue to hold df to enter full crouch and use that opportunity to create mental frame advantage. If they start responding to df+1, you can use df+1,4 to make them respect it again.
- df+1,4
- This df+1 extension will jail the opponent and can allow you to transition to BT. If used to transition to BT, frame advantage will be +6 oH which will allow you to frame trap with BT 1+2 or safely mid-check opponent with BT 4. df+1,4,B oB is only -5 which can create a mind game of holding b to safely return to neutral or holding db to create a whiff on opponents highs and punish with ws2.
- b+1
- A high with tracking, comes out at i14, it is +3 on hit and -3 on block, which is great for playing small and sidestepping. A relatively fast option if you do not wish to commit to the slower homing options. Can transition to LIB on b+1,1 string at -8 on block and +3 on hit, which can now jail on block. The entire string can be counter hit confirmed, which can land you a full combo from b+1,1,2~F in heat or get a wall combo as the string can wall splat.
- f+3
- A long reaching mid at i18 that is safe on block and has extensions. Can be hit confirmed in to f+3,2 to cause a knockdown with enough frames for a follow up of db1+2 or f,f+3. This extension ends in a high and is liable to get ducked and launched. If you do not end up confirming the first hit, f3 will leave you in LIB at -4 or you can do the mid extension of f+3,4 which is punishable at -11.
- f+4
- A mid homing move at i17. Does not have great frame advantage however it is safe and covers a lot of options and can be hit confirmed into its heat engager follow up.
- df+4
- A mid move that tracks left and comes out at i16. It has good range and can be hit confirmed into df+4,1 which causes a knockdown or a wall splat. Be aware that this string has no mid mixup and the extension ends in a high and is liable to get ducked and launch.
Lows
- db+3
- Primary low poke that goes into BT. Not the fastest at 16f however it starts your offense with its plus frames in BT for a mixup or can be cancelled by holding F, B or DB. At +4 it frame traps with BT 1+2 which can CH launch or grab passive opponents from BT.
- Keep in mind that this move's frame data states that it is -7 oB however that is in BT. This means holding back it will take several frames to transition to neutral and makes this move technically -13 which can get you launched in certain matchups. However, if you press f you recover one frame faster making it -12 oB.
- Can be made into a safe low oB by the use of Azu's Mid Parry from BT. Since the mid parry starts at 2f to 8f, it gets moved back to 9f to 15f, allowing you to mid parry anything from a generic ws4 to a 15f ws launcher. Be wary though if the opponent uses a slower mid than 15 in this situation that has reach you can get clipped.
- db+4
- Secondary low poke that has exceptional long range and high crushes. Can evade jabs if followed by a df+2 on certain characters. On CH can frame trap with b+3 which catches all options except powercrush and rage art. A useful tool to provoke passive opponents and mixup with the threat of f,f,F+3,2.
- d+4
- An i15 low poke with extensions. d+4,1 is a l,h string that can be used as a round ender and gives a small amount of frame advantage on hit and on block. d+4,1~2 is a mid safe cancel to the high string that turns into a counter hit launcher. d+4,1~F is a LIB transition at -9 but can still completely evade lows and highs.
- d+3
- Another i15 low that goes into a string, arguably her least used poke. d+3,3 is a low mid string that is punishable but can also be used as a round ender. Opponents can block the mid if the low has hit them. d+3,3,4 is a low mid mid string that is -14 oB that can catch players off guard trying to punish d+3,3.
Counter Hit
Azucena wants to use her CH tools to catch an opponent disrespecting her frames or stance entries. Use them after a plus on block move like a jab after keeping up pressure and forcing an opponent to stay still for a while. She can also fish for CHs using them if she has a read on her opponent's timing, or to exploit frame gaps in her opponent's pressure. Her main counterhit tools are:
- 1+2
- An i15 CH launcher which is the fastest out of neutral. It is safe and high crushes. One of the best CH tools from her kit, however it is a high and does not have tracking.
- ws1
- An i13 CH launcher from crouch which is the fastest CH tool out of her kit. Can be used after moves that recover in crouch like d+1 or fc df+3 to frame trap or against opponents who leave Azu in crouch, however it does not have a lot of range and can be whiff punished.
- df+3
- A knee i17 CH launcher. Has great frame advantage and can allow for a spacing trap oB at only -5. A little on the slow side at but you can frame trap using a jab oH.
- d+1
- A slow, pressure mid elbow that comes out at i20. +4 on block allows you to frame trap with ws1 from crouch or use her fc lows. On hit becomes +7 which turns into a frame trap with her fc df4.
- db+3,4
- A CH low, high string that jails on low hit. Can be used against power crushing opponents to net you a launch or those disrespecting your BT transition. Can be ducked and launched or block punished at -13 so use sparingly.
- f+(3),4
- An i18 mid, mid string from her f3. Useful against those trying to duck f+3,2 high extension. -11 on block.
- df+(1,4,)1
- A m,h,h string from her df+1. Stops opponents in their tracks for wanting to immediately challenge Azu's df+1,4 or her other string extensions. Be aware though it is a high and can easily be ducked and launched. Can be mixed up with df+1,4,1~2 that causes an overhead mid to spike on hit but also -10 oB.
- d+(4),1~2
- A l,m string from her d+4. Can be used to stop opponents from ducking d+4,1 and launching, netting a CH launch on those disrespecting your d+4,1~F LIB transition.
- f+(4),4~3
- A safe m,m extension to her homing mid heat engager. Used to discourage opponents from ducking and launching the high extension of her f4,4. Launches on CH but also knocks down on normal hit.
- b+1,1,2,F
- An i14 string that can be counter hit confirmed into a full launch in heat by using Nuevo Libertador (holding F on certain strings). Not recommended to use outside of counter hit confirming due to the entire string being all highs.
- LIB.4,1
- An i15 mid high CH launcher from LIB. Can hit confirm the LIB 4 before pressing 1. Be aware that the 1 follow up is a high and can be ducked and launched. If blocked, it leaves you back in neutral with a small frame disadvantage.
- LIB.d+3
- An i24 slow pressure mid that recovers in crouch at +2. This move high crushes, allowing you to CH those who want to check your slower LIB options with highs. This rounds out her LIB kit by giving you a plus frame mid option that can lead to her full crouch game. One of her most damaging combos start from this CH option.
- BT.1+2
- A mid CH launcher from backturn. At i14, it can be used as a frame trap with db+3 on hit. Relatively fast and hard to step, this is one of her best CH tools despite it being -11 on block.
- BT.3,LIB.2,F
- An i19 low from BT that guarantees a LIB 2 on CH at +14. If you are in heat, you can launch by using LIB 2~F.
- BT.(1),4
- A high mid string from BT. Can be slightly delayed to catch those who are expecting the jab string from BT. -11 on block.
- BT.(4),3
- An mid mid string that can be delayed. The 2nd kick on CH causes an instant tornado combo. Useful for those not respecting the follow up and who want to take their turn after BT 4 immediately.
Approach
Azucena has a few approach tools such as wr32 or uf3+4 to deal with a few scenarios. Against opponents who use a lot of keepout, you may use uf3+4 to close in the distance and start LIB or BT offense, db+4 from range to encourage them to interact with you, whiff punish their keepout attempts with ff+3, f+4,4, f+3,2 or df+4,1. You can also dash in to power crush with f+1+2 or enter stance from range to see how they react to it.
Against passive opponents who may use movement at range you can use fff+4,4 against those expecting a wr32, dash in and enter full crouch or db+3 or enter manual stance.
Against reactive opponents you can dash block to see how they react and use counter hit tools to beat their attempted retaliation such as ws1, 1+2 or df+3, fake an wr32 attempt with dash ins and hit them with fff4,4 (or db3) or use a deep wr32 to realign with their reactive sidestep/walk attempt.
- f,f,F+3,2
- Azucena's Signature Move, a "slash kick" knee at i15 that jails. On block, it provides +2 frame advantage and chip damage. This move also causes a heavy amount of pushback from where the opponent was standing. If opponent does not want to interact with this move, they can have their backs pushed to the wall. On hit, it provides a far knockdown and can also wall splat. Holding F will allow Azucena to transition into LIB at +3.
- uf+3+4
- A spiking i21 +4 on block move that can either transition into LIB or BT that also deals chip damage. On hit grants you +8 in the stance transition you entered.
- f,f,F+4,4
- Alternate input for Azucena's homing string. Useful for those who wish to step her linear approach tools. Be careful with inputs: an accidental f,f+4 is slow and linear.
Keep Out
- uf+4
- Azucena's Orbital. Crushes lows and is -8 on block. Useful for matchups with lows as an approach tool and calling out lows in general.
- f+1+2
- Azucena's Power Crush. i16 and -9 on block, has good range.
Heat Engagers
- f+4,4
- A homing mid heat engager that has several cancels that forces your opponent to think about their movement. Arguably one of Azucena's best moves. Normal string ends in a safe oB high but can be mixed up with several cancel options. Opponents who are looking for the high can be mixed up with the ~3 cancel which results in a safe oB mid kick that can CH launch or the ~2 cancel which can launch those immediately ducking and pressing a button before confirming the whiff. The last cancel option is holding B after the string in order to enter BT, a great option for opponents playing passively in order to put them in a mix.
- LIB 2
- An i14 safe mid with good tracking from LIB. This is your fastest mid option out of LIB and frame traps with several of her plus on block stance entries like ws3 or uf+3+4. If opponent trades with LIB 2, you don't get the heat engager but instead get the knockdown at +22, allowing you to get another attempt at getting into LIB with uf+3+4.
- 3,3
- This is your i14 mid,high punisher that is now a heat engager. Also now guaranteed after uf+2 on hit. Due to it ending in a high, it can be liable to getting ducked and launch. Can be mixed up with 3,2 which is mid, mid that causes leave her at +23 on normal hit (which can be followed up by uf3+4 for pressure) and is -12 on block. 3,2~F is a cancel to the mid that goes into LIB but is heavily disadvantaged in frames so use sparingly.
- b+3
- A slow pressure mid at i19 that is plus on block and forces opponent to recover in a crouched state. After a heat engager, this move will still be +2 on block and +8 on normal hit which makes it a terrible candidate for a heat dash but an amazing heat dash launcher if you can confirm the hit. Very linear.
- d+1+3 or d+2+4
- A crouch grab heat engager. Guaranteed after CH fc df+3. Accessible from LIB. Since you cannot heat dash after a successful grab, all crouch grabs now regen heat meter when in heat.
Neutral
The +2 Situation
Azucena has several moves that when done on block leaves her at +2 frame advantage. These moves in particular are wr32, b+3, b+2 and LIB d+3. This is a peculiar frame advantage to be at for her due to her pressure being nullified by a dick jab, since her fastest mid in neutral is df+1 which will lose to a dickjab except LIB d+3 and b+2. LIB d+3 recovers in crouch allowing you to beat dickjab with a ws4. b+2 has additional pushback that causes a dickjab to whiff.
This situation is tricky to navigate as you will want to keep your pressure up but have to play around with the fact that a dickjab will stop your pressure. What you can do in this situation is scout whether or not your opponent knows about the situation by sidestepping into a block to keep yourself safe from other retaliation that is not a dickjab. If the opponent does dickjab you, the sidestep will make the dickjab whiff allowing you to get a launch with df+2.
Once your opponent starts respecting these moves, you can continue to pressure them with either df+1 or db3. If you wish to frame trap them, 2,1 or uf+1+2 will beat non dickjab options.
Offense
A basic gameplan for Azucena is to use her pokes to determine what your opponent is currently doing and what they want to do. You can take your turn with db3 or f4 to start your offense and react accordingly.
Against passive opponents you may want to start mixing them up after db3 on hit for BT, enter stance manually to see their reaction, use wr32 to start adding chip damage and pushing them to the wall or enter crouch to start LIB mixup with ws3.
Against active opponents you may use any basic frame trap listed below, fish for a counter hit launcher using 1+2 or using grabs if they are mashing power crushes. Against reactive opponents, those looking to find a defensive option against your mixups, you can use attack cancels to throw off their timing along with other options such as db+3 (hold b or db to cancel) into another db+3, f+4,4~B to enter BT or f+4,4~2 to create space, or using db+3 and cancelling into crouch to put them in another mix with ws3.
Frame Traps
If an attacker is aware of the frame advantage of a situation and uses a move that is fast enough to interrupt their opponent's attacking options, this is known as a frame trap. In general, the fastest move an opponent will have available to them in neutral is an i10 jab. There are characters like Yoshimitsu or Hwoarang who will have options faster than i10 so you must keep this in mind when applying pressure. Power crushes, if the attack is a high or a mid, can beat frame traps that are designed to trap at i10. In order to beat most power crushes with a frame trap, your move must come out before the armored frames kick in which is usually at i7. Therefore, to frame trap a power crush, your move must come out at i6. The following frame traps will be posted with the notion that the opponent is using a jab as retaliation.
- 1 (+1 oB) > 2,1 (i9) or 1 (+1 oB) 1,1 (i9)
- 1 (+1 oB) > uf+1+2 (i10)
- 1 or df+1 (+8 oH) > df+3 (i9)
- 1 or df+1 (+8 oH) > f+4,4 (i9)
- db+3 (+4 oH) > BT.1+2 (i10)
- uf+3+4~B (+4 oB) > BT.1+2 (i10)
- CH db+4 (+12 oCH) > b+3 (i7)
- ws3 or uf+3+4 (+4 oB) > LIB.2 (i10)
- BT.3 (+4 oH) > LIB.2 (i10)
- d+1 (+4 oB) > ws1 (i9)
- d+1 (+7 oH) > FC df+4 (i10)
- FC df+4 (+5 oH) > LIB.4 (i10)
- FC df+3 (+3 oH) > ws1 (i10)
- BT.1 (+2 oB) > BT.1 (i8)
- BT.1 (+2 oB) > BT.1+3_2+4 (i10)
Libertador
Libertador (LIB) is Azucena's premier stance with a full range of tools in order to mixup, bait your opponent into pressing into her or switch stances to further trick the opponent. What she lacks in pokes, she more than makes up in mixup potential in LIB. Her unique trait in LIB is the ability to completely evade low and high attacks, including grabs and low heat smashes which can give her a powerful advantage. Since she is unable to block without cancelling the stance, Azucena also has a unqiue sidewalk animation, a large space creating backdash that is useful for creating whiffs and a timing tool with a forward dash, tricking your opponent with your attack timing.
While in Libertador, Azucena has access to the following key moves:
- LIB.1
- An i13 stance jab. This is the fastest attack you have out of LIB and is +3 on block and deals chip. This is one of your pokes that keeps you in LIB. Goes into the jab extension of LIB.1,2 which is another high.
- LIB.2
- An i14 safe heat engager mid that has great tracking. This is your primary mid to use in LIB that can frame trap with multiple +4 on block stance entries.
- LIB.3
- A safe i16 low that transitions into BT on hit or block. This move is +2 on hit but also -9 on block, which can be made not punishable on immediate timing while standing mids with your BT.b+1+2 mid parry starting from i11 to i17. Has a counter hit confirm extension of LIB.3,1 which causes a knockdown face down which can allow you a follow up of BT.3. The extension is -10 on block in BT which jab punishes are guaranteed.
- LIB.4
- A i15 mid poke with several extensions, including a CH Launch follow up. +10 on on hit and -3 on block, this move can keep you in LIB. LIB.4,2 is a mid mid extension that can be delayed and wall splat and is -13. LIB.4,1 is a mid high that is -1 on block and +5 on hit. If LIB.4 counter hits, you can get a full launch. If the 1 in LIB.4,1 counter hits, you are +10 and can naturally combo into your jab strings such as 1,2 or 1,1. Its final extension, LIB.4,1,2 is a mid high mid string that is -10 on block.
- LIB.1+2
- An i18 mid launcher that can sometimes evade jabs due to its jumping animation. Punishable at -14 on block, this move can also be cancelled into BT by holding B, tricking opponents into mental frame advantage. Due to its jumping forward momentum in its animation, this can be used as a long range whiff punish in LIB. Technically has low crush properties but the frames activate at 20, so it is mostly irrelevant and hard to play into.
- LIB.3+4
- An i16 homing high power crush that is only -2 on block and on hit guarantees a follow up. Power Crush state activates at frame 7 to follow other Power Crush moves. Can cause balcony breaks and wall splats.
- LIB.d+3
- A i24 counter hit launching pressure mid that deals chip and recovers in crouch at +2. This new move rounds out the stance by allowing to continue pressure against those who wish to stand block against LIB. This move also high crushes against those who do wish to retaliate incorrectly against LIB and causes a knockdown that pushes the opponent away.
- LIB.d+4,4
- An i19 stance hellsweep. Very punishable on block at -31, this move should be used with caution. Against interact-able stage hazards such as wall blasts and balcony breaks, this move turns into a launcher, netting Azucena huge reward for the risk this move carries.
Backturn
Azucena's Backturn (BT) stance complements her Libertador stance well, offering transitional moves to flow back and forth between stances, better in-stance poking, excellent counter hit launchers and evasive maneuvers to trick your opponents. Her unique trait is the ability to evade mids, something she cannot do in LIB, through BT.b+1+2. Azucena also has several options to further frustrate your opponent through slippery movement.
While in Backturn, Azucena has access to the following key moves:
- BT.1
- An i10 stance jab. This is your fastest attack out of BT and is +2 on block. This keeps you in BT and has two extensions, such as BT.1,2 which is -1 on block but both are highs and BT.1,4 which is -11 but is high mid and is a counter hit launcher on the 2nd hit.
- BT.2
- An i17 mid that transitions into a throw on hit if opponent is facing you by inputting 2:2. Safe on block at -8, this will be your go to mid when you want to call out crouched opponents.
- BT.3
- An i19 low hatchet kick that puts you +4 in LIB on hit and is -13 on block. Azucena's most prominent move out of BT, this also grants her +14 on counter hit, allowing you a guaranteed LIB.2 when you transition.
- BT.4
- An i15 mid check kick that keeps you in BT. It is safe at -3 and coupled with BT.1 it can pressure opponents while staying in BT. It's only extension, BT.4,3, mid mid kicks, can wall splat opponents, making it deadly at the wall. It can also counter hit launch on the 2nd hit. It's drawback is that it is -14 block and there is little room to hit confirm at 6 frames to combo from first hit.
- BT.1+2
- An i14 mid counter hit launcher. This is your go to option against opponents who want to disrespect your Backturn stance options. Frametraps with db+3 or uf+3+4,B, allowing even trades to get a full launch. As your fastest mid from BT, it is +3 on hit and -11 on block.
- BT.3+4
- An i27 slow orbital that recovers in BT. Leaves opponent at -5 in crouch. Has some form of evasion where it can jump over opponents moves, depending on their forward momentum.
- BT.b+1+2
- Azucena's mid parry from BT. This parry is active from frame 2 to 8, allowing you to use this move after a blocked db+3 (-7) or LIB.3 (-9) thus making you safe from most generic ws4 excluding some extensions and most while standing mids. When not actively parrying a move, it causes her to create space and return to a neutral front facing position. This is a key move to master on Azucena as it makes two of her lows un-punishable by blocking. If the opponent retaliates with a while standing string that does not catch Azucena in her runing away animation, you can whiff punish your opponent with f,F+3 or f+4,4.
- BT.f+3+4 & BT.b+3+4
- Azucena has two forward movement options that crush either low and put her in LIB or crush high and keep her in BT through BT.f+3+4 and BT.b+3+4 respectively. These crush property frames start at frame 6 and end at 20, giving you ample time to evade your opponents moves. Be aware that these options do not reward you on their own, you must use your judgement and awareness of what the opponent's move properties are and react accordingly. A frustratingly hilarious mind game that can screw with your opponent to cause mental frame advantage.
- BT.b+3 & BT.b+4
- Azucena's Backturn sidestep option, either left through BT.b+3 or right through BT.b+4. These options can cause your opponent to whiff or cause mental frame advantage as a delayed option into your other BT options. Unfortunately for Azucena, this option does not function well to create whiffs due to how long its recovery is. It is still an option to use in BT to frustrate your opponent with her movement. Just don't expect big rewards on whiffs.
- BT.d+4
- This is a generic low, which is available through this input in Backturn. At i12, it is -4 on hit and -15 on block, this option is being listed here due to it being a fast high crushing low that can be used if you do not wish to commit to her slower, i19 hatchet kick from Backturn. This low can beat orbitals before they gain their crush properties when done at +4 into Backturn, making it a strong option to keep your pressure up.
Full Crouch
Azucena has received tools to take advantage of her full crouch game with the addition of LIB d+3, changes to d+1 and utilizing her new power low FC df+4. d+1 is an easy way to start your full crouch offense, giving you +4 on block or +7 on hit. Against mashing opponents this makes it so your ws1 CH launcher comes out at i9 beating out dickjab, however the range has been reduced so now it is avoidable with a sidestep or backdash if they do not press.
An alternate way to get into full crouch is to utilize mental frame advantage against opponents who do not respond and freeze up when you check with df+1. Once you have established they do not want to interact, you can continue to hold df after df+1 to enter full crouch.
LIB d+3 recovers in crouch at +2, allowing you frame trap with ws4 or continue to pressure with slower options. Keep in mind that any option out of LIB d+3 that isn't ws4 can lose to dickjab.
While in full crouch, Azucena has access to the following key moves:
- ws1
- An i13 safe counter hit launcher out of crouch.
- ws2
- An i15 mid launcher out of crouch. Punishable at -13 on block.
- ws3
- An i20 slow pressure mid that puts you in LIB at +4 on block or +16 on hit.
- ws4,1
- An i11 mid,high string that can transition into LIB by holding F. Mainly used as a punish only, as the LIB transition is +8 on hit but only +0 on block and is liable to get ducked and launch if not hit confirmed. Fastest mid option out of full crouch.
- FC.df+3
- An i18 low that is +3 on block, which can frame trap with ws1 and -13 on block. On counter hit, it guarantees a follow up at +13, allowing you to crouch grab or ws4,1.
- FC.df+4
- An i17 power low that transitions into LIB at +5. On counter hit, causes a knockdown that can allow for a guaranteed follow up in LIB with LIB 1+2. Launch punishable if blocked at -15.
Your main mixup out of full crouch is to mix in the power low or pressure mid to get damage and frames into LIB. If your opponent starts retaliating in order to stop the mix, ws4,1 will beat them and go into LIB with even more plus frames or ws1 if their option is slow.
Your other options in full crouch also include manual stance transitions from ws with wsb+3+4 to get into BT or wsf+3+4 to get into LIB. This can be used against the opponent who are expecting a mixup from crouch and generate mental frame advantage.
Heat
Azucena has a few tools when in heat that can give her plus frames on block or a full launch on hit while also giving her LIB stance enhanced properties.
- Nuevo Libertador (H.b+2,F / H.LIB.1,2,F / H.b+1,1,2,F)
- Her most notable tool is H.b+2,F, a homing high, which puts you in LIB at +7 on block and becomes a launcher on hit. This can also be repeated with H.LIB.1,2,F, a high high string out of LIB, also turning into a launcher and putting you back in LIB at +7 on block. This can be ducked so use sparingly since there is no mid follow up from LIB.1. H.b+1,1,2,F should only be done from a counter hit confirm, otherwise the opponent will have plenty of time to react to the third high and duck for a launch.
- H.LIB
- Heat changes the properties of her LIB auto evade, turning her high evade into a knockdown that can be followed up with ground hitting mids like db+3+4 or f,f+3 and her low evade into an instant tornado launcher.
- H.LIB.d+3+4
- Azucena has a unique move she can only do in heat while in Libertador, H.LIB.d+3+4, is an i16 mid safe instant tornado launcher. It is +4 on block and you now have the option to recover in crouch, allowing you to run your full crouch mix.
- H.LIB.2+3 or H.2+3
- Azucena’s Heat Smash is an i15 mid that transitions into a throw on hit or puts her at +6 on block in LIB. Azucena can use her heat smash from LIB which is recommended to keep the opponent guessing instead of doing it from neutral. She can frame trap rage art with her LIB.1,2 or her uf+1+2 grab from LIB after heat smash on block. A regular power crush will beat LIB.1 after a heat smash on block though.
Defense
While her archetype isn't focused on it, Azucena has a few decent defensive options when being pressured.
db3 and f4 mash works well to counter sidestep button offense.
db3,4 is a powerful counter hit tool, perfect for opponents who mash armor, has great tracking and jails. It being -13 is usually not very scary depending on the matchup. The risk reward is in Azucena's favour, usually leading to a combo dealing 80 damage and can get great wallcarry with b4 string.
When in LIB and the opponent has used rage art, you can always block rage art in time by holding db AFTER the rage art flash. If you tapped db anytime before the rage art, remember to hold back instead.
Reversals
Her f+1+2 power crush is an i16 safe high, coming out relatively fast and causes a knockdown on hit.
uf+1 is Azucena's punch sabaki, countering high or mid punch moves. Parry frames are active at 3 to 10 allowing you to parry jabs at -7 frame advantage.
Panic Button
Azucena's backswing blow, db+3+4, works well against fast single hit moves and when you are minus. Backswing blow fails against fast multi hit strings, which will get her floated as she’s coming back from her animation.
UNDER CONSTRUCTION
External links
- Azucena Guide by Arslan Ash
- 1 Azucena Tip For Every Matchup In Tekken 8 by Kaizur