OkiUseful against a grounded opponent, see okizeme.
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. Azucena enters her stances to enforce mixups against an opponent through:
Approach tools (wr32~f / uf3+4)
Punishers (1,1 / 1,2b)
Strings (b1,1 / d2,3 / df1,4~b)
Lows (db3 / fc df4)
Tricky cancels (ws4,1,3~b / 3,2~f / f4,4~b)
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.
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 uf+1 punch parry or just enough space to db3+4 backswing blow.
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.
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. 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. A relatively fast option if you do not wish to commit to Azu's homing options. Can transition to LIB on b+1,1 string at +3 on block and +8 on hit if you can confirm it. Be aware both hits are high and liable to get ducked and launched.
f+4
Azucena's mid homing move.
Lows
db+3
Azu's main low poke. 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
Azu's other low poke. Has exceptional long range and high crushes. Can evade jabs if followed by a df+2 on certain characters according to this spreadsheet. On CH can frame trap with b+3. 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 auto parry 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
Azu's fastest neutral CH launcher. Safe and high crushing, can catch a lot of jab retaliation with this one. Easily one of Azucena's best tools. Comes at a cost, its a h and has poor tracking, still good for what it does.
ws1
Azu's fastest CH launcher from crouch. Can be used after moves that recover in crouch like d1 to frame trap or against opponents who leave Azu in crouch. This move also crushes highs which can very easily steal momentum from the opponent if they do not keep their pressure tight.
df+3
A knee CH launcher. Has great frame advantage and can allow for a spacing trap oB at only -5. A little on the slow side at 17f 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.
uf+2
An evasive SSR i17 high CH launcher. On normal hit, will provide +14 for a guaranteed 3,3 heat engager.
BT 1+2
Azu's 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 Azucena's best CH tools.
LIB 4,1
Azu's mid high CH launcher from libertador. Comes out at i15, could possibly be hit confirmed. 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.
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 Azucena a CH launch or those disrespecting your d+4,1~F LIB transition.
f4,4~3
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.
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 ff3+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 ff3+4 attempt with dash ins and hit them with ff3+4 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 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 +5.
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 causes a knockdown that can be followed up with either LIB 1+2 or BT 3. Very linear though, not advised to use against opponents who tech roll on wake up.
f,f,F+4,4
Alternate input for Azucena's homing string. Useful for those who wish to step her linear approach tools.
Keep Out
uf+4
Azucena's Orbital. Crushes lows and is -8 on block. Useful for matchups with lows as an approach tool.
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.
b+3
A slow pressure mid that is plus oB and forces opponent to recover in a crouched state. A great way to start frame traps in neutral since anything slower than a ws4 can get the opponent launched. After a heat engager, this move will still be +4 oB and +8 on NH 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
Azu's 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
Blah Blah Blah use pokes and lows etc
Approach
Whiff Punishment
Keep Out
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, such as db+3 into BT 1+2 or 1 into df+3, f+4,4 as doing the string will beat out their mashing standing options, 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.
Libertador
Backturn
Heat
Azucena has a few tools when in heat but most of them aren’t great.
Her most notable tool is b2~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 LIB1,2~F, 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.
B1,1,2~F can also do this but this is riskier due to the string being triple highs, not recommended.
Heat changes the properties of her LIB parries, turning high parries into knockdowns that can be followed up with ground hitting mids like db3+4 or ff3 and her low parries into an instant tornado launcher.
Azucena has a unique move she can only do in heat while in Libertador, LIB d3+4, is an i16 mid safe instant tornado launcher. Nice to use every now and then if opponents are conditioned to duck when in LIB.
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 uf1+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
Azucena has a few decent defensive options when being pressured.
Her power crush is safe and i16, coming out relatively fast and causes a knockdown on hit.
Azucena’s 1 jab is great but hard to take back momentum after you land it on hit, need to have good reaction to capitalize on the +8.
1,1 on the other hand is still a great tool used to interrupt, it instantly puts you into a good situation, being +8 in LIB, and most of the time a 10f punish is easier to deal with than insane pressure tools when it is blocked.
Some of her more risky options like backswing blow, db3+4, works well against fast single hit moves and when you are minus. Backswing fails against fast multi hit strings, which will get her floated as she’s coming back from her animation. db1+2 is a high crushing launcher but extremely punishable on block, so use sparingly.
db3 and f4 mash works well to counter sidestep button offense.
Her orbital, uf4, works well for keep out on characters that approach with lows. ws1 works the same but with highs.
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
Panic Button
UNDER CONSTRUCTION
OLD
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
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.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Azu's 12f punish when her 10f just can't quite reach. Has worse frame advantage on hit in exchange for range. Can be mixed up with 4,3 for opponents expecting h.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Hit confirmable long range whiff punisher. Causes a knockdown with a guaranteed follow up with ff+3 or db+1+2. 2nd hit ends in high and can be punished by opponent. Decent frame advantage if singular hit connects with opponent into LIB and can auto parry.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Azu's mid homing move. Better range but worse frame advantage than her other neutral homing move, b+2, that is a high. Important note here is that this move can be input as f,f,f+4 which can catch people trying to walk your f,f,f+3,2 at range.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
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.
Using the m,h 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. 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.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
m,h,h extension that will lead into a big counter hit launcher. You can use this once you have conditioned your opponent with df+1,4 or if you notice they like to mash in general. Be careful with its usage as the last high is a high and is very commonly ducked. Can be canceled into LIB with holding F, mostly used as mental frame advantage if they respect the third hit. Just be aware that you won't be able to auto parry h and l due to how negative the transition to LIB is oB.
m,h,M extension that can used to catch opponents ducking expecting the CH h. Use sparingly as the last hit can be fuzzy-ducked to prevent getting hit by the h and the M is punishable. If the M hits, the opponent is spiked face down which can allow for an ff+3 or db+1+2 follow up.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Mid range mid check/whiff punisher. Not the greatest frame advantage but tracks to her weak side. Extension ends in a high so practice the hitconfirm before letting it rip. Commonly used as a wall tornado for wall splat combos. If opponent blocks the high, can be used to steal your turn back with db+3+4 or uf+1.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
18 damage to Azucena when hitting crouching opponent (block)
Damage on hit and block is recoverable health
Cannot KO Azucena when blocked
r41 FC on whiff
Azu's "low grab". This is an important tool in Azucena's tool kit despite it's very slow start up. This punishes players who fuzzy duck due to opponent having to commit to blocking low in order to stop this attack from connecting. It's one of the few tools Azucena has to condition your opponent to duck against her. If it connects, it puts Azucena in a favorable Oki position in LIB. If it doesn't, she takes damage to her health but cannot die from it. Most commonly used in situations where a lot of plus frames are gained, such as getting a heat engager hit.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Azu's "Matterhorn", a high crushing, very punishable M launcher. Launches the opponent very high and also hits grounded for follow ups on other hits.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Azu's "Backswing Blow", an evasive mid hit that sends the opponent flying. Can escape certain moves due to her flying back and then coming forward to hit the opponent. Punishable oB at -16, use with caution or don't. Certified turn stealer.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Azu's punch sabaki. Parry frames start at 3f. Can trap opponents by being -7 and then using the punch sabaki, thus letting you parry jabs starting at 10f, which most characters have. Another certified turn stealer that can stop your opponents in their tracks if any of their strings have punches. Extended guide for post parry situation in progress.
NameThe name of the move in the English localization.Most often directly from the in-game movelist, but can also be a community name.
AltOther inputs that also perform this move, written in notation.
NumThe move number as it appears on the full move list of the given character in the game.
InputThe input to perform the move, written in notation. This is often used as the move's name.For strings, the input of the previous moves in the string is shown but washed out.
Hit levelThe hit level of the move.Capital letters mean it hits grounded.For strings, the hit level of the previous moves in the string is shown but washed out.
DamageHow much damage the move does without any modifiers.For strings, the damage of the previous moves in the string is shown but washed out.
RangeThe maximum range recorded of the move hitting Lars on-axis. (For Tekken 7, it's vs Heihachi.) Assume an error of about ±0.03.For strings, this is the range of the whole string.This measurement shouldn't on its own be used to compare characters: larger characters get more "range" by this measure, but their opponents do too.
Left TrackingThe tracking score to the attacker's left.Roughly speaking, when up close, if the defender sidesteps or sidewalks right for no more than this many frames, the move still connects.
Right TrackingThe tracking score to the attacker's right.Roughly speaking, when up close, if the defender sidesteps or sidewalks left for no more than this many frames, the move still connects.
BlockThe frame advantage on block.Blank if the move can't be blocked (e.g., an unblockable or an aerial attack).For breakable throws, this is the frame advantage when the throw is broken.
HitThe frame advantage on hit.Blank if the move is not an attack, e.g. is a stance transition only.For throws, this is the frame advantage after the throw.
CHThe frame advantage on counter hit.Blank if this is the same as on normal hit, i.e. there is no special behavior on counter hit.
StartupThe active frames of the attack. The "i" stands for "impact", i.e. impact frame.If there is more than one hit, a comma indicates that frame 1 is now the frame after the last active frame of the previous hit.For strings, therefore, this usually has a leading comma.
RecoveryThe total number of frames, the recovery frames, and what stance the move recovers in, if any.The "t" stands for total and "r" for recovery. If no stance is listed, the move recovers in the default, standing position.For strings, the total frame count is from the start of the string with no delays.
NotesAnything that doesn't fit elsewhere.Many common move properties, such as whether a string can be delayed, go here.See Movelist#Notes for standard wording of common properties.
Long range whiff launcher. If df+2 won't reach, f,F+3 will. Terrible recovery and -14 oB requires the player to be on point with their execution and confirmation of opponent's whiff. Can hit grounded opponents and can be used as a Tornado hit for mid combo or wall splats.