Azucena strategy: Difference between revisions

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{{MoveDataHeader}}
{{MoveDataHeader}}
{{MoveQuery|Azucena-1,1}}
{{MoveQuery|Azucena-1,1}}
: safe jab extension which goes into LIB stance on hit only for LIB mixups. Ā 
: unsafe jab extension which goes into LIB stance on hit only for LIB mixups. Ā 


{{MoveDataHeader}}
{{MoveDataHeader}}
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{{MoveQuery|Azucena-df+1,4,1}}
{{MoveQuery|Azucena-df+1,4,1}}
: mid high high extension that counter hit launches but 3rd hit is duckable.
: mid high high extension that counter hit launches but 3rd hit is duckable.
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: can cancel into LIB stance. negative frame advantage on hit but can use mental frame advantage to hit opponent.
{{MoveDataHeader}}
{{MoveDataHeader}}
{{MoveQuery|Azucena-df+1,4,1~2}}
{{MoveQuery|Azucena-df+1,4,1~2}}
: mid high mid extention that can spike ducking opponents on the ground for a follow up such as fF+3.
: mid high mid extention that can spike ducking opponents on the ground for a follow up such as fF+3.
=== Lows ===
{{MoveDataHeader}}
{{MoveQuery|Azucena-d+3}}
: standing low poke with extensions.
{{MoveDataHeader}}
{{MoveQuery|Azucena-d+3,3}}
: low mid extension from d+3.
{{MoveDataHeader}}
{{MoveQuery|Azucena-d+3,3,4}}
: low mid mid extension from d+3.
{{MoveDataHeader}}
{{MoveQuery|Azucena-d+4}}
: standing low poke with extensions. deals more damage than d+3 and has better frame advantage. Azucena's fastest standing low.
{{MoveDataHeader}}
{{MoveQuery|Azucena-d+4,1}}
: low high extension that can catch opponent retaliating from your d+4 pokes.
{{MoveDataHeader}}
{{MoveQuery|Azucena-d+4,1~2}}
: low mid extension to catch opponent ducking your df+4,1. leads to a counter hit combo.
{{MoveDataHeader}}
{{MoveQuery|Azucena-db+3}}
: plus on hit low that leaves Azucena in BT stance. can be used to start a BT mixup or poke and return to neutral.


{{MoveDataHeader}}
{{MoveDataHeader}}
{{MoveQuery|Azucena-df+1,4,1~F}}
{{MoveQuery|Azucena-db+3,4}}
: mid high cancel into LIB stance. negative frame advantage on hit but can use mental frame advantage to hit opponent.
: low high extension that leads into a counter hit combo. useful against opponent who retaliate against db+3. unsafe on block and ends in a high so use sparingly.
Ā 
{{MoveDataHeader}}
{{MoveQuery|Azucena-db+4}}
: high crushing low with excellent range and damage despite slow startup. has a counter hit effect that gives excellent frame advantage. using df+2 after db+4 on hit despite being left in negative frame advantage will beat out jabs on certain characters.
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{{MoveDataHeader}}
{{MoveQuery|Azucena-FC.d+3}}
: generic full crouch low. not reccomended.
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{{MoveDataHeader}}
{{MoveQuery|Azucena-FC.d+4}}
: fastest low only accessible from full crouch.
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{{MoveDataHeader}}
{{MoveQuery|Azucena-FC.df+3}}
: a strong low that can condition opponents to duck. guaranteed follow up of crouch grab (d+1+3 or d+2+4) or ws41 on counter hit. can be used to frame trap with ws1 on hit.
Ā 
== External links ==
Ā 
* [https://www.youtube.com/watch?v=mYcv7B_l2uA Azucena Guide] by Arslan Ash

Latest revision as of 22:06, 9 September 2024

Gameplan

Gameplan text goes here.

Key Moves

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab

1

h
5
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)
basic high jab. use it to keep up pressure and watch for opponent responses.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
High Mountain Combo

1,1

h,​m
5,​15
-10
+8
+18a
,i24~25
t63 r28
  • Combo from 1st hit
  • Transition to LIB on standing hit only

(Ver.1.04.00) - Changed from -9F on block.

(Ver.1.05.00) - On counterhit, now applies knockdown for follow up.
unsafe jab extension which goes into LIB stance on hit only for LIB mixups.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
High Roast Combo

1,2

h,​h
5,​23
-14
+8
,i20~21
t65 r34
Balcony Break
  • Combo from 1st hit with 4f delay
  • Can transition to BT with B
unsafe but highly damaging jab extension that can transition to BT stance. Used mostly for 10-13 frame punishes.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

2,1

h,​m
9,​11
-7
+3
,i17~18
t54 r22
  • Combo from 1st hit with 4f delay
  • Jail from 1st attack with 2f delay
safe jab string that has great frame advantage on block or on hit. can be used to setup your bigger moves on hit like df+3 or sidestep on block.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Andes Mountain Uppercut Combo

2,​1,2

h,​m,​h
9,​11,​21
-5
+20a (+3)
,i24~25
t82 r29
Tornado
Balcony Break
  • Combo from 2nd CH with 5f delay
  • Input can be delayed 10f
jab string that can be ducked but can catch people who retaliate after 2,1. a potential mindgame would be doing the string and ending it with a df+2 instead of a 2 to catch someone ducking.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Mid Check

df+1

m
11
-3
+8
i13~14
t35 r21
basic mid-poke to prevent opponents from using big moves, and catching them ducking or using high-crushes.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

df+1,4

m,​h
11,​13
-7
+4
,i17~18
t57 r25
  • Jail from 1st attack with 1f delay
  • Enter BT -5 +6 r23 with B
(Ver.1.04.00) - Damage changed from 11,17
mid high extension from df+1 that jails. Can be used to see opponents reaction to other string extensions.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Grande Combo

df+1,​4,1

m,​h,​h
11,​13,​20
-5
+44d (-14)
+56a
,i22~23
t84 r29
Balcony Break
  • Combo from 2nd CH with 7f delay
  • Input can be delayed 8f delay
  • Enter LIB -17 -6 r20 with F
mid high high extension that counter hit launches but 3rd hit is duckable.
can cancel into LIB stance. negative frame advantage on hit but can use mental frame advantage to hit opponent.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Full Body Grande Combo

df+1,​4,1~2

m,​h,​M
11,​13,​23
-10
,i18~19
t96 r26
Spike
mid high mid extention that can spike ducking opponents on the ground for a follow up such as fF+3.

Lows

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

d+3

L
10
-14
-3
i15
t48 r33
standing low poke with extensions.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

d+3,3

L,​m
10,​14
-13
+1
,i23
t72 r34
  • Combo from 1st CH with 7f delay
  • Input can be delayed 10f
low mid extension from d+3.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Passionate Kick Combo

d+3,​3,4

L,​m,​m
10,​14,​21
-14
+15a (-2)
,i25~26
t98 r34
Tornado
Balcony Break
  • Combo from 2nd CH with 10f delay
low mid mid extension from d+3.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

d+4

L
13
-13
-2
i15~16
t47 r31
standing low poke with extensions. deals more damage than d+3 and has better frame advantage. Azucena's fastest standing low.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Roast Knuckle Combo

d+4,1

L,​h
13,​5
-1
+3
,i27~28
t65 r21
  • Combo from 1st CH with 2f delay
  • Input can be delayed 10f
  • Cancel to LIB -20 -9 r18 with F
  • (Ver.1.05.00) - New Cancel.
low high extension that can catch opponent retaliating from your d+4 pokes.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Full City Roast Knuckle Combo

d+4,1~2

L,​m
13,​20
-8
+10g +22w
+59a
,i17~18
t67? r29
Wall Crush +22g on hit
low mid extension to catch opponent ducking your df+4,1. leads to a counter hit combo.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes

db+3

L
14
-7
+4
i16~17
t42 r25 BT
(Ver.1.04.00) - Damage changed from 12.
plus on hit low that leaves Azucena in BT stance. can be used to start a BT mixup or poke and return to neutral.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Borrasca Kick Combo

db+3,4

L,​h
14,​20
-13
+66a (+50)
i24~25
t76 r34
Tornado
Balcony Break
  • Combo from 1st CH
low high extension that leads into a counter hit combo. useful against opponent who retaliate against db+3. unsafe on block and ends in a high so use sparingly.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Bitter Low Kick

db+4

L
13
-14
-3
+12g
i19
cs6~20
t52 r33
(Ver.1.04.00) - Damage changed from 17.
high crushing low with excellent range and damage despite slow startup. has a counter hit effect that gives excellent frame advantage. using df+2 after db+4 on hit despite being left in negative frame advantage will beat out jabs on certain characters.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Spin Kick

FC.d+3

L
10
-17
-6
i16
cs1~
t52 r36 FC
generic full crouch low. not reccomended.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Crouch Shin Kick

FC.d+4

l
6
-15
-4
i12
cs1~
t46 r34 FC
fastest low only accessible from full crouch.
Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Cosecha LƔtigo

FC.df+3

L
17
-13
+3c
i18~19
cs1~
t50 r31 FC
a strong low that can condition opponents to duck. guaranteed follow up of crouch grab (d+1+3 or d+2+4) or ws41 on counter hit. can be used to frame trap with ws1 on hit.

External links