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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. | ||
: 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 === | === Lows === |
Latest revision as of 22:06, 9 September 2024
Azucena |
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Strategy (Tekken 8) |
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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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- generic full crouch low. not reccomended.
Name
Alt
Input
Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
- 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
- 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
- Azucena Guide by Arslan Ash