About the Author
Hey, my name is Koenji! I'm a Tekken player that primarily plays regionally in the UK, in Tekken 8, i play primarily Azucena, Miary and Kunimitsu, but i also dabble in a lot of the roster.
Azucena is a character i've spent way too much time on, before Miary's release, she was a character that i solely played at tournaments both offline and online, my guide is written based on my experiences with her and from conversing with other Azucena players.
I hope this guide helps you figure the way you want to pilot her!
Introduction
Azucena is the self-proclaimed coffee queen of Tekken. She's easy to pick up character, perfect for new players that want to try out a character with easy to understand stance options, WR.3,2 is an excellent tool to close the gap between her and the opponent and go on the offensive, she's gifted with arguably the best 10F punish in the game (1,2). When she’s in a pinch, she can slip out of the enemy's pressure with db+3+4, or break through any obstruction with her safe powercrush f+1+2.
Azucena's stances are easy to get to grips with and are very strong. Libertador will sway out of the way of any high, jump over any low, and offers explosive damage potential, thanks to its high-crushing launcher (LIB.1+2) and powerful hellsweep (LIB.d+4,4). Going BT gives you access to a powerful counter hit launcher (BT.1+2) and a spinning backturn hatchet (BT.3)
Season 2 gave Azucena new tools she can utilise that cover some aspects that she was weak in. f+3,4 is a low risk, long range, tool that she use to check opponents and punish opponents from a distance, her damage output has soared to new heights thanks to her ground spike ender (LIB.d+3) that can be followed up with her new full crouch low that spins her into LIB (FC df+4), buffs to moves like uf+3+4 and d+1 have given her better ways to contest against other players in neutral, and direct LIB stance transition after WR.3,2 has given her ways of pushing her stance pressure that were not possible.
Now for Season 3, Azucena had general improvements to how she navigates neutral. 4 was improved to be a dedicated tracking option to her weak side alongside f+3 being improved to have strong tracking to the opposite side, addressing some of Azucena's tracking issues. In addition to this, Azucena also recieved SS.4, a new low that on counter hit allows Azucena to further push her offense; However, with these buffs, Azucena also reached a handful of targeted nerfs to her heat moves, from reduced plus frames and a weakened hit property on her b+2, to the removal of her heat dash launcher on f+4,4 and LIB.2, reducing the reward you get in the situations you'll use these moves. Despite this, Azucena still remains a strong pick in the current season of Tekken 8.
Notable Moves
A mini stature kick that crushes highs. The damage has been nerfed in comparison to how it was in Season 1, but on counter hit it has enough frame advantage (+12) to perform a free WR.3,2. db+4 is also an solid option to dissuade opponents from stepping to Azucena's weak side.Li19-14 oB-3 oH+12g oCH
The infamous running move. Although heavily nerfed in comparison to how it originally debuted, the move is still very useful at applying pressure on the opponent and pushing your opponent towards the wall, also a guaranteed option after heat engager against characters that do not have a parry that works against knees. The move can also transition into LIB, allowing for a different pressure situation.m, hi15~16+2 oB+25a (-1) oH
In Season 1, f+3 only had f+3,2 as an extension, this made it so that if you tried to whiff punish from a long distance and failed, you'd be heavily punished. Season 2 gives Azucena a safer alternative with f+3,4, and similar to BT.1,4 which this move is copy of, it retains it's counter hit properties. Season 3 has further buffed f+3 for it to have strong tracking properties against opponents that are trying to step her right, which has further improved the effectiveness of f+3,4.m, mi17-11 oB+8 oH+52a oCH
Azucena's full crouch low she received in Season 2 that spins her into LIB at +5, allowing you to force a stance mix against most characters. FC df+4 is also commonly used after low splat LIB.d+3, allowing her to force and even more polarising mix. If you want to force a more aggressive Azucena playstyle, consider using this low in neutral mixed with ws.1 and ws.2.Li17~18-15 oB+5 oH+24d oCH
Her infamous power crush. A long-range behemoth that can effectively punish deathfists, demon uppercuts, and other moves with ridiculous push-back, whilst absorbing everything in its path and being naturally safe regardless of the situation. In Season 1, this used to be a Heat Engager, but now it no longer is, being replaced with 3,3 in Season 2.hi16~17-9 oB+23a (+18) oH
Azucena's backswing blow. Against certain characters stance mix or pressure this move can be extremely vital for escaping pressure situations due to its evasiveness. Be careful relying too much on this move as it's -16 on block. mi26~30-16~-12 oB+15a (+5) oH
Azucena's orbital, a spinning flip that crushes lows. Pairs nicely after WR.3,2 if your opponent likes to use a crouching jab to break the offense that comes afterwards but ideally you want to mostly use this on your hard read of a low.Mi24~26-8 oB+21a oH
A slower counter-hitting tool at 17F's, but it's safe and invulnerable to sabaki attempts due to her using her knee. When used after tools like db+4 on CH or 1,2 on NH, you can put your opponent in very uncomfortable neutral situations if they try and step or move.mi17~18-5 oB+5 oH+59a oCH
Another unorthodox WS move. Very slow punisher, but can be used in neutral to push LIB pressure with plus frames if your opponent is respecting your frame advantage. When paired with LIB.2, it creates a situation where most characters are forced to block.mi20~21+4 oB+16g oH
An axe kick that leaves Azucena +2 and the opponent in a forced crouch position, you can use this move in neutral situations to safely force some frames thanks to the move being sped up to be 19F's in Season 2. b+3 is also a Heat Engager in addition to being a full heat launcher.mi19+2c oB+8c oH
Azucena's leaping haymaker that's evasive, high and safe. This move has been currently reworked in Season 2 allowing for a natural followup regardless if it connects on NH or CH. With +14F's in either situation uf+2 guarantees 3,3 as your Heat Engager straight after. additionally uf+2 naturally tracks Azucena's weak side, giving you an explosive tool to call out individuals that only walk to her weak side without ducking.hi17~18-5 oB+14c oH
Azucena's heat engager crouching throw that comes out in 12F's. After f,f+4 OH and FC df+3 on CH, your guaranteed the throw which does a healthy amount of damage. Additionally with it coming out in 12F's it gives you a strong punish option against characters that have lows that recover them in crouching.t(m)i12~13+0d oH
In Season 3, 4,3 has been buffed to have strong tracking against Azucena's weak side. There's not much of a risk in attempting to check your opponent's movement with this button with it only being -11 on block. 4.3 is also a great carry option if you want to splat your opponent high on a wall.h, Mi12~13-11 oB+37a oH
A new low given to Azucena for Season 3, relatively evasive given that this is done from a sidestep and upon performing the move, she will quickly duck down to evade incoming highs. Similar to db+4 on counter hit, she can continue her offense with a free WR.3,2 if done fast enough.Li20-13 oB+0 oH+13g oCH
For Season 2, b+1,1,2 has been buffed in several ways, b+1,1 by itself is now a jailing string allowing for it to be used as poking tool. If you counter hit with b+1, you're rewarded with the full string on CH, giving you a powerful i14 G-Clef style launcher with heat. The main negative with this move however is unlike other moves, b+1,1 leaves you in LIB at -8, making it one of the most unsafe LIB transitions on block, this prevents you from armoring against i13 mid checks.h, h, hi14~15-5 oB+17a (+8) oH
A full crouch low that combos into d+1+3 on counter hit. One powerful property of this move is that it will crush highs for it's full duration, making it extremely useful against moves that have lingering hitboxes like Yoshimitsu's poison breath. If you're aiming to play a more aggressive Azucena, you can use FC df+3 after options like d+1 or in your neutral in general.Li18~19-13 oB+3c oH+13c oCH