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azucena Tekken 8 Season 2 Guide

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Last updated Aug 24, 2025, Game version 2.04

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)

Thanks to Season 2, Azucena has 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.

Azucena however, is still relatively linear, and although her stances provide better movement coverage for opponents that are constantly avoiding her options with SWL, you generally need to be quite cautious with how you time your offense.

Strengths

  • Very strong standing punishment.
  • Explosive 50/50 in Libertador
  • Very strong counter hit tools that are relatively safe (ws+1 / 1+2) or even plus (d+1)
  • Great panic tools thanks to db3+4 and uf+2

Weaknesses

  • Easy to step against due to her key moves outside of stance having little to no tracking, even with some plus frames behind her.
  • Relatively weaker, heat usage compared to other characters in the cast.
  • Weak neutral outside of df+1,4 requires her to take risks.

Heat System

  • Has access to an enhanced version of Libertador, strengthened auto evasion for Highs and Lows, and the addition of d+3+4 (H. LIB d+3+4)
  • Enhanced ways to enter in Libertador (H. f3+4, H. b+2,f, H. b+1,1,2,f)

Top 10 Moves

1 (with extensions)

1,2 is a powerful 10F punish that can be used to wallsplat an opponent from a distance or start Azucena's offense. 1,1 is a powerful string that sets her up for LIB pressure.
h, i10, +1 oB, +8 oH

df+1,4

Azucena's key poking string, df+1,4 is a natural, safe, jailing poking string that is her go-to in a lot of neutral situations. On hit, it can be used to push for more pressure, transition into BT, or pressure with follow-up options.
m, h, i13~14, -7 oB, +4 oH

uf3+4

Azucena's flips towards her opponent leaving herself at in LIB at +8 OH or +4 OB giving her an opportunity to push pressure. Holding back allows you to transition into BT with the same exact frame advantage. You can use this move to close in the distance with an opponent that's at Range 3 or push your offense further with uf3+4 being accessible even from LIB.
m,M, i21~22 i10~12, +4~+6 oB, +8c oH

LIB.d+3

This new move for Season 2 is a game changer. Azucena instantly drops low, and hooks her heel onto the opponent. Although slow, it instantly knocks down, wall splats, ground splats on a low splat, crushes highs, and is +2 on block. This can be used in a multitude of different situations, from maximising wall damage, being used as a pressure to on a conditioned opponent or even nullifying matchup situations with an a move that checks into high power crushes and keeps you in full crouch. Easily one of Azucena's best moves.
m, i24~26, +2 oB, +13a oH, +38a oCH

1+2

A different take on Steve's b+1. It's 2F slower but offers high crushing properties 8F's in, allowing her to slip under potential retaliation attempts. On normal hit, it also causes a ballerina spin, allowing more pressure to be applied. When you have a good read on your opponent's jab habits you can blow them up with this button.
h, i15, -8 oB, +13g oH, +56a oCH

WS 1

One of azucena's best poking tools in neutrals, 13F's, safe, CH launching move that you throw out at any given timing to check your opponent. The situation on normal hit is also solid with it being +6.
m, i13~14, -8 oB, +6 oH, +32a (+26) oCH

d+1

A safe, counter-hit launching elbow. This move has been buffed to now be +7 OH and +4 OB in Season 2 making it a powerful mid-check tool in neutral. As well as an easy way to trap your opponent trying to press in both block and hit situations.
m, i20~21, +4 oB, +7c oH, +44a oCH

db+3

A psuedo-homing low poke that transitions her into BT after the move is completed, allowing her to use her backturn options with plus frames behind them on hit. OB she can protect herself from punish attempts with BT.b1+2 allowing her to evade mid strikes, this doesn't work for lows and highs, and against some characters, the evasion can can trigger into a potentially dangerous situation, so keep that in mind. As a round ender, this move is equipped with the extension db+3,4 which can be used to counter hasty punish attempts.
L, i16~17, -7 oB, +4 oH

LIB.2

Azucena's go-to mid poking option from LIB, after 1,1 it will naturally protect you against Rage Art attempts and armor moves, whilst being safe. Heat engages and on hit becomes a full Heat dash launcher with heat. Even without heat, it forces a +21 OH sitdown, giving you free running pressure.
m, i14~15, -8 oB, +22g oH

BT.1+2

A fast counter hit launcher from backturn. When paired with db+3, it creates a deadly frame trap against jabs, allowing her to get a full launch off of the trade.
m, i14~15, -11 oB, +3 oH, +58a oCH

Punishers

Standing
10f 1,2 (Wall splats, Can hold back to transition into BT.)
12f 4,1 (Enters backturn.)
13f df+1,4 (Can hold back to transition into BT.)
14f 3,3 (Wall splats, Heat engager)
15f df+2 (Generic launcher.)
Crouching
10f FC d+1
11f ws4,1 (stance transition, +8 LIB situation)
12f d1+3 (only works on crouch recovering opponents.)
13f ws1 (counter-hit launcher, bad punish)
15f ws2 (launcher)
20f ws3 (pressure tool, bad punish)
Whiff punishers
1,2 (Fast punisher)
f+3,4 (Strong but slower, whiff punisher)
df+2 (Standard launcher)
f+1+2 (Longest range whiff punish)

Combos

df+2 | uf+4 | CH ws+1
df+3 → d+2,3 → LIB.3+4 → dash → db+3,4 → f2,1,4
ws+2 | f,f+3 | db+1+2 | LIB.1+2 | CH d+1 | CH 1+2 | CH df+3
f+3,4 → d+2,3 → LIB.3+4 → f,F+3 → f2,1,4
Low Parry
f+3,4 → d+4,1~2 → dash → d+2,3 → uf3+4

Beginner Combos

df+2 | ws+2
4,3 → d+2,3 → LIB.1+2 → f+2,1,4
db+1+2 | f,f+3 | LIB.1+2 | uf+4 | CH 1+2 | CH df+3
d+2,3 → LIB.4,1,2 → dash → f+2,1,4
Low Parry
d+2,3 → LIB.4,1,2

Combo Enders

Carry
Floor break
Wall break

Wall Combos

Normal
With tornado
f,f+3 t! → df+1,4,1~2
df+4,1 t! → f3+4 → LIB.d+3 → FC df+4

Small Combos

uf+2
3,3
f,f+4 | CH BT.3 | FC.df+3 (CH)
d1+3
f+3,2 | 4,3 (2nd hit)
f,f+3
df+1,4,1~2
db+1+2
BT.3 (CH)
LIB.2

Notable Moves

db+4

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 gives additional frame advantage, turning a -3 on hit low into a +12 one. Additionally db+4 is one of the few moves of Azucena's kit that tracks her weak side.
L, i19, -14 oB, -3 oH, +12g oCH

WR.3,2

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, h, i15~16, +2 oB, +25a (-1) oH

f+3,4

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, it doesn't wall splat like f+3,2, but the follow up is a CH launcher.
m, m, i18, -11 oB, +8 oH, +52a oCH

FC df+4

Azucena's new full crouch low 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.
L, i17~18, -15 oB, +5 oH, +24d oCH

f1+2

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.
h, i16~17, -9 oB, +15d oH

db3+4

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.
m, i26~30, -16~-12 oB, +15a (+5) oH

uf+4

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.
M, i24~26, -8 oB, +21a oH

df+3

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.
m, i17~18, -5 oB, +5 oH, +59a oCH

WS 3

Another unorthodox WS move. Very slow punisher, but can be used in neutral to push LIB pressure with plus frames. When paired with LIB.2, it creates a situation where most characters are forced to block.
m, i20~21, +4 oB, +16g oH

b+3

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.
m, i19, +2c oB, +8c oH

uf+2

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.
h, i17~18, -5 oB, +14c oH

d1+3

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

b+1,1,2

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, h, i14~15, -5 oB, +17a (+8) oH

FC df+3

A full high crushing low that confirms into a crouch throw on CH. On normal hit, it can be used to push further pressure and slip underneath highs, making it very useful for moves like Yoshimitsu's poison breath. It's a nice move to use after d+1.
L, i18~19, -13 oB, +3c oH, +13c oCH

Panic Moves

f+1+2

Power crush, safe on block
h, i16~17, -9 oB, +15d oH

db+3+4

Back swing blow
m, i26~30, -16~-12 oB, +15a (+5) oH

db+1+2

High crushing from super early frames until the attack connects.
M, i20~21, -21 oB, +33a (+23) oH

uf+1

Punch sabaki.
h, i18~19, -9 oB, +7 +15w oH

Frame Traps

db+3 BT.1+2
d+1 ws+1
1,1 LIB.2
ws4,1,f LIB.2

Knowledge Checks

db+3, BT.1+2

A very strong sequence that gives a full launcher if you trade with a jab. Wait out the sequence and punish it if they're abusing it.

1,1 on hit, LIB.2

A strong sequence that you cannot armor against, best to not challenge unless you want to sabaki the punch.

ws+4,1, LIB.2

A trapping situations that gives you the same frame advantage as 1,1 on hit, you're unable to use armor so your only option is to sabaki.

f+3,2

The second hit can be ducked. Be careful now as in Season 2 she can cover this option with a mid (f+3,4)
m, h, i18, -4 oB, +22a oH

d+1+2

A crawling low grab, unlike most throws in tekken that requires you to press a key, this throw break requires you to hold down. the input can be db, d, or df.
l, i25~26, -4 oB, +0d oH

Defensive tips

Play your aggression

Azucena struggles quite a bit when playing neutral; her pokes are quite lackluster, and her scariest tools that give her damage are her punishes or her counter hits. Keep this in mind and try and play aggressively when you're fighting up close. Additionally, make sure not to avoid checking into her frame trap situations.

Side walk left

Azucena is very weak to SWL, with her only having a few moves that effectively track SSL (db+3, db+4). Even when she has plus frames on hit and block, if it's around 2 to 4 frames of plus frames, you can walk out of the way of 2,1 and df+1,4

Watch for backswing blow

Azucena players can abuse the backswing blow if they really want to, outside of your pressure situations, stance situations, etc, so try to keep that in mind if they use it a lot.

Defensive Move Handling

WR.3,2

WR.3,2 is linear, so if you read that Azucena is going to go for it, you can attempt a side walk to punish it, additionally if you can get a read on timing and your confident, you can jab as she's advancing forward which will float Azucena. After blocking WR.3,2 she can go into stance at +2, performing a generic crouching jab will protect you a lot of Azucena's key options. In addition to allowing you to blow up options like LIB.3+4 due to it being a high power crush.
m, h, i15~16, +2 oB, +25a (-1) oH

df+1,4,1 | df+1,4,1~2

df+1,4,1 is an extension to her df+1,4 string that you can duck, but if you duck, you have to guess whether or not she's going to use df+1,4,1~2. You can avoid both options with SSR into block.
m, h, h, i13~14, -5 oB, +44d (-14) oH, +56a oCH

3,3

If not used correctly as her 14F punisher, you can duck the second hit.
m, h, i14, -1 oB, +17a oH

df+4,1

Mostly used as her tornado, but some Azucenas may try and use it during neutral. If a bad whiff punish attempt is made, you can duck the second hit.
m, h, i16~17, -5 oB, +20a (+3) oH

f+3,2

If a bad whiff punish attempt was made, you can duck the second hit. In Season 2, however, they may opt to do f+3,4, so keep that in mind.
m, h, i18, -4 oB, +22a oH

WS+4,1,3

ws+4,1,3 is a 3-hit string that is mid, high, mid. If you duck the second hit and quickly perform your punish, the third hit will not hit you.
m, h, m, i11~12, -13 oB, +10a (+1) oH, +27a oCH

db1+2

A big, high crushing uppercut that some Azucenas may try and throw out. It's launch-punishable, so make sure that you launch it!
M, i20~21, -21 oB, +33a (+23) oH

External Resources