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 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)
Azucena however is very 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.
Top 10 Moves
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
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 followup options.m, h, i13~14, -7 oB, +4 oH
The infamous running move. Although nerfed, the move is still very useful at applying pressure on the opponent and pushing them towards the wall.m, h, i15~16, +2 oB, +28a (+2) oH
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.h, i15, -8 oB, +13g oH, +56a oCH
A slower counter hitting tool at 17F's but is invulernable to sabaki attempt due to her using her knee. Allows her to push pressure on normal hit.m, i17~18, -5 oB, +5 oH, +59a 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.h, i16~17, -9 oB, +41a (+17) oH
A 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. On block she can protect punish attempts with BT.b1+2. You can also use db+3,4 as an extension to explode punish attempts.L, i16~17, -7 oB, +4 oH
A mini stature kick that crushes highs. On counter hit, it gives additional frame advantage, turning a -3 on hit low into a +12 one.L, i19, -14 oB, -3 oH, +12g oCH
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
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.m, i14~15, -8 oB, +22g oH
Combos
CH 1+2 | CH df+3SSL → b3+4 → BT.3 → LIB.4,1 → d+2,3 → LIB.1+2 t! → 2,1,4
uf+4df+3 → d+2,3 → Micro Walk → LIB.4,1,2 → f2,1,4
f,f+3b+2 → d+2,3 → Micro Walk → LIB.4,1,2 → f2,1,4
Low Parryf+4,4 → df+1,4b → BT.3 → Micro Walk → LIB.3,1
Notable Moves
A very powerful but risky natural punisher that knocks down into a follow-up or wallsplats. f+3 can be used by itself to transition into LIB.m, h, i18, -4 oB, +22a oH
A safe, counter-hit launching elbow. Can hold down afterwards to transition into crouch. On normal hit after holding down, it leads into a nice 50/50 situation.m, i20~21, -2 oB, +4c oH, +44a oCH
A very evasive backswing blow that can be used to slip out of specific pressure situations.m, i26~30, -16~-12 oB, +15a (+5) oH
Azucena's orbital, a spinning flip that crushes lows.M, i24~26, -8 oB, +21a oH
Not designed to be her go-to 13F while standing punisher, but is a powerful poking tool in neutral.m, i13~14, -8 oB, +6 oH, +32a (+26) oCH
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 the opponent is forced to block.m, i20~21, +4 oB, +16g oH
A full high crushing low that confirms into a crouch throw on CH. On normal hit it can be used to push further pressure. It's a nice move to use after d+1.L, i18~19, -13 oB, +3c oH, +13c oCH
Defensive Move Handling
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
If not used correctly as her 14F punisher, you can duck the second hit.m, h, i14, -1 oB, +43d (-15) oH
Mostly used as her tornado, but some Azucena's 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
If a bad whiff punish attempt was made, you can duck the second hit.m, h, i18, -4 oB, +22a oH
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, -14 oB, +10a (+1) oH, +27a oCH
A big high crushing uppercut that some Azucena's may try and throw out. Its launch punishable so make sure that you launch it!M, i20~21, -21 oB, +33a (+23) oH