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azucena Tekken 8 Guide

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Last updated Mar 01, 2025, Game version 1.13

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.

Strengths

  • Very strong standing punishment.
  • Explosive 50/50 in Libertador
  • Strong counter hit tools with 1+2, df+3 and uf+2
  • Great panic tools

Weaknesses

  • Easy to step against due to her key moves outside of stance having no tracking.
  • Weak neutral outside of df+1,4 requires her to take risks.
  • Risky long range whiff punish tools.

Heat System

  • Has access to a enhanced version of Libertador, strengthed auto evasion for Highs and Lows and the addition of d+3+4
  • Enhanced ways to enter in Libertador (f3+4, b+2,f, 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 followup options.
m, h, i13~14, -7 oB, +4 oH

WR.3,2

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

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.
h, i15, -8 oB, +13g oH, +56a oCH

df+3

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

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.
h, i16~17, -9 oB, +41a (+17) oH

db+3

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

db+4

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

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

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.
m, i14~15, -8 oB, +22g oH

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.)
15f df+2 (Generic launcher.)
Crouching
10f FC d+1
11f ws4,1
13f ws1 (counter-hit launcher, bad punish)
15f ws2 (launcher)
20f ws3 (pressure tool, bad punish)
Whiff punishers
1,2 (Fast punisher)
f+3,2 (Strong but slower, whiff punisher)
df+2 (Standard launcher)
f+1+2 (Longest range whiff punish, activates heat.)

Combos

df+2 | ws+2 | db+1+2 (dash)
4,1 → BT.3 → LIB.4,1,2 → f2,1,4
CH 1+2 | CH df+3
SSL → b3+4 → BT.3 → LIB.4,1 → d+2,3 → LIB.1+2 t! → 2,1,4
uf+4
df+3 → d+2,3 → Micro Walk → LIB.4,1,2 → f2,1,4
f,f+3
b+2 → d+2,3 → Micro Walk → LIB.4,1,2 → f2,1,4
Low Parry
f+4,4 → df+1,4b → BT.3 → Micro Walk → LIB.3,1

Beginner Combos

df+2 | ws+2
4,3 → d+2,3 → LIB.1+2 → f+2,1,4
db+1+2 | f,f+3 | 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! → FC.d+1 → WS.4,1,3

Small Combos

f,f3+4
f+3+4
f,f3+4b
BT.3
f,f+4 | CH BT.3 | FC.df+3
d1+3
f+3,2 | CH 4,3
f,f+3
df+1,4,1~2
db+1+2

Notable Moves

f+3,2

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

d+1

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

db3+4

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

uf+4

Azucena's orbital, a spinning flip that crushes lows.
M, i24~26, -8 oB, +21a oH

WS 1

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

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 the opponent is forced to block.
m, i20~21, +4 oB, +16g 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. 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, +41a (+17) 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
b+3 df+1,4
1,1 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.

f+3,2

The second hit can be ducked.
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 lack luster, and her scariest tools that give her damage is her punishes, or her counter hits. Keep this in mind and try and play aggressive when your fighting up-close.

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 its around 2 to 4F's 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, so try to keep that in mind if they use it a lot or specific situations where they're escaping your pressure.

Defensive Move Handling

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, +43d (-15) oH

df+4,1

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

f+3,2

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

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

db1+2

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

External Resources