GiantDojoALPHAv0.01
Azucena

Azucena

Azucena - rushdown/evasion. Tools include i15 launcher.

rushdownevasion
10 / 10 combos

Combos

Starter

Most Important

  • df+2df+3d+2,3LIB 3+4f,f+3 T!f+2,1,4
  • WSthen2f+3,4d+2,3LIB 3+4f,f+3 T!f+2,1,4
  • LOW PARRYf+3,4d+2,3LIB 3+4(dash) db+3,4

More Combos

  • CH d+1ws+4d+2,3LIB 3+4f,f+3 T!f+2,1,4
  • fthenf+3f+3,4d+2,3LIB 3+4f,f+3 T!f+2,1,4
  • uf+3then4f+3,4d+2,3LIB 3+4f,f+3 T!f+2,1,4
  • CH LIB 4then1d+2,3LIB 3+4f,f+3 T!f+2,1,4
  • LIB (4then1)then2(dash) d+2,3LIB 3+4(dash) db+3,4
  • heat on b+3~Ff+3,4d+4,[ 1~2 ]d+2,3LIB 3+4f,f+3 T!f+2,1,4
  • heat on b+2~FLIB 3+4d+2,3LIB 3+4f,f+3 T!f+2,1,4

Key Moves

  • 1Single jab to check situations. Its extensions are mostly useful for punishment. If you want a jab string for poking go fo r 2 ,1 instead.
  • df+1then4Mid poke string with many useful follow-ups.
  • db+3 and db+4Low pokes to mix with your mids . db +3 shifts t o BT stance to create mindgames on hit and on block.
  • 1+2Quick counterhit launcher that has high crush properties. Good to callout opponents counter poking with jab strings and other high attacks.
  • uf+4A safe mid launcher that can jump over low attacks.
  • db+3+4Very risky evasive attack that can help you steal turns or get out of some mixup situations.
  • uf+3+4Useful to approach opponents with in the midrange. Shifts t o L IB (o r BT by holding back). Good way to start your stance offense.
  • fthenfthenf+3then2Use this to approach and pressure the opponent from afar. Can now shift t o L IB by holding forward.

Heat Engagers

  • 3then3Mostly useful in punish situations.
  • b+3A bit slow, but an useful mid heat engager for pressure.
  • LIB 2Heat engager from Libertador stance.
  • f+4then4A homing heat engager. The second hit can be ducked if the first one is blocked, so it's a good idea to mix it with her other possible follow-ups and stance cancel.
  • d+1+3 (or d+2+4)Mostly used as a follow-up after certain moves such as f,f +4 on hit, but can also be used as a situational punish on moves that recover crouching.

Command Grabs

  • uf+1+21+2 escape
  • d+1+2crouch to escape it
  • d+1+3 (or d+2+4)unescapable on crouching opp.

Block Punishers

StartupStandingCrouching
101then2FC d+1
1then1
11WSthen4then1
124then1
13df+1then4WSthen1
143then3 (heat)
15df+2WSthen2
16f+1+2 (range)
20db+1+2

Suggested Whiff Punishers

  • 1then2
  • f+1+2
  • df+2

Guaranteed Follow-ups

  • uf+23then3 (heat)
  • LIB 3then1BT 3
  • LIB 3+4(dash) db+1+2
  • f+3then2db+1+2
  • (df+1then4)then[ 1~2 ]-
  • CH (3)then2fthenf+3
  • CH (4)then3-
  • CH (1)then1LIB 1+2
  • CH FC df+4-
  • fthenf+4d+1+3 (or d+2+4)
  • CH FC df+3-

Defensive Options

  • uf+1Has punch parry properties
  • f+1+2Power crush
  • during LIBautomatically evades high and low attacks

Matchup Punishment

  • SlideWSthen4 float
  • Asuka's b+3f+3then2
  • Kazuya db+1,2f+1+2 ― f+3then2
  • Ling RDS f+3+4,3+42then1then2
  • Ling AOP 3+4...
  • evade Leo's b+1,4sidestep left 2nd hit
  • Paul's Deathfistf+1+2
  • Demoman (3rd hit)f+1+2
  • Alisa's b+3+4,(3+4)df+2 before 2nd hit
  • Claudio's f+2,2fthenf+3 (long dash)
  • Kuma's f,f+2f+1+2
  • Heihachi's f,f+2f+1+2
  • Jack's d+1+2f+1+2
  • Jack's df+1,2,1,2f+1+2
  • King's JGS 4WSthen1 float

Notes

  • Libertador stance and moves are enhancend Sucessful parries restore Heat meter Gains access to LIB d+3+4 and b+2~F
  • (on low wallsplat) LIB d+3 ⏵ FC df+4