Using Azucena's u/f+1 sabaki/reversal - Tekken 8 Azucena guide

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what's good everyone today we'll be going over ais's punch par subaki aiser subaki is a reversal tool that counters high and mid punches giving 25 damage and a mind game for your opponent's wake up when you land it to perform the saaki input either up forward one up one or up back one this move can also be done from Azu Sen's liberador stance by inputting up forward one or back back one the latter being very situational and tricky to land Aza Center subaki Parry window is active for seven frames with the Parry activ starting only three frames in because of the quick activation this means that it actually works better when she's at greater negative frames the most effective situation being when she's minus 7 at minus 7 azer can Parry punches ranging from 10 startup frames to 17 startup frames that's right azer can reverse Jabs at minus 7 the range of moves that can be parried varies depending on her frame advantage or disadvantage so I've included a basic table while outlining these windows in the description of this video as the move contains an up input this means it can also be performed from Crouch making it very versatile since the reversal doubles as an attack it can also clip opponents even when you gets the Parry timing wrong just be warned as the move is a high with little range in tracking it becomes risky when waited out by your opponents also as it only works with punches be careful if your opponent uses other moves such as kicks knees elbows running attacks jumping attacks and heat smashes which will hit you or counter hit you if you go for the subaki as a bonus because of azusa's fast Parry start up you can even use the subaki in between some string Rings especially if they're delayable in this example we're able to get some damage on the last hit of Lings 121 which she's delaying definitely have a mess around in practice mode and see if you can find any other strings with this subaki would be helpful for you after the subaki connects we have a wide range of options and mind games to play many opponents seeing this situation for the first time often defaults waking up backwards by holding back whilst they're evading highs while doing this they're unable to block long reaching mids and lows that are 17 frames or faster making it quite risky for them if they hold back we can hit them with forward for four which is confirmable down forward 4 one which is also confirmable and with practice a well time forward forward three our down back three and down three lows also reach which is important for later alternatively our opponent can instead stand up in our face by tapping up which will block all of the mids however if you notice your opponent doing this you can input a generic throw which gives a free back turn grab for a huge 50 damage just be careful as this option can be launched punished if the opponent Taps up and ducks for a safer option on opponents who tap up to wake up we can opt for down back three for a free low attempt as when blocked we can mid Parry their punish attempt to force another m game keep in mind that the same moves that hit waking up backwards will hit tapping up and ducking so ducking here is a big risk for them a safer option our opponent has for our Oki situation is to stay on the ground any mids we go for to catch them waking up backwards will not connect except for the difficult forward forward three option and will also avoid our throw attempt fortunately for us down back three hits on the ground including when opponent's side roll in either direction making it an amazing option to throw out most of the time as this move only deals nine damage when the opponent is grounded we may want to try hit something bigger to force them to take risks in getting up again to do this we can wait to confirm if our opponent is staying down and then go for forward forward three or down back one plus two for big damage and flip over Oki as these moves can whiff on side roll sometimes I like to step left before committing to the grounded hit to realign just be careful of opponent looking to bait these options especially down back bump plus two as they carry a risk on block opponents can also try and stop our pressure with Get Up Kicks mid Get Up Kicks trade with 15 frame moves and low Get Up Kicks trade with 16 frame moves meaning both get up Kicks beat the main mids and lows we use in this situation if you think a get up kick is coming you can side step left and then low Parry this will make the mid whiff for a launch punish whilst also low paring the low since you're crouching you can also enforce a full Crouch mix up if the opponent doesn't attack another option we have to cover Get Up Kicks is hit confirming a center's 3 three string when we see them attack when landed at the wall this will give a wall Splat for huge damage also very briefly opponents can roll towards you by inputting forward but this is not a very strong option as for most of the initial frames they're considered grounded so you can just treat it like a grounded mind game or if you actually wait for them to get up they then can't block for a little while so you can actually try and launch them for it but you're very unlikely to see this a lot because it's not the best and that's it for the main overview of ausen saaki and the Oki situation that follows give it a go on opponents that check you with a lot of punches and experiment where and when it works best for you let me know in the comments if you had any questions or findings of your own and a big thank you for watching see you in the next one [Music]
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Channel: chipzeeh
Views: 659
Rating: undefined out of 5
Keywords: azucena, uf1, ub1, u1, parry, sabaki, reversal, guide, oki, okizeme, tekken 8, tekken
Id: Y92QxVEMR8M
Channel Id: undefined
Length: 4min 52sec (292 seconds)
Published: Fri Apr 26 2024
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