Azucena main and Shaheen player. Commentator from Melbourne, Australia. Whilst Shaheen was my main in Tekken 7 for 5 years, I've since found more fun with Azucena who I main in Tekken 8 (although I still enjoy playing Shaheen and making content for him!).
I compete in events occasionally, but I mostly focus on commentary, content creation and coaching, as it gives me an outlet to discuss and analyse the game, as well as to help others improve and learn new things. Whilst my guides can be used by people of all skill levels, my main focus area is on more advanced content, to encourage higher level thinking and play.
With my analytical background and love for the game, I've had the pleasure of commentating Tekken for many events such as Dreamhack Melbourne, The Game Expo, Road to Evo Japan and Battle Arena Melbourne on the Tekken World Tour.
For any business enquiries, please contact me at chipzeeh.enquiries@gmail.com
These matches were super cool to watch! Tekken 8 is my first time playing Tekken seriously and I've been having a blast on Azucena. These games were particularly cool because your playstyle is shockingly similar to how I like to play her (tons of db + 3 into back turn stance mixups) but just way cleaner and more frame tight, I can def learn a lot from this set!
Looking to get in azu, your vids have made her interesting. Just a few thoughts: You seem to like to use her heat smash as soon as you enter heat, is her heat weak or is the mind game off the blocked heat smash just better than her having heat? Her f+1+2 seems like a good move however I don't think you used it this entire set, any reason why? Would be great if you did a beginner guide some where down the line! Thanks for the vids :)
Cheers for the kind words! My use of the heat smash is definitely a stylistic choice that has stuck with me since I started using her, but I can give reasons as to why I like it. Up close, if you even slightly delay it or use it on certain frames, it tracks extremely well and I get so much damage out of it. I also love the situation after with the new LIB 2 buff, and I think using the heat engagers to heat dash is more situational, and often not as good as the heat smash for me. I will however also use the heat b+2, but I'm just confident in the moves cheap tracking so I use it off the rip a lot! As for f+1+2, I personally am not that strong at using power crush and I often opt for safer options like sidestep and things like that (personal preference). Most of the time I use power crush, is off situations I know it will work (like blocking certain moves), or I like to sidestep into it to make sure it doesn't whiff. The tracking on this patch is quite terrible, and against someone like Chand it's not a risk I want to take. However this is all preference, and I probably should try to use it more! I'll keep the guides coming and look to see if I can make a more beginner focused one in the future.
@@thorn__ado No worries dude! This is an alt route if you think it's gonna hit. I believe it's the same damage as ws4,1,3 on its own, but you get an extra hit which could always help with recovering health!
I have a combo that seems inconsistent. Try this on below: Back turned, 3+4, 3, (Liberator) 4 1, D2 3, (Liberator) 1+2, f2,1,4 (81 damage) Kinda inconsistent with the 1+2 connecting. I found that Quickly dash in after the 4,1. Tends to make it connect but you have to dash super fast. Works on xiaoyu so should work on everyone. They make us work for the big damage 😂
That route is still strong and easier to do but does a bit less damage than the new route that starts with 4,1 and a lot less damage than the routes with the backturn 3 starter. That being said it is super consistent now and still totally valid.
sorry for many comments, one additional moment, i found it is harder to make it wall carry i mean you need to adjust a lot and differently, sometimes it is goes so far, i hope it makes sense
Great content as always man! Just a quick question! In what situations should i be using WS 413 instead of DF1412 as wall ender? Also i ve seen you do the WS413 with the down jab but when i do it as combo ender after the down jab the last 2 hits seems to whiff.
Hello and thank you! I'm a bit iffy with explaining combos but I'll try my best. d/f+1,4,1~2 will work if you haven't used any of the wall hits in a combo. So think like, doing a combo, carrying to the wall with d/f+4,1 and then doing it. Remember that any wall hits on a high wall splat don't really count to the combo count. ws+4,1,3 is best for when you have used 1 wall hit in the wall combo. So in this video, I do d/f+4,1 after the wallsplat and that 2nd hit is counting as a wall hit. If I go for d/f+1,4,1~2 there, it won't work because it's too many wall hits. Funnily enough, if you step left after the wallsplat and do d/f+4,1, the tornado actually puts them as a high wallsplat and you can do d/f+1,4,1~2! Combos are really confusing. As for the downjab in the combo, I think it works as it's quick enough to count as a high splat maybe? I'm not sure, I just copied Bilal Kaka's combo! This video from Applay explains the wall system mechanics really well and I highly recommend it: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-G8vGCJR91Ns.html
@@chipzeeh Wow! thank you so much for the detailed explanation. So what i understand is that if i do Df41 and then the opponent touches the wall df1412 works just fine. But if i do df41 and the 1 connects when the opponent has already touched the wall then WS413 is better. Is that right? I have also only seen you and Bilal Kaka do the down jab. I dont think Kaizur uses it. Anways, i will watch the video and try it in the lab. Thanks again <3
@@haseebarshad9519 Yep I would say thats about right. If the d/f+4 connects when the opponent is on the wall, ws+4,1,3 is better. But yeah as I said, if df4 hits while they are on the wall, but you stepped left before doing it, it will high wallsplat them and you can actually still get df+1,4,1~2 because the extra hit you get with a high splat. Tekken is hard hahahaha
Because of the big plus frames, you have heaps of time to go for f,f+3+4 without them being able to step. But, you can also do other things like wr3,2 or anything you want really.
I just am having a really hard time adjusting and actually making use of all the changes. I'm so used to going for the crouch grab after bt3 on counter hit that I'm missing out on the wall splat when it's at the wall 😫
Thank you for your updates on Azucena and her new combo routes/pressure tools. In a similar but less assholish way i would also like the notation for the new combos for practice
What's also nice about the lib 2 change is it makes b1,1 to lib 4 a strong wall ender for oki and enforce a mix between a safe wallsplat mid or the hellsweep if opponent techs. Then b1,1 to lib2 is also good damage option.
Hey all! I've also found that anytime after a BT3 in a combo, you can briefly hold forward to move forward in LIB, and this makes the combos stick a bit better as well!
Such a bad video. Totally time waste. You didn't even give any notation on the combos or even said which moves you did. Am I as a new learner of the character just magically suppose to know which moves you actually did? Why didn't you spell out the attacks you were doing? Thumbs down! I want my 7 minutes back!
@@Hypercube1729 Hey there, apologies for the confusion on this one. This video was more so focused on how to give consistency to the new combo routes, rather than actually explain what all of the new combos are. I do appreciate the feedback however and I'll look to include notations in any future combo videos. I'll also include the combo notations in the description if that helps!
The new combo routes have quite a bit more damage, especially the ones that start with the BT 3. The old routes are still okay and should be more consistent with the d+2,3 improvements, but I don't think the new ones are hard enough to not go for, given the damage difference.
I don't think were gonna see much of these in tournament play or even just online some of these combos are harder to do, extremely inconsistent and change on a character by character basis for what seems to be negligible damage. I feel like alot of these are not working as intended and they just feel off even when you try to finagle the situation to make them more consistent, and if they are not working as intended are we gonna have to wait till the next balance patch for them to fix it? The stance mix ups are the only good thing added, atleast for me.
Something that stepping left may be accidentally achieving in the manual backturn 3 combos is it delays when the bt 3 hits. I've found that with these crumple stun combos, if you delay the bt 3 until the exact moment the opponent goes from crumpling to laying flat on the ground, the later tornado won't whiff. There seems to be a frame where the opponent is no longer airborne from the stun but can still be floated right before they're fully lying down, and hitting them in that moment causes less pushback. Of course if you're late you don't get a float but just a grounded hit.
@@Hermelin69 Nah she kinda does. They share a lot of moves in common, both are stance mixup and CH string oriented chars. They legit share something like 15 non-generic moves
I’ve been doing df3, d2,3 LIB 4,1 ff3 T! f4,1,2 from faster launchers. Same damage as the bnb everyone else suggests but consistent at range and SSL, and you can readjust easily on SSR. Won’t work on BT though
@@disboi3375 It's a lot to absorb! But if you are mainly talking about the notation for the combo, the brief explanation is: 1 = square/X, 2 = triangle/Y, 3 = cross/A and 4 = circle/B on Playstation and Xbox respectively. U and D refer to up and down, and B and F refer to back and forward, as we don't talk in left and right given those inputs swap depending on the side you play on. So d/f = down forward. It's just a quicker way of writing out the buttons! Combos might also have abbreviations for stances like LIB (Libertador) or BT (backturn). Finally SSL and SSR just mean sidestep left and sidestep right. There's many other terms but you'll get it!
Play a lot last night and having extra tools to play with has been great. Shame I’m a hard stuck mighty ruler! How are you finding the new stance switching strings?
Glad to hear you're enjoying it! It's been fun! The df1,4 into backturn is a game changer for me. D+4 into LIB is a little harder to enforce but still nice, and the wallsplatting LIB 2 is tooooooo good.