Fighting Style:
"Mexican Tribal Fighting Style"
Introduction
“
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This place is sacred - and anyone who dares defile it will be sorry they did!
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”
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The penultimate boss of Kaiser Knuckle and walking jojo reference. Azteca is a tricky character and also has like 20 anti-airs.
Strengths |
Weaknesses
|
- Great range on normals, especially air normals
- Awesome mobility, multiple ways of changing his jump arc
- Has a command throw
- Tons of crossup setups, including off the command throw
|
- Most normals have high startup
- Limited combo damage outside the corner
- Mobility options are highly committal
- Reversals are limited to throws and LK+MK+HK
|
Stats
Forward walk speed
|
Backward walk speed
|
Prejump
|
Jump length
|
Backdash length
|
Backdash distance
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Defense
|
Stun
|
2.125000
|
1.593750
|
2 frames
|
34 frames
|
1-11 invulnerable, 12-15 vulnerable
|
80px
|
4032
|
544
|
Normals
Standing
5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
4
|
4
|
+5
|
+3
|
HL
|
Y
|
-
|
Reset
|
Azteca claws down with both hands. Not as disjointed as most jabs, but good range and frame advantage.
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|
n.5LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
4
|
5
|
+4
|
+2
|
HL
|
Y
|
-
|
Reset
|
Your close jab, with a weird activation range that causes it to whiff sometimes. It's useful for short combos, where you can cancel into command throw.
Max activation range is 78px
|
|
5MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
8
|
2,6
|
2
|
+8
|
+6
|
HL
|
N
|
-
|
Reset
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Poor startup but good frame advantage. This shares an animation with 5LP but it has an early hitbox that makes a good anti-air. The second part links into 6HK if you can hit it.
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|
n.5MP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
6
|
6
|
6
|
+6
|
+4
|
HL
|
Y
|
-
|
Reset
|
Azteca does a heatbutt. Hitbox oddly extends behind him. You should cancel this into ball, or command throw if in range. Like with a lot of his normals, it has good frame advantage but link options are limited.
Max activation range is 78px
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|
5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
7
|
12
|
8
|
+2
|
±0
|
HL
|
N
|
-
|
Reset
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Azteca stretches his arm out, looking like he’s about to throw a mean fireball. It actually has slightly less range than 5MP in front, but it's 1 frame faster.
Crouched by Liza (crouch blocks it)
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|
n.5HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
7
|
2,1,10
|
8
|
+1
|
-1
|
HL
|
N
|
-
|
Reset
|
An upwards swipe that lingers for a bit. Unfortunately not cancelable like a lot of n.5HPs, but it’s still safe on the ground and makes a great close anti-air.
Max activation range is 62px
|
|
5LK close is identical close is identical
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
4
|
6
|
+3
|
+1
|
HL
|
N
|
-
|
Reset
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Azteca sticks his leg out awkwardly. Shorter range than 5LP but it’s totally disjointed.
Crouched by Wulong, Liza (crouch blocks it)
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|
5MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
5
|
6
|
6
|
+6
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+4
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HL
|
N
|
-
|
Reset
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A slightly upward-angled kick. Good all-around hitbox means it doesn’t get low profiled as much as it looks.
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|
n.5MK
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
5
|
6
|
6
|
+6
|
+4
|
HL
|
Y
|
-
|
Reset
|
A slower version of 5LK with a better hitbox. If I knew better, I’d say this and 5MK were switched around. Either way, it’s cancelable and largely fills the same niche as n.5MP.
Crouched by Wulong, Liza (crouch blocks it)
Max activation range is 78px
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|
5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
6
|
3,13
|
11
|
-5
|
-7
|
HL
|
N
|
-
|
Reset
|
Big vertical kick that has a bonus hitbox at the start which hits close to the ground. Pretty disjointed anti-air, but not much else since it's unsafe on ground hit.
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|
n.5HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128+128
|
9
|
9+4
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4
|
+5/+14
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+3/+12
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HL/HL
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N/N
|
-
|
Reset, KD if both hit
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Azteca raises his leg for an axe kick. Sadly prone to being crouched. Also has incredible frame advantage, but it doesn’t seem like you can link anything due to pushback.
Crouched by (both hits) Wulong, Liza
Crouched by (second hit only) everyone but Boggy and Gonzales.
Max activation range is 56px.
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Needle Kick 6HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
9
|
13
|
11
|
-2
|
-4
|
HL
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N
|
-
|
Reset
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Azteca suspends himself on his hair and kicks. He’s still on the ground for the first 6 frames, but low crushes when active. Incredible hitbox and active frames, making it deceptively hard to jump over and punish. Some characters can punish this on block, like Kazuya 214P or Lihua 2146P, but not from max range.
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|
Crouching
2LP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
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Hit Advantage
|
Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
4
|
5
|
+4
|
+2
|
HL
|
Y
|
-
|
Reset
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A crouching punch with a hitbox that doesn’t cover the fist. Useful for canceling into command throw since you’ll buffer the motion.
|
|
2MP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
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Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
6
|
5
|
6
|
+7
|
+5
|
HL
|
N
|
-
|
Reset
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Identical hitbox to 2LP, but with a worse hurtbox post-active frames that makes it easy to whiff punish. The upside is that frame advantage is good enough to link this into 2MK or other normals.
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|
2HP
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128+128
|
3
|
3(3)7
|
6
|
+9
|
+7
|
HL
|
N/N
|
-
|
Reset, KD if both hit
|
Azteca does a headbutt low to the ground, kind of like Blanka’s rock crush. Another case of good frame advantage, too much pushback. It's a lot easier to use than n.5HK thanks to fast startup.
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|
2LK
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
2
|
4
|
5
|
+4
|
+2
|
L
|
Y
|
-
|
Reset
|
A low kick with the same frame data as 2LP but less range. The upside is it can beat moves like Genroudan. Cancel this into command throw, as usual.
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|
2MK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
6
|
4
|
6
|
KD
|
+6
|
L
|
Y
|
-
|
KD
|
A good sweep that’s surprisingly plus on block. You can cancel into ball, and set up a crossup with air ball, or into hair for a frame trap.
|
|
2HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
5
|
1,11
|
8
|
+2
|
±0
|
HL
|
N
|
-
|
Reset
|
Azteca turns around and kicks at an upward angle. A niche anti-air, since after the first frame it gains a hurtbox that covers his active leg. This move can avoid some jumping normals because of how low Azteca gets, especially against people double-jumping in your face. Example here. It can also pick up juggle situations, since it's fast for its range.
Low profile frame 4-6
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|
Jumping
Note: Azteca's neutral jump normals are the same as his diagonal jump normals.
j.LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Azteca does an elbow drop with a deceptively large hitbox that reaches above his head. You can cancel this into j.236P - use HP as it's most reliable.
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|
j.MP Hitbox is identical to j.LP Hitbox is identical to j.LP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
4
|
15
|
4
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Basically the same move as j.7/9LP, but it deals more damage and ends in the air. Increased hitstun means this reliably combos into any air ball.
|
|
j.HP
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
4
|
14
|
4
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Azteca smashes the opponent with both hands. Good hitbox that makes it harder to counterpoke than j.LP/j.MP. Surprisingly active, but it doesn’t reach as low as his other buttons and doesn't hit most characters in the corner(!) so it’s a poor jump-in.
Whiffs vs everyone but standing Marco, Gonzales, Azteca in corner.
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|
j.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
32
|
4
|
Until landing
|
-
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
Azteca sticks out his leg without looking. Great hitbox and it can cross up but the spacing is fairly strict. Hits much lower than LP/MP so it’s a good button for pestering from the air, like after a whiffed ball.
|
|
j.MK Hitbox is identical to j.LK Hitbox is identical to j.LK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
64
|
6
|
14
|
6
|
-
|
-
|
H
|
Y
|
-
|
Reset
|
This move looks just like j.7/9LK. While it's slower, it more reliably combos into his command grab even from max height.
|
|
j.HK
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
128
|
4
|
12
|
8
|
-
|
-
|
H
|
N
|
-
|
Reset
|
Azteca has a dropkick! It’s prone to trading but that’s not too bad for him. Fast startup for a heavy jump-in and good range makes up for it.
|
|
Hair Swipe j.2LK+MK+HK This isn't really a dive or a kick, but we don't have a better name for these... This isn't really a dive or a kick, but we don't have a better name for these...
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Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
192
|
12
|
4,4,4
|
34
|
KD
|
-23
|
H
|
-
|
-
|
KD
|
Azteca swings from the ceiling, covering a massive area with his hair. Huge disjointed hitbox makes this a counter to most anti-airs or an anti-anti-air, and a mean crossup.
Azteca can vary his jump arc with different versions of air ball, so this fits well into his gameplan. You can also use his divekick after a ground ball.
|
|
Throws
Dive 4/6MP/HP max range 48px max range 48px
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
Azteca lifts the opponent up in both hands and slams them into the ground, like a really lazy izuna drop. It’s his only normal throw, so what can you do (besides command throw). Always throws them forward, and if they're cornered, it actually moves them slightly out, allowing you to go for a crossup.
|
|
Hair Throw j.4/6HP min range 88px min range 88px max range 128px max range 128px note: no official name found note: no official name found
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
-
|
16
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
KD
|
A hair grab that tosses the opponent into the wall behind you. Its specific distance requirement makes sense in context, and the max range is slightly further than 6HK.
|
|
Special Moves
Mystic Buzzsaw
aka Ball 41236P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
-
|
64
|
5
|
20
|
35 (whiff) 38+ (hit/block)
|
KD
|
-19
|
HL
|
-
|
-
|
Y
|
MP
|
-
|
64
|
5
|
23
|
35 (whiff) 38+ (hit/block)
|
KD
|
-19
|
HL
|
-
|
-
|
Y
|
HP
|
-
|
64
|
5
|
31
|
35 (whiff) 38+ (hit/block)
|
KD
|
19
|
HL
|
-
|
-
|
Y
|
A chargeable move where Azteca spins up while you hold P and flies in an upward curve when you release it. Light ball travels about halfscreen before stopping, Medium slightly past that, and Heavy nearly fullscreen. You can act after reaching the apex of this arc, when the active frames end.
This gets really annoying when you do air ball afterwards, but you can do anything from the air. The move will also be cut short if you touch the corner. All versions leave the opponent in a juggle state, but the last hit will knock you back. If you 'do' miss the last hit, you can follow up with any ground normal, 41236P, or j.236P
Charge frames are detailed below. The charge itself has an active hitbox, so have fun.
|
Charge (stage 2)
|
-
|
16+64
|
+10
|
+10
|
-
|
-
|
-
|
HL
|
-
|
-
|
Y
|
Hits twice. Happens if you hold P for 10-21 frames.
|
Charge (stage 3)
|
-
|
16+16+64
|
+22
|
+22
|
-
|
-
|
-
|
HL
|
-
|
-
|
Y
|
Hits three times. Happens if you hold P for 22-32 frames.
|
Charge (stage 4)
|
-
|
16+16+16+64
|
+33
|
+33
|
-
|
-
|
-
|
HL
|
-
|
-
|
Y
|
Hits four times. Happens if you hold P for 33-44 frames.
|
Charge (stage 5)
|
-
|
16+16+16+16+64
|
+45
|
+45
|
-
|
-
|
-
|
HL
|
-
|
-
|
Y
|
Hits five times. Happens if you hold P for 45-108 frames. After 108 frames, you'll automatically move.
|
|
Air Mystic Buzzsaw
aka Air Ball j.236P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
All
|
-
|
16
|
0
|
29-40
|
19-22 (whiff) 42+ (hit/block)
|
KD
|
-24
|
HL
|
-
|
-
|
Y
|
Another rolling attack, this one falls down. Does one hit and can’t be charged, but still knocks down. The angles it goes at can be tricky to deal with already, but Azteca also bounces off the ground once. Air ball also overrides your jump momentum, so mind that when spacing it.
Active frames and recovery vary based on the height you start the move from. The numbers are based on the minimum and maximum heights. Azteca is already nearly fullscreen by the time they can move, so it’s seldom punishable.
In almost any situation you can think of, you'll probably be mixing up between LP and MP airball from the same spot for an ambiguous crossup. After ground ball, after a blocked jump-in (or early hit that'd be unsafe)...
|
|
Silent Spear
aka Hair Whip 2146P
|
Version
|
Damage
|
Stun
|
Startup
|
Active
|
Recovery
|
Hit Advantage
|
Block Advantage
|
Guard
|
Cancel
|
Invuln
|
Juggle
|
LP
|
-
|
128
|
18
|
5
|
12
|
KD
|
+5
|
HL
|
-
|
-
|
Y
|
MP
|
-
|
0+128
|
18
|
3+4
|
14
|
KD
|
+6
|
HL
|
-
|
-
|
N/Y
|
HP
|
-
|
0+0+128
|
18
|
3+2+4
|
17
|
KD
|
+3
|
HL
|
-
|
-
|
N/N/Y
|
A hair whip attack that serves as Azteca’s big damage launcher. It’s disjointed for obvious reasons, although it can be low profiled because the hitbox is narrow. Since it's so rewarding (and plus on block), you can throw it out, but it’s slow and you can’t combo into it. Don't be too predictable and you'll be fine.
What's weird is that the first hit of 2146MP and the first and second hits of 2146HP will end any juggle. As such, they're generally worse than 2146LP, except for dealing more chip damage.
Crouched by (point blank only) Kazuya, Barts (crouch blocks it), Boggy, Azteca.
Crouched by Gekkou, Wulong, Lihua, Liza, Marco.
Also, 2146MP/HP's first hit causes Wulong to duck subsequent hits, even if he's standing.
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Stone Shock 63214P max range: 64px max range: 64px
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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0
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-
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-
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-
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-
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-
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-
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-
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-
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-
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Azteca’s command throw, which he has for some reason. Probably just to complete the Jojo’s reference. It’s instant, but like most command throws, you can’t negative-edge it. It’s a good mixup and combo ender to have, but they can mash to reduce the damage.
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Mexican Moonsault
aka Hop LK+MK+HK
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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-
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-
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Total: 33 frames
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4
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-
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-
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-
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-
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1-5F
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A move that’s purely a movement option, but with some invulnerability on startup. It can be useful for setting up crossups where you normally don’t have the time, like after a throw. It can be tricky to react to, but is somewhat punishable.
Azteca is airborne frames 6-29, grounded frames 30-33.
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Desperation
Death Blow Pressure 41246MP+HP frame 41 frame 41 frame 52 frame 52
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Damage
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Stun
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Startup
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Active
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Recovery
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Hit Advantage
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Block Advantage
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Guard
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Cancel
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Invuln
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Juggle
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-
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0
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40
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27
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41
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KD
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-23
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HL
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-
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-
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KD
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Azteca charges up for a while before shooting out a special beam cannon. This counts as a projectile, so it’ll cancel out other fireballs and continue to hit the opponent. Its startup makes it hard to land, but it hits hard. Maybe they’ll freeze up the odd time you decide to use it.
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Combos
Midscreen
- late 5MP 6HK
- n.5LP 2LP/2LK xx 63214P
- n.5MP/n.5MK xx 63214P/41236HP
- 2MP 2MK/2HP
- 2MK for knockdown, 2HP for damage/stun
- Does more damage than the below combo if you reset the air throw, and will often put the opponent into the corner.
- 2146P 2146LP 41236HP
- meaty 2HK 5HP
- meaty 2HP(1) tk j.236HP
Wallbreak
- Stuns everyone with a wallbreak stage but Wulong. Can deal more damage if you reset the second j.HP but be careful since if you're too slow it won't stun. This reset is necessary to ToD Lihua.
- Does slightly more damage than above if you don't reset the second j.HP. Use for Wulong if you aren't confident in landing the reset.
- 2146LP(x3) j.HP Reset Air Throw
- Optimal Wulong combo, does the same damage as resetting a second j.HP but sets up better oki.
Corner-only
- n.5LP n.5LP 2LP xx 63214P
- Yeah, you get an extra hit if they’re cornered.
- 2146P 2146LP(x5, 6 on Gonzales)
- Easy corner stun combo.
- Post stun combo. Redizzies everyone but Azteca, Lihua, Wulong and Gonzales. On these characters it's better to reset the second j.HP for better damage, which on Lihua and Wulong can allow for ToDs.
- 2146LP(x6) j.HP Reset Air Throw
- Post stun combo. Combo for Azteca and Gonzales, since it is impossible to redizzy or ToD them. The reset air throw puts them into midscreen and does enough damage that they're put in a left right guess for game.
Strategy
The key to playing Azteca is to get your opponent to make the wrong reads and get smacked for it. You’re going to be jumping a lot, where you have access to good jump normals, air ball, and j.2KKK.
Poke with 5LP/2LP/2LK/6HK and 2146LP. The latter is Azteca’s largest and most rewarding poke. It grants you easy stun combos in the corner and solid damage midscreen. It’s +5 on block, so Azteca's slow normals actually allow him to frame trap, like 5MP/2MP/2MK.
On j.2KKK - it can not just cross up, but works as a counter to typical anti-airs. It’s very punishable on block, but not reactable in its own right. They have to make a read that Azteca is going to do it near the top of his jump arc, which means he can also empty jump low or throw. If they try to air-to-air instead, air ball will likely beat them to the punch.
Azteca can have problems closing the gap, since his walk speed is so slow. His best options for chasing someone down are both ground and air HP ball, but it’s fairly easy to stuff on its own.
Crossup setups come from most knockdowns, including:
- Throw, hold 9, late j.236LP (same side) or MP (crossup) OR LK+MK+HK, n.5MP 41236P (ambiguous, walk back slightly)
- 2MK, hold 9, meaty 2HK 5HP (same side) or 2369HP (crossup)
- 63214P, LK+MK+HK, 2369LP (same side) or MP (crossup)