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Moy_X7

[CP] Jin vs Azrael

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Match Start



Neutral

Full Screen
Long-Mid Range
Point Blank


Offense and Defense

Your Offense vs His Defense
His Offense vs Your Defense


Gimmicks and Miscellaneous Info

Gimmicks
Misc. Info


Frame Advantage, Disadvantage, and Punishes

Frame Advantage
Frame Disadvantage
Punishes


Summary

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I'm not claiming to be an expert at the match up but I have to play this match everyday vs a friend so I'm trying to circulate information and see if anybody else has anything to make the match up easier.

Number one thing to do is get yourself familiar with Azrael's toolsets via the wiki.

http://www.dustloop.com/wiki/index.php?title=Azrael_%28BBCP%29

This match up is apparently considered to be slightly in Jin's favor. I'm being told it's 5.5-4.5 in favor of Jin.

Match vids:

Fenrich (Jin) vs Mato (Azrael)

http://www.youtube.com/watch?v=dFEYx--GIVs#t=0m11s

Fenrich (Jin) vs Dogura (Azrael)

http://www.youtube.com/watch?v=dFEYx--GIVs#t=5m46s

Match Start
Both characters have a lot of opening gambits that can start offensive momentum so there's a yomi game at the start of the match.

Azrael - Walk back 5C - This will beat Jin's 5C. Jin's 5D or 2D will beat this.

Azrael - 6C - This is air unblockable and +2 on block grounded; it'll be even more positive on block if you barrier guarded this in the air. This beats jump back j.C into a counter hit combo. Fubuki, Jump forward j.C, 2C, or IAD back j.C will beat this option.

Azrael - Gustaf Buster (236A) - This will beat Jin's IAD back j.C, and 2D openers. 5C will counter hit this option.

The safest option for both players is either back dash or chicken block barrier guard.

Neutral

Full Screen

Azrael has issues against zoning tools from various characters so you should be leveraging all of Jin's keep away tools at this range. However, Azrael does have options to get around zoning but he needs to make reads in order to get around them.

Hishouken's and air Hishouken's (preferably TK'd) are safe at this range and gives you enough time to Fubuki any air dash approaches on reaction. Azrael can use Growler Field to either phase through the projectile or absorb them and store a fireball of his own. He has to charge Growler Field in order to absorb the fireball and it has significant enough recovery. If you see the opponent opt to absorb the fireball, this is a perfect opportunity to approach him. If you have 25% heat you can follow the fireball with Musou Tousshugeki and punish him (spacing and timing dependent). If he does absorb a fireball, you need to be aware that he has a fireball of his own that is fast and will blow through your own fireballs. At this point you should be more cautious with your fireballs and should transition into a footsie based neutral game.

Neutral and double jump j.C's are good at this range and will stop forward dashes and air dashes. Be aware, that j.C whiffs against crouching opponents and will lose to normals that low profile an opponent's hit box. Depending on your timing of j.C, Azrael can time a 6C to beat j.C air-to-air or get within a range where 3C will low profile j.C. A more risky maneuver for Azrael is to dash in range and charge Hornet Bunker to guard point and anti-air j.C.

Long-Mid Range

Hishouken's are less applicable at this range, as there's not enough time to Fubuki IAD approaches. Azrael can IAD against Hishouken's at this range to punish you. You can bait these approaches with fake fireballs, such as whiff 5A or 2, whiff 5A and then Fubuki the IAD on reaction.

Neutral and Double Jump j.C's are still applicable at this range but again be aware of Azrael's options to beat this. If they start dashing to get underneath you and then low profile your j.C you can fake the j.C into a j.2C to beat that option. Azrael can opt to use 5B instead, which is a really good anti-air tool with a hitbox that goes behind him and is air unblockable. j.2C will not beat this head-to-head so it's best to just barrier block on the way down. You can use air Hishougeki (236D) to keep yourself in the air longer and potentially beat the 5B anti-air attempt.

2C, 5C, 5D, and 2D are good tools at this range but a lot of these attacks have long recovery times so whiffing these attacks, allows Azrael to get in close.

2C is more of a fishing tool against Azrael's air dashes, forward dashes, 6C, and awkward situations like his j.2C.

5C at max range is ideal, as it lets you go for IAD j.2C cross ups or gatling into 2D for frame advantage. Be careful with 5C in the footsie game because Azrael's 5C has more range and can be used as a whiff punish.

5D is situational but can be used to stop forward dashes, 5C pokes, or low air dash approaches. It should be used sparingly though and as a means to scare your opponent into taking a different approach where one of your other tools can be used to punish.

Max range 2D is a good zoning tool against Azrael and a good means to catch forward dashes, air dash, 5C pokes, 6C, and a few other approach options but the recovery is significant on whiff so you must maintain distance when using this.

Point Blank

From midscreen, all of your up close normals (5A, 2A, 5B, 2B) are faster than Azrael's so you can apply a lot of pressure on him for frame traps and place him in the 50/50 of 5B -> 2B (low)/6A (overhead). Mix up your guard strings significantly to create openings but don't become over aggressive because 5B (1 or 2) ->6A, 6B, 6D, throw all have significant enough gaps that allow Azrael to either poke out of with 2A, 5A, Growler Field reversal, or back dashes to escape further pressure. A couple of successful mix ups/frame traps can get players antsy so they may go for one of the above options to get out of further pressure situations. Exercise caution and mix in baits to punish the opponent.

You want to get Azrael into the corner as soon as possible so don't be afraid to blow meter on Musou Tousshugeki to force him close to the corner. If you got Azrael into the corner but are not close enough to apply additional pressure then you want to be just outside of his 5C and 3C range and be ready to whiff punish either. You can control the space in front of you with 5D or 2D to catch button presses. This is also a good range to Fubuki non-barrier guard chicken blocks or air dash approaches on reaction.

Offense and Defense

Your Offense vs His Defense

Azrael's pretty much has 2 go-to defensive options - back dash and Growler Field. Azrael's back dash is fast, long range, and is invincible on start up so it's great at avoiding a lot of unfavorable positions for Azrael. It's particularly good on wake up and can avoid some oki situations. You can maintain offensive momentum if you read the back dash and in some situations punish it.

As mentioned in the point blank section, all of your go to normals up close are faster than Azrael; however, you're at slight frame disadvantage on block on all of them. Always keep in mind that if the opponent is barrier guarding you're +1 more frame of advantage but if they instant block you're -3 more frames. This makes a huge difference in your pressure strings if the opponent is aware of them and IB's something like 2B and you try to stagger strings for frame traps. This is why varying your guard strings as much possible can prevent them from retaliating. If you over abuse 5B->6A/6B/6D/Throw on block, the opponent can use 5A to poke you out, Growler Field to reversal, or back dash to escape.

Mix in some 5C->2D at max range to gain frame advantage and reset your pressure string. They can back dash after 2D to escape 2A, 5B, 5C if you try to reset the pressure. If you read the back dash you can delay another 2D to punish the back dash but if the opponent reads the 2D they can forward dash instead to punish the 2D. Either delayed buttons or 2A spam can auto correct the forward dash though.

5B->5C jump cancel on block are also alternative means to mixing up your guard strings but you should jump cancel into a barrier block immediately. If the opponent reads the jump cancel they can mash 5A or 5B to immediately anti-air you and then transition into a combo that leads into their oki. You can try for jump cancel cross ups with j.2C off of a jump cancelled 5C but the opponent can 5B anti-air on reaction. In these situations you can chicken barrier block to avoid getting anti-aired or double jump to bait the 5B and then try to whiff punish with a falling j.2C. Alternatively, you can use air Hishougeki as a means to bait and punish the 5B.

From midscreen knockdowns off of 214B~C you can go for a meaty 2A on emergency tech and if you see their back dash you can use 5D or 2D, which will counter hit any button they press after the back dash or force them to block to keep offensive momentum. There are more risky options that require you to make a hard read on the opponent by following the back dash and then punish on the recovery. If the opponent opts to wake up pushing buttons or reversal Growler Field you'll get hit out of the run. Learning to limit or punish wake up back dash will force the player to either block on wake up, go for a Growler Field reversal, delayed techs, or rolls. Forward rolls can be caught with meaty 2A or 2B. Back rolls will require you to chase them down. In order to punish the back roll you have to read it and chase down with 5C preemptively. Reversal Growler Field will beat all meaty 2A attempts; however, this is a risk for the opponent because it's a guaranteed counter hit combo if it gets baited. Max damage punish should always start with 5C->6C->2D from midscreen or if you're closer to the corner with 25% heat go for 5C->6C xx 214D~C (whiff the first hit) to maximize damage and go into the corner 6D reset situation.

His Offense vs Your Defense

Get familiar with his guard strings that lead into his high/low game.

5A, 5B, 2C or 5BB ->

Highs:

5D: Safe on normal and barrier guard. Punishable by 5A on IB.

6D: Safe on normal, barrier, and IB.

Valiant Crash: Punishable on normal, barrier, and IB.

Lows:

3C: Punishable if done point blank. IB to reduce push back for better punishment options.

2D: Safe on normal and barrier guard.

3D: Safe on normal, barrier, and IB.

Hornet Bunker: Punishable on normal, barrier, and IB.

In general, you want to block low and then just react to the overheads. 5D is his fastest overhead and is tricky to block on reaction but all of his overheads in general can be blocked on reaction. The main issue is when the Azrael player starts mixing in 6D or 3D as the two have similar start up animations. Usually, it's the 3D (low) that gets people rather than the 6D overhead. The usual block string leading into the 6D/3D mix up is 5A, 5B, 2C or 5BB because he's +5 on block after wards. The transition into 6D or 3D is not a true block string though and there's enough time to poke Azrael out of both 6D and 3D with 2A, or 5B. You can use 5C to counter hit 6D but not 3D and you'll end up getting counter hit yourself. Also, if you're late on the poke you're looking at a trade or loss but both situations are at your disadvantage because it'll place you in a counter hit state and Azrael can get a full combo from it (trade counter hit is situational and depends on what you counter hit him with). If the opponent expects you try to poke them out they can opt to frame trap with 5A/2C or wait for your poke and then whiff punish. If you're blocking and anticipating on the mix up they can pause and do 3C to catch you if you're stand blocking in anticipation of the overhead. Chicken blocking can get you out of the mix up as well but they can stagger the string and catch your pre-jump frames. Barrier blocking the start of the string can push him out, but places you in his max ranged 5C so it's much easier for Azrael to whiff punish your normals at this range. You can opt to DP at this juncture which would beat 6D, 3D, or 3C but it's an obvious risk if you get baited. If you barrier guarded Azrael out of range then be more weary with the DP's as they'll whiff if he uses 5C.

For the most part, you won't see Valiant Crash or Hornet Bunker in guard strings due to how unsafe they are but be aware of them in a one off situation. Hornet Bunker is mostly used as a hard read anti-air situation in neutral but is extremely punishable on block so it's not really used outside of combos.

Azrael's midscreen BnB without weaknesses usually ends in 3C, 22C, 2C, etc... You should always go for the neutral tech after 3C to avoid a blue beat combo if they mistime the 22C follow up. However, Azrael's is still at advantage if he slightly mistimes the 22C and wake up buttons will lose to his 2C if he continues the combo without confirming the 22C. If they mistime the 22C by a larger margin you can wake up DP to beat any buttons they push after wards but if the 22C was just a slight mistiming their next attack is too meaty for a reversal DP.

If Azrael does a combo ending in 6D without any weaknesses applied do not emergency tech. If you emergency tech, you'll have to deal with his left/right mix ups utilizing his forward dashes. If you read the cross over mix up you can auto correct the DP to beat him but this is a hard read on your part. He has the ability to bait the DP with a back dash or clash with C DP with a well timed 6A allow him to recover and get a full counter hit combo. You can try to do a tech roll away from Azrael if you delay your get up but he can try to pick you up from the ground or follow your roll with his dashes and create the mix up again. Delayed get up is usually the best option, which allows you to react to his cross over mix ups more easily. If Azrael, is trying to go for a raw forward dash cross over during his pressure game you can poke him out of it on the recovery but it's not easy to react to the raw dash like that unless you're mashing.

Gimmicks and Miscellaneous Info

Gimmicks

Misc. Info

Understand how Azrael's drive works. All high hitting drive attacks will place an upper body weakness on you (brown crest on the upper body) and all low hitting drive attacks will place a lower body weakness on you (yellow crest on the lower body). If Azrael hits you with a Drive move that targets one of these weaknesses it provides additional hit properties for him to get bigger damage combos. Knowing this can help you predict what kind of mix up the opponent may go for. For example, if you have upper weakness applied and the opponent is pressuring you they may want to go for a overhead drive attack again to capitalize on the additional hit properties for a high damage combo. On the flip side, the opponent could use that information to try to apply the opposite weakness in preparation for a more damaging combo.

One thing to be aware of is when the opponent does Black Hawk Stinger with weaknesses applied to you. If you have an upper weakness applied, Black Hawk Stinger can't be blocked high but if you have a lower weakness applied, Black Hawk Stinger can't be blocked low. If both weaknesses are applied then you must barrier block it in the air. This super has brief start up invincibility so if you have a long active frame attack in play just outside of point blank range you will counter hit Azrael. On block, Azrael's is placed in a counter hit state so you can a huge punish combo. There's some moderate push back on block that puts him out of range from certain normals so you'll want to try to avoid Barrier Blocking it to reduce the amount of push back to get the most optimal punish. The opponent can rapid cancel it on block but you could also use Overdrive activation to cause it to whiff and punish the recovery of the attack.

If you find yourself with both weaknesses applied you want to stay outside of his 5C range because Azrael can do 5C xx Black Hawk Stinger for a guaranteed unblockable. There are also a few other setups he can try off of emergency techs so you'll need situational awareness to avoid emergency teching into an unblockable Black Hawk Stinger.

Frame Advantage, Disadvantage, and Punishes

Frame Advantage

Frame Disadvantage

Punishes

Summary
In the neutral game you want to zone Azrael out from full-to-mid range without backing yourself into the corner. You want to place Azrael in the corner asap because it eliminates his back dash from being a viable escape option in your pressure game. Also, the footsie game is in your favor when you have him cornered as your long range pokes out ranges his and forces him to make reads or take risks to get out.

Will fill in more information later.

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So I'm an Az player, and I've almost declared this MU unwinnable. Of course it isn't, but when even Dogura is having problems beating Jin, it's cause for worry. Seems like everything I do just loses to the guy. No one has been able to give me clear advice on wth to actually do here.

 

Jin has the advantage air to air, as j.2C just seems to be plain faster than anything Az can put out.

Ground to air, he has fubuki.

He DEFINITELY has the field in neutral with his superior normals. 5C being one of them. But if he really feels like it, he can just close the gap with a dash 2B

Even close up he just kind of stuffs everything with 5B

 

I'm desperate guys, this match up is so very very painful.

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