User:Icesinithol

1,393 editsJoined 2 October 2022
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Vague attempts at storing matchup information for Jin, ideally to be peer reviewed in the future by more competent people eventually.

Azrael

 Azrael

Azrael struggles a lot in neutral against Jin, staying away from his effective range and throwing out 5C, 3C and potentially even 5D in neutral will keep him in check from recklessly using his 236A and 6C and thus force him to reconsider how he attempts to approach you altogether. Jin’s 236A isn’t as useful on the ground as it is in a lot of other matchups primarily due to Azrael’s ability to 214B the projectile however it is still possible to use them in the air pretty reliably. In the event that he ends up absorbing a projectile then it is possible to low profile the Phalanx projectile (236B startup and still not get hit by the projectile with 3C. In the air, j.C stuffs out basically every single one of his potential approaches however try to avoid getting in close-range air-to-air situations as Azrael’s air buttons are very good in that regard. Beware of hanging above Azrael anywhere on screen, in the air his j.C is very good at hitting you if you’re right above him and depending on spacing he can also use his 6C to swat you out of the air if you’re at a lower height or IADing towards him. On top of that, his grounded normals are generally very good at dealing with most of your air approaches, the only button he struggles to anti-air reliably is j.2C, in which case he is forced to rely on the more committal and awkward to use 6B.

However, once Azrael gets in it can get pretty tricky, his offense is not particularly oppressive because it is full of gaps but it puts a lot of mental stack on you due to the fact that he can make you pay dearly for any woefully timed mashes, jump out attempts and if he ever blocks C-DP you’re in for a lot of pain as the counterhit + crouch recovery state gives him one of his most damaging meterless combos available to him. It should also be noted that by design Azrael will usually come on top from pretty much every single trade in the close range and as such it is best to just block if that ever happens. Aside from that, his teleport-dash cross up is another aspect of his offense that can be difficult to deal with, thankfully there are a couple of option selects to use, do be aware however that some of these options might potentially lose to Azrael’s own options after a cross up dash.

  • 1AB : Barrier/2B, loses to cross up TK 214B
  • 1[B]AAA : Barrier/2A, loses to cross up TK 214B
  • 1ABC : Barrier/Throw, beats out cross up TK 214B, might expose you to TRM setups or it can just be teched.
  • 1[D]ABC : Barrier/OD, needs OD and while it is safe it just creates another situation where things might go either way depending on what the Azrael does.
  • 421AB~X : Barrier/DP, might expose you to TRM setups, can naturally just be blocked and punished. On most characters he can attempt another cross up by doing IAD j.B in order to make the DP whiff or in order to mix your inputs, however both of Jin’s DPs hit around him so this is inconsequential.

In regards to his pressure specifically, as mentioned earlier Azrael’s pressure is very short compared to most Blazblue characters meaning that he generally has to go for some form of mixup very early on or attempt a potentially risky pressure reset and while it is possible to stuff out any attempts at resetting his pressure it also carries an inherent risk. Here are some of his potential pressure resets :

  • 236A : Gustav, it is +1 on block and will always guarantee that his 5A even on a trade. The easiest way to deal with Gustav is to just instant block it which is relatively doable, do keep in mind however that while he loses his turn he is still able to attempt a DP or simply backdash out of your attempt at gaining your turn back. One way to call this out is by doing 5D or a dash 5A/5B (do keep in mind that he can potentially make you regret doing dash 5A/5B). Aside from that, it is also possible to just gamble with a reversal if you do not manage to IB gustav but wiser Azrael players will start baiting those options out by either backdashing or just blocking them. Aside from that, on normal block Azrael gets a new turn to run his offense and is in throw range.
  • 6C : Lunges with a forward kick, you can hit him out of it pretty reliably with most of your buttons generally. If it is done meaty you can generally DP it otherwise you’ll have to hold it.
  • 5BB : 5B on its own is neutral on block however the followup B is +5, there is a 1F gap technically so it is possible to DP out (especially on IB) though do be aware that he isn’t forced to immediately go into the followup and such he can simply do something else entirely or make you regret using a DP by just blocking it or making it whiff.
  • Rejump pressure reset : Azrael’s rejump pressure isn't particularly hard to anti-air with Jin, depending on the way you blocked his previous buttons it might even be possible to jump-up airthrow or challenge with j.A
  • Menacingly walking towards you
  • TCL Mindgames : self explanatory, whiffing or blocking either the first or second part of his 236C rekka doesn’t necessarily mean that he gives up his turn because if you ever try to contest it might be a potentially deadly gamble for you. It is possible to DP out of it if he staggers but naturally that comes with its own set of previously discussed risks.
  • Dash cross up : pretty hard to deal with reactively, it is generally better to OS it during his pressure. A bit trickier to deal with on wakeup however.

Azrael’s oki in the isn’t particularly amazing out of the corner most of the time, he generally has to make some strong commitments in order to catch any particular wakeup option and if he uses the wrong option in an attempt to catch one of your wakeup options he at best loses his turn or at worst gets punished for it, naturally in the corner these options will be far more reliable and oppressive. Here are some of the common options  :

  • 5A/5B Meaty : standard meaty, be warned that he can hitstop OS both of Jin’s DPs with these.
  • 2A/2B : his go-to no tech catches, 2A is generally preferred as it isn’t as committal compared to 2B whereas 2B is far more rewarding
  • Throw/5A TRM : Throw OS counterplay.
  • 5D : Overhead option, loses to late tech and rolls, however he can still block on a delay tech.
  • 2D : Low option; loses to backrolls and reversals.
  • 6D : Overhead option, loses to DPs and wakeup OD
  • 3D : Low option, generally works as a backroll callout and is also usually safe on wakeup OD.
  • 66 5A/5B : crossup attempt that also acts as a meaty if its blocked
  • 66 TK special : 236A, 214B, 236C are all options he can TK after a forward dash. You’ll have to hold 236A if you manage to react properly, however in the case of TK 214B you will be able to get a heavy punish on Azrael while TK 236C comes with its own set of mindgames on block. The best way to deal with these is generally to option select, especially TK 214B because it is practically impossible to react to it (at its earliest it is a 13F crossup).
  • IAD j.B : safe jump
  • 66 9jc j.B : corner crossup, setup done in in order to reverse your inputs around whenever you attempt a DP
  • 66 9jc IAD j.B : corner crossup, similar to the setup above, but comes with added protection to delay wakeup rolls. Depending on your wakeup timing, this can put Azrael either in front or behind you.

Defensively, Azrael has a few options however all of them are very risky. His fastest normal is his 6F 5A, whereas his fastest (and arguably riskiest) mash option is 214B with its 5F of startup and relatively generous hitbox. Aside from that, he can potentially attempt to use 214C as a pseudo-reversal with its guardpoint frames however they do not last very long at all and as such 2A mash will beat it clean, do be aware however that on wakeup this will usually cross you up if you’re crouching and if Azrael is not hit out of it. His actual reversal options are not particularly great either as they are very slow, his 623B reversal has 18F of startup and on top of that it can be low profiled pretty easily by the majority of the cast, however in Jin’s case he can only low profile it with 3C if he is right in front of him or if he is spaced out properly he can somewhat low profile with 2B. His 50 meter reversal in 214214D has a startup of 16F. Both of those reversal options can be easily safe jumped. Aside from that, one of his best options on defense is his backdash, which has 1~20F of invul (28F total), it is possible to call it out in pressure if the Azrael player loves backdashing constantly with a 665B which is a risky option but it will allow you to get a meterless combo or with a delayed 5D which will generally require at least 25 meter in order to convert properly but in contrast it is much safer and harder to stuff out for Azrael.

To conclude, this matchup is primarily Jin favored if you manage to control the neutral and are able to properly run your offense on Azrael. However in the event that Azrael manages to get in to run his potent offense, things somewhat even out as Jin can rely on the common anti-Azrael OSs on top of the fact that all of his potential mash-out and/or reversal options are very usable against Azrael, especially since all of Jin’s reversal options cover every area around him denying Azrael’s cross up shenanigans. However, while Jin’s answers to Azrael’s pressure are pretty effective they are still very risky to use, especially C-DP due to the grounded counterhit while crouching state on recovery whereas the superior D-DP is locked behind 25 meter and Yukikaze/Ice Arrow both need 50 meter. In essence, once Azrael is able to get past Jin’s neutral or overtake him by guessing/gambling/making the right decision on wakeup the match will generally be decided by the players themselves and their responses/habits to each other’s attempts on both offense and defense.


Hakumen

 Hakumen

Overview

Neutral

Offense

Defense

Character specific notes


Platinum

 Platinum

Overview

Neutral

Offense

Defense

Character specific notes


Susano'o

 Susano'o

Overview

Neutral

Offense

Defense

Character specific notes