They suffer against everyone pre six. But they also have the means to shut him down utterly post 6, so as long as they play it safe, farming under turret and only using their Qs to nab low health minions safely from afar so as not to take free harass from Azir, they're fine.
Azir is SUPPOSED to have an oppressive laning phase. Complaining about it solves nothing. Learn to work around it. That's like complaining that ADCs crit too much in the late game, or that Fizz's mid game is unfair. It's what they excel at. During a constantly shifting teamfight, Azir starts to lose his advantages because he can't always have a soldier where he's going to need it. He won't always be able to safely jump to one. And his ult could just as easily ruin a teamfight for his team as it could save them depending on how he uses it. He's a very mechanically heavy, position focused champion. If someone can play him well enough to do well given his limitations, and how much his kit punishes you for making small mistakes, they can go ahead and win with him in my book. It means my team failed to shut him down and gave him the exact openings he needed.