Street Fighter V/Urien: Difference between revisions

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|Nemo, Dogura}}
|Nemo, Dogura}}


{{SFVCharacterChangeList |TBW|TBW}}
{{SFVCharacterChangeList |
* Adjusted positioning after forward throw
* Stand LP advantage on hit changed from +5 to +4
* Stand HP advantage on Crush Counter greatly reduced
* Stand HK hitbox expanded, hurtbox reduced
* Crouch LP advantage on hit decreased from +5 to +4
* Crouch MP hitbox reduced
* Crouch HP hurtbox reduced
* Jump MP hitbox expanded, active frames increased from 4f to 5f
* Jump LK hitbox expanded
* Jump HP startup increased from 8f to 9f, hitbox expanded, hurtbox reduced while hitbox appears then expanded during recovery
* Jump MK hurtbox reduced
* Jump HK lower hurtbox reduced and forward hurtbox expanded on frame 8 and during recovery until 17f
* Quarrel Punch (f+MP) recovery increased by 2f
* '''V-Trigger'''
** Aegis Reflector now builds EX gauge, 2nd mirror now adds 2 hits to combo scaling when used in combo
* Added V-Trigger 2: Tyrant Pressure
|
* Forward throw stun increased from 120 to 150
* Backthrow stun decreased from 200 to 150
* Stand LP recovery increased from 9f to 10f
* Stand LK advantage on hit increased from +3 to +4, on block increased from +2 to +3, increased pushback on hit and block
* Stand HP distance on crush counter reduced
* Crouch LP recovery increased from 8f to 9f, and upwards hitbox reduced
* Quarrel Kick (df+HK) advantage on hit increased from +1 to +3
* Terrible Smash (f+HP) disadvantage on block increased from -6 to -8, less pushback on block
* Break Rush (f+MP > HP) disadvantage on block increased from -6 to -8, less pushback on block
* Anger Snap (f+PPP) startup increased from 16f to 17f
* '''VT2'''
** Crouch MK xx Tyrant Blaze cancel timing increased by 2f
** Tyrant Pressure length increased from 3000 to 3200
** Tyrant Blaze (HP+HK)
***  Regular version blowback after 2nd hit increased, V-Gauge consumption increased from 800f to 1200f, slightly expanded forward hitbox
*** V-Skill Uncharged version V-Gauge consumption increased from 800f to 1200f, expanded forward hitbox, decreased recovery of first hit by 4f, now has armor until 8f after first hit
*** V-Skill Charged version V-Gauge consumption increased from 800f to 1200f, expanded forward hitbox, now has armor until 3f after first hit
}}


{{SFVCharacterMovelist|Urien}}
{{SFVCharacterMovelist|Urien}}

Revision as of 13:53, 23 July 2018

Template:SFVHeader

Urien

SFV-Urien Portrait.jpg
VITALS
Health: 1000 Stun: 1000
WALKING THROWS
Forward Walk Speed: 4.35 Throw Range: 0.85
Back Walk Speed: 3 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 25 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 153.5 Forward Jump Distance: 190
Back Dash Distance: 118 Back Jump Distance 171
NOTABLE MOVE CLASSES
Overheads: f+MP > HP, f+HP, HK (hold) Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, df+HK, crHK

Summary

Bio

Urien is vice president of the Illuminati, seeking to overthrow his brother Gill to become the true emperor of the Illuminati.


Why Pick Urien?

Urien is a character that can do it all, if you can. Urien has several long ranged buttons and an OK fireball allowing him to play a keep out style game if he wants to and effectively whiff punish. He also has HP, which is a fast move that can crush counter leading to good damage and great corner carry. When Urien decides he wants to go more offensive, his V-Skill gives him armor allowing him to easily bully his way in with either a headbutt or shoulder tackle in His EX Tackle is also notorious for this, being incredibly fast and having a great hitbox while still being safe on block. Once he manages to get in he can easily pressure with his variety of very + on block moves, overheads, and frame traps; and many of his combos allow him to use his headbutt to hop over the opponent forcing a left/right guess looping back into that pressure. The real fun comes when he gains V-Trigger with Aegis Reflector, which when activated leads to some incredibly tricky left/right/throw mixups that the opponent has to guess on or risk losing 1/3 or more of their life; many of these setups are difficulty however and will take a lot of practice to be able to consistently do. Similarly with his headbutt loops, Urien can do a lot of meter less damage if landed correctly however learning the spacing and timings will take a lot of practice. The biggest cost he pays for all of this is speed; while his buttons have incredibly range and advantage many of them are slow making his defense somewhat tricky, and his EX Headbutt reversal is 12f meaning most characters can press a light attack on wake-up and recover in time to block, making it a tougher option to use compared to an EX Shoryuken or similar type moves. His anti-airs are also finicky at best, making jump-ins difficult to deal with if you are not used to which button covers which space. Overall Urien is a character for people who want to have it all, and also have the time and commitment to learn it all.


Players To Watch
Nemo, Dogura

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw stun increased from 120 to 150
  • Backthrow stun decreased from 200 to 150
  • Stand LP recovery increased from 9f to 10f
  • Stand LK advantage on hit increased from +3 to +4, on block increased from +2 to +3, increased pushback on hit and block
  • Stand HP distance on crush counter reduced
  • Crouch LP recovery increased from 8f to 9f, and upwards hitbox reduced
  • Quarrel Kick (df+HK) advantage on hit increased from +1 to +3
  • Terrible Smash (f+HP) disadvantage on block increased from -6 to -8, less pushback on block
  • Break Rush (f+MP > HP) disadvantage on block increased from -6 to -8, less pushback on block
  • Anger Snap (f+PPP) startup increased from 16f to 17f
  • VT2
    • Crouch MK xx Tyrant Blaze cancel timing increased by 2f
    • Tyrant Pressure length increased from 3000 to 3200
    • Tyrant Blaze (HP+HK)
      • Regular version blowback after 2nd hit increased, V-Gauge consumption increased from 800f to 1200f, slightly expanded forward hitbox
      • V-Skill Uncharged version V-Gauge consumption increased from 800f to 1200f, expanded forward hitbox, decreased recovery of first hit by 4f, now has armor until 8f after first hit
      • V-Skill Charged version V-Gauge consumption increased from 800f to 1200f, expanded forward hitbox, now has armor until 3f after first hit


Season 3 (Arcade Edition)

  • Adjusted positioning after forward throw
  • Stand LP advantage on hit changed from +5 to +4
  • Stand HP advantage on Crush Counter greatly reduced
  • Stand HK hitbox expanded, hurtbox reduced
  • Crouch LP advantage on hit decreased from +5 to +4
  • Crouch MP hitbox reduced
  • Crouch HP hurtbox reduced
  • Jump MP hitbox expanded, active frames increased from 4f to 5f
  • Jump LK hitbox expanded
  • Jump HP startup increased from 8f to 9f, hitbox expanded, hurtbox reduced while hitbox appears then expanded during recovery
  • Jump MK hurtbox reduced
  • Jump HK lower hurtbox reduced and forward hurtbox expanded on frame 8 and during recovery until 17f
  • Quarrel Punch (f+MP) recovery increased by 2f
  • V-Trigger
    • Aegis Reflector now builds EX gauge, 2nd mirror now adds 2 hits to combo scaling when used in combo
  • Added V-Trigger 2: Tyrant Pressure


Move List

Unique Attacks

SFV-Urien-Unique.jpg

Special Moves

SFV-Urien-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Urien-Vsystem.jpg

Critical Art

SFV-Urien-Critical.jpg

Urien Discussions

Discussions regarding Urien

Urien Shoryuken Forum

Urien Discord Link

Urien Discord

Video Guides

Capcom Fighters' Character Introduction Series

Shoryuken's Rising Up Series

Other Useful Guides

Mr. X's Aegis Setups

Ambassotter's Headbutt Loops Guide

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 4 2 10 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 7 3 12 3 6 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 12 3 18 -2 4 FILL_ME_IN_COUNTER_HIT 90 150 H su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP (hold) HP (hold) 22 3 15 5 9 FILL_ME_IN_COUNTER_HIT 100 150 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP (release) HP (release) 5 3 18 -2 4 FILL_ME_IN_COUNTER_HIT 90 150 H su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 5 2 8 3 4 FILL_ME_IN_COUNTER_HIT 40 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 9 2 18 -2 1 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK (air) HK 9 6 19 - - FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK (large) HK 11 4 19 -3 3 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK (hold) (large) HK (hold) 23 4 18 2 8 FILL_ME_IN_COUNTER_HIT 50*50 100*50 M vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK (crouch large) HK 12 3 19 -2 4 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK (hold) (crouch large) HK (hold) 24 3 18 2 8 FILL_ME_IN_COUNTER_HIT 50*50 100*50 M vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 12 3 19 -2 4 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK (hold) HK (hold) 24 3 18 2 8 FILL_ME_IN_COUNTER_HIT 50*50 100*50 M vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK (crouch) HK 13 2 19 -1 5 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK (hold) (crouch) HK (hold) 25 2 18 2 8 FILL_ME_IN_COUNTER_HIT 50*50 100*50 M vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
st.HK (release) HK (release) 1 6 19 - - FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 3 8 1 4 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 2 15 0 5 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 7 1(1)4 21 -9*-8 -6*KD FILL_ME_IN_COUNTER_HIT 50*40 75*75 H*H sp/su/vt1/vt2 104 45 50 CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 2 7 1 4 FILL_ME_IN_COUNTER_HIT 20 70 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 8 2 17 -2 4 FILL_ME_IN_COUNTER_HIT 60 100 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 11 2 27 -14 KD FILL_ME_IN_COUNTER_HIT 100 150 L vt1/vt2 68 19 24 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 3 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 5 5 - - - FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 9 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 4 6 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 7 5 - - - FILL_ME_IN_COUNTER_HIT 60 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 4 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Quarrel Punch f+MP 7 4 16 -2 2 FILL_ME_IN_COUNTER_HIT 70 100 H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Terrible Smash f+HP 21 2 20 -8 1 FILL_ME_IN_COUNTER_HIT 80 150 M - - - - CHIP CH_DAMAGE CH_STUN
Quarrel Kick df+HK 15 3 19 -4 3 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 93 34 39 CHIP CH_DAMAGE CH_STUN
Killer Straight LP > MP 4+5 3 14 -4 1 FILL_ME_IN_COUNTER_HIT 30*45 70*72 H*H sp/su/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Break Rush f+MP > f+HP 7+17 2 20 -8 1 FILL_ME_IN_COUNTER_HIT 70*54 100*135 H*M vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Spartan Bomb (fwd) LP+LK 5 3 17 KD KD FILL_ME_IN_COUNTER_HIT 130 150 T - 60 11 11 CHIP CH_DAMAGE CH_STUN
Spartan Bomb (back) b+LP+LK 5 3 17 KD KD FILL_ME_IN_COUNTER_HIT 130 150 T - 60 11 11 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
1st Aegis Reflector (far) HP+HK (VT1) 5 - 8 17 22 FILL_ME_IN_COUNTER_HIT 20 0 H - - - - CHIP CH_DAMAGE CH_STUN
1st Aegis Reflector (close) b+HP+HK (VT1) 10 - 10 17 22 FILL_ME_IN_COUNTER_HIT 20 0 H - - - - CHIP CH_DAMAGE CH_STUN
1st Aegis Reflector (up) d+HP+HK (VT1) 15 - 17 17 22 FILL_ME_IN_COUNTER_HIT 20 0 H - - - - CHIP CH_DAMAGE CH_STUN
Tyrant Pressure 2HPHK (VT2) 1 - 4 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Metallic Aura MP+MK 16 - 36 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Anger Snap Fist f+PPP 17 2 24 -2 KD FILL_ME_IN_COUNTER_HIT 60 0 H - 75 16 21 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Chariot Tackle LK b,f+LK 10 6 22 -5 0 FILL_ME_IN_COUNTER_HIT 70 150 H su 87 29 34 CHIP CH_DAMAGE CH_STUN
Chariot Tackle MK b,f+MK 13 11 21 -9 -3 FILL_ME_IN_COUNTER_HIT 80 150 H su 85 26 31 CHIP CH_DAMAGE CH_STUN
Chariot Tackle HK b,f+HK 16 8 21 -6 KD FILL_ME_IN_COUNTER_HIT 100 100 H su 87 28 33 CHIP CH_DAMAGE CH_STUN
Chariot Tackle EX b,f+KK 7 9(9)4 20 -2 KD FILL_ME_IN_COUNTER_HIT 90*60 100*100 H vt1/vt2 68 9 14 CHIP CH_DAMAGE CH_STUN
Violence Knee Drop LK d,u+LK 25 12 11 -4(2) KD FILL_ME_IN_COUNTER_HIT 100 200 M - 72(100) 13(41) 18(46) CHIP CH_DAMAGE CH_STUN
Violence Knee Drop MK d,u+MK 25 13 13 -7(0) KD FILL_ME_IN_COUNTER_HIT 100 200 M - 71(98) 12(39) 17(44) CHIP CH_DAMAGE CH_STUN
Violence Knee Drop HK d,u+HK 25 18 14 -8(-1) KD FILL_ME_IN_COUNTER_HIT 100 200 M - 72(97) 13(38) 18(43) CHIP CH_DAMAGE CH_STUN
Violence Knee Drop EX d,u+KK 25 11 10 1(6) KD FILL_ME_IN_COUNTER_HIT 150 200 M - 91(96) 32(37) 37(42) CHIP CH_DAMAGE CH_STUN
Dangerous Headbutt LP d,u+LP 8 3 8+9 -2 1 FILL_ME_IN_COUNTER_HIT 100 150 H - - - - CHIP CH_DAMAGE CH_STUN
Dangerous Headbutt MP d,u+MP 11 4 8+10 -2 1 FILL_ME_IN_COUNTER_HIT 110 150 H - - - - CHIP CH_DAMAGE CH_STUN
Dangerous Headbutt HP d,u+HP 13 5 7+10 -2 KD FILL_ME_IN_COUNTER_HIT 120 150 H - 92 33 38 CHIP CH_DAMAGE CH_STUN
Dangerous Headbutt EX d,u+PP 12 5 3+26 -17 KD FILL_ME_IN_COUNTER_HIT 40*40 40*40 H - 102 43 48 CHIP CH_DAMAGE CH_STUN
Metallic Sphere LP qcf+LP 14 1 36 -7 -1 FILL_ME_IN_COUNTER_HIT 60 100 H su - - - CHIP CH_DAMAGE CH_STUN
Metallic Sphere LP (hold) qcf+LP (hold) 53 1 28 4 7 FILL_ME_IN_COUNTER_HIT 40*50 60*60 H su - - - CHIP CH_DAMAGE CH_STUN
Metallic Sphere MP qcf+MP 14 1 36 -7 1 FILL_ME_IN_COUNTER_HIT 60 100 H su - - - CHIP CH_DAMAGE CH_STUN
Metallic Sphere MP (hold) qcf+MP (hold) 53 1 30 2 5 FILL_ME_IN_COUNTER_HIT 40*50 60*60 H su - - - CHIP CH_DAMAGE CH_STUN
Metallic Sphere HP qcf+HP 13 1 36 - - FILL_ME_IN_COUNTER_HIT 70 100 H su - - - CHIP CH_DAMAGE CH_STUN
Metallic Sphere HP (hold) qcf+HP (hold) 42 1 30 - - FILL_ME_IN_COUNTER_HIT 45*55 60*60 H su - - - CHIP CH_DAMAGE CH_STUN
Metallic Sphere EX ground qcf+LPMP or LPHP 12 1 32 1 3 FILL_ME_IN_COUNTER_HIT 40*50 60*60 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Metallic Sphere EX ground (hold) qcf+LPMP or LPHP (hold) 41 1 27 13 17 FILL_ME_IN_COUNTER_HIT 30*30*60 50*50*50 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Metallic Sphere EX air qcf+MPHP 13 1 32 - - FILL_ME_IN_COUNTER_HIT 45*55 60*60 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Metallic Sphere EX air (hold) qcf+MPHP (hold) 32 1 27 - - FILL_ME_IN_COUNTER_HIT 33*33*64 50*50*50 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Dominate Crush qcf,qcf+P 6 19 60 -47 KD FILL_ME_IN_COUNTER_HIT 340 0 H - 69 10 15 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
2nd Aegis Reflector (far) HP+HK (2nd VT1) 24 - 6 17 22 FILL_ME_IN_COUNTER_HIT 20 0 H - - - - CHIP CH_DAMAGE CH_STUN
2nd Aegis Reflector (close) b+HP+HK (2nd VT1) 14 - 16 17 22 FILL_ME_IN_COUNTER_HIT 20 0 H - - - - CHIP CH_DAMAGE CH_STUN
2nd Aegis Reflector (up) d+HP+HK (2nd VT1) 16 - 16 17 22 FILL_ME_IN_COUNTER_HIT 20 0 H - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Tyrant Blaze HP+HK 14+6 9(12)5 21 -2 KD FILL_ME_IN_COUNTER_HIT 50*40 100*50 H*H su 100 41 46 CHIP CH_DAMAGE CH_STUN
Tyrant Blaze lvl 2 HP+HK lvl 2 60+6 8(10)5(11)9(10)5 21 KD(-2) KD FILL_ME_IN_COUNTER_HIT 30x40 (120) 50x4 (200) H*H su 103 44 49 CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

  • MP
    • , crMP xx HK Tackle or HP Headbutt; headbutt is better if opponent is standing,
  • crLK
    • crLP xx HP Headbutt if standing, LK Tackle if not. Note LK tackle leaves at 0 advantage, meaning if opponent has a 3f he gives up his turn in exchange for causing more damage
  • crLP
    • crLP xx HP Headbutt/LK Tackle
    • sLP > MP xx HK Tackle causes knockdown, usually MP will whiff if not right next to opponent at start
  • HK (charged)
    • crHP xx LP Headbutt, crHP xx HP fireball, HK Tackle The first crHP xx LP Headbutt is used to move forward allowing the 2nd to connect, however range/timing can be finicky. Go straight to crHP xx HP Fireball if not comfortable
  • crMP
    • crLP xx HP Headbutt or LK Tackle

With Meter

  • EX Headbutt
    • LK Tackle
    • f+MP for reset
  • Replace any LK Tackle in BnB with EX Tackle for more damage and a knockdown

Corner

  • crHP
    • , crHP xx MK Knees, f+MP Great damage and forces reset in corner, can go for MP, throw, or charge HK after if feeling brave

Crush Counter

  • HP
    • dash crMP, crLP xx HP Headbutt if close
    • HK Tackle if further away
  • HP (fully charged)
    • dash crHP into appropriate follow-up based on distance

V-Trigger Cancels

  • VT1: See Aegis Setup's guide under "Other Resources"
  • VT2
    • crMK xx VT2 if done further out

V System

V Reversal

A basic strike attack, Urien punches forward knocking his opponent away.

V Skill 1

Urien's V-Skill gives him 1 hit of armor on all his special moves except his fireball. This is most useful for his headbutt and tackle going through projectiles or longer ranged pokes.

V Skill 2

Urien's V-Trigger 1 is a 3 bar called Aegis Reflector. When initially activated Urien places a mirror on screen depending on what direction was being held; neutral + HP +HK places far away, b+HP+HK places close, and d+HP+HK places slightly above and in front of his head. After the initial activation, he gets access to 1 more mirror in the same way, however without the time stop caused by activating V-Trigger. Each mirror can cause 3 hits, and reflects any projectile including CAs. While there are some situations you want to activate on its own such as if Ryu does his CA from full screen to reflect it back at him, most of the time you are looking to cancel into it off of crMK, MK, crLK crLK, or similar type moves. This then allows enough advantage to setup some nasty setups. Because of the changes in S3 where canceling into V-Trigger causes much larger combo scaling, these setups are much more important to learn versus going for pure damage (the go-to damage is far V-Trigger Cancel, MP, HP, crMP, crHP xx HP Fireball, HK Tackle or similar depending on distance bouncing them off the mirror between hits). While it's possible to play Urien without learning Aegis setups, doing so will greatly increase your damage output and allow you to steal rounds from the claws of defeat.

V Trigger 1

Urien's V-Trigger 2 is a 2 bar called Tyrant Pressure. By holding HP+HK Urien will go into a stance that gives him 1 hit of armor; after releasing it Urien charges forward doing 2 tackles knocking the opponent airborne allowing f+MP, LK or EX Tackle afterwards, and on block is only -2 meaning it is safe except against Zangief CA. When fully charged Urien does 3 tackles the last of which guard breaks on block or knocks up higher allowing for more damaging combos. He can also cancel into this from this about any move, including crMK making that much scarier in neutral as it leads to big damage. If he has V-Skill on, Urien will gain an additional hit of armor while he is charging forward. Because it gives him armor it can be used almost like a parry, absorbing an attack then releasing for big damage and corner carry. This trigger is much easier to use than Aegis Reflector and still effective; against opponents who are used to it though it loses some of that as they know what to look out for and will often go for more throws and canceling normals into specials to beat the armor.

V Trigger 2

{{{5}}}

Strategy

Playing as Urien

Fighting Against Urien