Street Fighter V/Urien: Difference between revisions

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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.
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.
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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.  
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 4 tackles the first 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 1 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. It also increases its speed and juggle ability making standing MK a new powerful poking tool. 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.  
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Revision as of 14:12, 2 March 2021

Template:SFVHeader

Urien

SFV-Urien Portrait.jpg
VITALS
Health: 1025 Stun: 1050
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?

In a sentence: Pick Urien if you believe your defense can stand on its own, and you want the ability to absolutely blow people up for bad decision making and guessing while on the defensive.

In Street Fighter Five, Urien functions as a faithful re-interpretation of his highly popular and explosive Third Strike iteration. He has traded his signature unblockables for a playstyle oriented around high-damage and high-stun mixup sequences, as well as a suite of V-Skills that allow him to either accent his turtling ability (VS1) or his stun output (VS2).

Comparing him once again to Third Strike, Street Fighter Five's Urien is also a markedly more functional character across the board, rightfully earning him a spot in the top five or, depending on who you ask, the top three (as of the current season). He has a suite of excellent low pokes with all of his crouching kicks, the vast majority of his normals are special cancelable, and he has some of the most aggressive frame trapping in the game, on top of his ability to create plus frames out of nowhere with meter or charged normals. Urien is also well-equipped to capitalize on these frame traps, with brutal crush counter and counterhit combos that net him good damage and fantastic corner carry.

Urien's primary weakness, on the other hand, is commitment. Because of his slow walk speed, long dashes, and status as a four-frame character with high-startup normals, Urien must attempt to make hard read (as with an anti-air fireball), force a scramble (EX Headbutt while at disadvantage), or create a mixup sequence to get rolling. Outside of these situations, he is relatively low damage, and struggles to open up opponents familiar with the matchup.

His defensive tools are lacking as well; while wakeup super and EX Headbutt are on the table, they are both expensive and slow. His four-frame jab also means he is very susceptible to getting frame trapped himself, and he can struggle to reclaim his turn where others could.


Players To Watch
Nemo, Dogura

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward Throw.png 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.png 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.png 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 6 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 7 3 12 3 6 8 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HP HP 12 3 18 -2 4 22 90 150 H ["su","vt1","vt2"] - - - 14 108 180
Stand HP (hold) HP (hold) 22 3 15 5 9 31 100 150 H ["sp","su","vt1","vt2"] - - - 16 120 180
Stand HP (release) HP (release) 5 3 18 -2 4 22 90 150 H ["su","vt1","vt2"] - - - 14 108 180
Stand LK LK 5 2 8 3 4 6 40 70 H ["sp","su","vt1","vt2"] - - - - 48 84
Stand MK MK 9 2 18 -2 1 3 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HK (air) HK 9 6 19 - - ? 90 150 H ["vt1","vt2"] - - - 14 108 180
Stand HK (large) HK 11 4 19 -3 3 5 90 150 H ["vt1","vt2"] - - - 14 108 180
Stand HK (hold) (large) HK (hold) 23 4 18 2 8 10 50*50 (100) 100*50 (150) M ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Stand HK (crouch large) HK 12 3 19 -2 4 6 90 150 H ["vt1","vt2"] - - - 14 108 180
Stand HK (hold) (crouch large) HK (hold) 24 3 18 2 8 10 50*50 (100) 100*50 (150) M ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Stand HK HK 12 3 19 -2 4 6 90 150 H ["vt1","vt2"] - - - 14 108 180
Stand HK (hold) HK (hold) 24 3 18 2 8 10 50*50 (100) 100*50 (150) M ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Stand HK (crouch) HK 13 2 19 -1 5 7 90 150 H ["vt1","vt2"] - - - 14 108 180
Stand HK (hold) (crouch) HK (hold) 25 2 18 2 8 10 50*50 (100) 100*50 (150) M ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Stand HK (release) HK (release) 1 6 19 - - ? 90 150 H ["vt1","vt2"] - - - 14 108 180
Crouch LP d+LP 4 3 8 1 4 6 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 2 15 0 5 7 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 7 1(1)4 21 -9*-8 -6*KD ? 50*40 (90) 75*75 (150) H*H ["sp","su","vt1","vt2"] 104 45 50 CHIP CH_DAMAGE CH_STUN
Crouch LK d+LK 4 2 7 1 4 6 20 70 L ["vt1","vt2"] - - - - 24 84
Crouch MK d+MK 8 2 17 -2 4 6 60 100 L ["vt1","vt2"] - - - 9 72 120
Crouch HK d+HK 11 2 27 -14 KD KD 100 150 L ["vt1","vt2"] 68 19 24 16 120 180
Jump LP u+LP 3 5 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 5 5 - - - ? 70 100 M - - - - 11 84 120
Jump HP u+HP 9 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 6 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 7 5 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 9 4 - - - ? 90 150 M - - - - 14 108 180
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 4 70 100 H ["sp","su","vt1","vt2"] - - - 11 84 120
Terrible Smash f+HP 21 2 20 -8 1 3 80 150 M - - - - 13 96 180
Quarrel Kick df+HK 15 4 18 -4 4 6 90 150 H ["vt1","vt2"] 93 34 39 14 108 180
Killer Straight LP > MP 4+5 3 14 -4 1 3 30*45 (75) 70*72 (142) H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Break Rush f+MP > f+HP 7+17 2 20 -8 1 3 70*54 (124) 100*135 (235) 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 130 150 T - 60 11 11 ? 156 180
Spartan Bomb (back) b+LP+LK 5 3 17 - KD KD 130 150 T - 60 11 11 ? 156 180
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(2) - 13 17 22 24 20 0 H - - - - ? 24 0
1st Aegis Reflector (close) b+HP+HK (VT1) 10(7) - 20 17 22 24 20 0 H - - - - ? 24 0
1st Aegis Reflector (air) d+HP+HK (VT1) 15(13) - 32 17 22 24 20 0 H - - - - ? 24 0
2nd Aegis Reflector (far) HP+HK (2nd VT1) 24(10) - 6 17 22 24 20 0 H - - - - ? 24 0
2nd Aegis Reflector (close) b+HP+HK (2nd VT1) 14(10) - 16 17 22 24 20 0 H - - - - ? 24 0
2nd Aegis Reflector (air) d+HP+HK (2nd VT1) 16(12) - 16 17 22 24 20 0 H - - - - ? 24 0
Tyrant Pressure 2HPHK (VT2) 1 - 4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Metallic Aura MP+MK (VS1) - - 50 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Indignant Thunder MP+MK (VS2) - - 50 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Anger Snap Fist f+PPP 17 2 24 -2 KD KD 60 0 H - 75 16 21 ? 72 0
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
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LK Chariot Tackle b,f+LK 10 6 22 -5 0 2 80 150 H ["su"] 87 29 34 ? 96 180
MK Chariot Tackle b,f+MK 13 11 21 -9 -3 -1 90 150 H ["su"] 85 26 31 ? 108 180
HK Chariot Tackle b,f+HK 16 8 21 -6 KD KD 100 150 H ["su"] 87 28 33 ? 120 180
EX Chariot Tackle b,f+KK 7 9(9)4 20 -2 KD KD 90*60 (150) 100*100 (200) H ["vt1","vt2"] 68 9 14 ? CH_DAMAGE CH_STUN
LK Violence Knee Drop d,u+LK 25 12 11 -4(2) KD KD 100 200 M - 72(100) 13(41) 18(46) ? 120 240
MK Violence Knee Drop d,u+MK 25 13 13 -7(0) KD KD 100 200 M - 71(98) 12(39) 17(44) ? 120 240
HK Violence Knee Drop d,u+HK 25 18 14 -8(-1) KD KD 100 200 M - 72(97) 13(38) 18(43) ? 120 240
EX Violence Knee Drop d,u+KK 25 11 10 1(6) KD KD 150 200 M - 91(96) 32(37) 37(42) ? 180 240
LP Dangerous Headbutt d,u+LP 8 3 9+9 -2 1 3 100 150 H - - - - ? 120 180
MP Dangerous Headbutt d,u+MP 11 4 8+10 -2 1 3 110 150 H - - - - ? 132 180
HP Dangerous Headbutt d,u+HP 13 5 7+10 -2 KD KD 120 150 H - 92 33 38 ? 144 180
EX Dangerous Headbutt d,u+PP 12 5 3+26 -17 KD KD 40*40 (80) 40*40 (80) H - 102 43 48 ? CH_DAMAGE CH_STUN
LP Metallic Sphere qcf+LP 14 - 36 -7 -1 1 60 100 H ["su"] - - - ? 72 120
LP Metallic Sphere (hold) qcf+LP (hold) 53 - 28 4 7 9 40*50 (90) 60*60 (120) H ["su"] - - - ? CH_DAMAGE CH_STUN
MP Metallic Sphere qcf+MP 14 - 36 -7 1 3 60 100 H ["su"] - - - ? 72 120
MP Metallic Sphere (hold) qcf+MP (hold) 53 - 30 2 5 7 40*50 (90) 60*60 (120) H ["su"] - - - ? CH_DAMAGE CH_STUN
HP Metallic Sphere qcf+HP 13 - 36 - - ? 70 100 H ["su"] - - - ? 84 120
HP Metallic Sphere (hold) qcf+HP (hold) 42 - 30 - - ? 45*55 (100) 60*60 (120) H ["su"] - - - ? CH_DAMAGE CH_STUN
EX Metallic Sphere Ground qcf+LPMP or LPHP 12 - 32 2 3 5 40*50 (90) 60*60 (120) H ["vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
EX Metallic Sphere Ground (hold) qcf+LPMP or LPHP (hold) 41 - 27 13 17 19 30*30*60 (120) 50*50*50 (150) H ["vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
EX Metallic Sphere Air qcf+MPHP 13 - 32 - - ? 45*55 (100) 60*60 (120) H ["vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
EX Metallic Sphere Air (hold) qcf+MPHP (hold) 32 - 27 - - ? 33*33*64 (130) 50*50*50 (150) H ["vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
LP Metallic Sphere (V-Skill 2) qcf+LP (VS2) 14 - 36 2 3 5 20*20*50 (90) / 20*40 (60) 20*20*80 (120) / 20*80 (100) H ["su"] - - - ? CH_DAMAGE CH_STUN
LP Metallic Sphere (hold) (V-Skill 2) qcf+LP (hold) (VS2) 53 - 36 2 3 5 20*20*50 (90) / 20*40 (60) 20*20*80 (120) / 20*80 (100) H ["su"] - - - ? CH_DAMAGE CH_STUN
MP Metallic Sphere (V-Skill 2) qcf+MP (VS2) 14 - 36 2 3 5 20*20*50 (90) 20*20*80 (120) H ["su"] - - - ? CH_DAMAGE CH_STUN
MP Metallic Sphere (hold) (V-Skill 2) qcf+MP (hold) (VS2) 53 - 36 2 3 5 20*20*50 (90) 20*20*80 (120) H ["su"] - - - ? CH_DAMAGE CH_STUN
HP Metallic Sphere (V-Skill 2) qcf+HP (VS2) 13 - 36 - - ? 20*20*60 (100) 20*20*80 (120) H ["su"] - - - ? CH_DAMAGE CH_STUN
HP Metallic Sphere (hold) (V-Skill 2) qcf+HP (hold) (VS2) 42 - 36 - - ? 20*20*60 (100) 20*20*80 (120) H ["su"] - - - ? CH_DAMAGE CH_STUN
EX Metallic Sphere Ground (V-Skill 2) qcf+LPMP or LPHP (VS2) 12 - 32 12 KD KD 25x4*20 (120) / 25x3*20 (95) 10x4*110 (150) / 10x3*110 (140) H ["vt1","vt2"] 110 51 56 ? CH_DAMAGE CH_STUN
EX Metallic Sphere Ground (hold) (V-Skill 2) qcf+LPMP or LPHP (hold) (VS2) 41 - 32 12 KD KD 25x4*20 (120) / 25x3*20 (95) 10x4*110 (150) / 10x3*110 (140) H ["vt1","vt2"] 110 51 56 ? CH_DAMAGE CH_STUN
EX Metallic Sphere Air (V-Skill 2) qcf+MPHP (VS2) 13 - 32 - - ? 25x4*30 (130) 10*4*110 (150) H ["vt1","vt2"] - - - ? CH_DAMAGE CH_STUN
EX Metallic Sphere Air (hold) (V-Skill 2) qcf+MPHP (hold) (VS2) 32 - 32 - - ? 25x4*30 (130) 10*4*110 (150) H ["vt1","vt2"] - - - ? 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 KD 340 0 H - 69 10 15 ? 408 0
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
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 KD 60*60 (100) 100*50 (150) H*H ["su"] 100 41 46 ? CH_DAMAGE CH_STUN
Tyrant Blaze lvl 2 HP+HK lvl 2 60+6 8(10)5(11)9(10)5 21 KD (+4) KD KD 35x4 (120) 50x4 (200) H*H ["su"] 103 44 49 ? CH_DAMAGE CH_STUN
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

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 1 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-Skill 2 enhances his next fireball, giving it more hits and better frame data on both hit and block. It's a very simple yet effective V-Skill, and is the go to choice for most matchups.

V Trigger 1

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.png 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.png 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 2

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 4 tackles the first of which guard breaks on block or knocks up higher allowing for more damaging combos. He can also Cancel.png 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 1 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. It also increases its speed and juggle ability making standing MK a new powerful poking tool. 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.


Strategy

Playing as Urien

Fighting Against Urien

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