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Street Fighter 3: 3rd Strike/Urien/2021
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Actions
Namespaces
Variants
Tools
Introduction
Urien is the second strongest member of the mysterious Secret Society, only outranked by his own brother Gill. He resents his older brother's supremacy and longs to overthrow Gill by any means. Urien was first introduced in Street Fighter III: 2nd Impact
Urien is a character that relies mostly on setups, basic mixups and normal moves. His fundamental game plan is basic, and his normals are unexceptional, but the added threat of Aegis Reflector glues his entire kit together. If you can manage his meter economy, and are willing to learn character-specific setups and combo routes, you can make your opponent's life absolutely miserable. If a basic, solid game plan backed by a nuclear option sounds up your alley, Urien is your character.
- Dr. SteelHammer's guide is heavily recommended
Super Arts
SA1: Tyrant Punish
An extremely basic Super Art that can be canceled into from most of Urien's relevant moves. Does great damage, combos easily, and can be used as Urien's only real "good" reversal. Not necessarily good for beginners, however; engaging with Aegis at a basic level will be far more beneficial than getting comfortable with a reversal/raw damage super that is nearly irrelevant at a higher level. If you have no interest in learning anything related to Aegis, maybe this is a worthwhile pick.
SA2: Temporal Thunder
Projectile super art. Launches a blast of electrical energy that eventually weakens into a metallic sphere. Respectable stun output, terrible for anything else. Decent in corner juggles, especially as a stun-oriented reset option, but its utility is both narrow and weak. Doesn't really fill any need to complement Urien's toolkit.
SA3: Aegis Reflector
Considered Urien's best Super Art, as well as one of the most (or the most) unique Super Arts in the game. Urien creates a purple shield that will hit 6 times, and remain near stationary once it reaches its destination, with a very slight homing effect towards the opponent's position at the time of deployment.
The strength of the P button determines how far it will travel (see 'Positions and Utility' section). Because projectiles must be blocked according to the direction they were deployed from, couple with Urien's high burst mobility, Urien can cross up an opponent and create situations where the opponent is mechanically asked to block both directions at once. This is an unblockable situation; they must parry out or try to do something else to break the setup. Aegis can also be placed directly on or in front of opponents to create mixup situations that range from the mundane (one-time high-low 50/50s) to the insane (repeated high/low/throw mixups with limited escape options). Urien can also cancel his tackles into Aegis, using the Aegis and the added charge time to execute unblockables or high-damage tackle loops.
Because of the Aegis' versatility and 2 super bars, it is considered the best Super Art Urien has.
Strengths | Weaknesses |
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|
|
Urien #3S_UR | |
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Vitals | |
Life Points | 1220 |
Stun Points | 72 |
Super Art Stock/Size | |
SA1 | 2/104 |
SA2 | 2/80 |
SA3 | 2/88 |
Ground Movement | |
Forward Dash duration/distance | 15 (17) (121px) |
Back Dash duration/distance | 19 (82px) |
Jumping | |
Back Jump duration | 38(5+32+1) |
Neutral Jump duration | 38(5+32+1) |
Forward Jump duration | 38(5+32+1) |
Back Super Jump duration | 51(7+43+1) |
Neutral Super Jump duration | 51(7+43+1) |
Forward Super Jump duration | 51(7+43+1) |
Wake up | |
Wake up duration | 76 |
Quick rise duration | 56 |
3S Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Frame Data
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Command Normals
6MP
6HP
6MK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Target Combos
MPHP
Startup | Active | Recovery | Hit | Cr. Hit |
---|---|---|---|---|
4 | - | - | 0 | +2 |
Damage | Stun | Attack | Parry | Block |
7 | 3 | Mid>Mid | H | -2 |