Street Fighter 3: 3rd Strike/Urien/Matchups

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Match-ups

Serious Advantage Match-ups

Twelve

Twelve is very VERY susceptible to air fireballs. If you nail one the match will quickly turn in your favor DRAMATICALLY. You can punish his HK with a parry, dash in throw. It must be stressed that an anti-air fireball in most cases mean the match for Twelve, try and land one without risking too much. This is likely Urien's best matchup.

Sean

Treat him like a normal shoto, only worse in every way :) His combo options are more limited, and his space control is worse and less threatening.

Q

s.MP stops a lot of attacks cold, including dash punches. LP headbutt will trade/reset you with most attacks (which is an advantage if you seek to escape the corner), or beat out a C&DB if you are cornered. MP Fireball can hit a standing Q when relatively close. Avoid letting Q taunt, you can walk all over him, considering Urien's speed, punishing a taunt from anything but full screen is not an issue for him, you can in most cases generate a knockdown, at least.

Hugo

MP Fireballs stop Hugos dead in their tracks. Just play it safe from a distance until you have an Aegis. Don't let his throws control the match, just be VERY safe. Remember that Headbutts beat throws 100% of the time, and a parry will seal a cr.HP in most cases.

Advantage Match-ups

Necro

Avoid getting cornered against Necro, one of Necro's few strengths vs Urien is his ability to do monster damage for little risk fighting a cornered Urien. His db.HP can juggle Urien multiple times, generally refilling Necro's entire super meter. Your best ground defense against Necro's pokes is to parry them and dash in for a throw. Avoid using Fireballs unless you know they will hit. Necro has few options once cornered to actually escape unlike a lot of other characters.

Alex

Just remember that Alex wants to play it safe with mixups, which actually limits his game a good amount. He is a sucker for a few specific setups too. You can reset Alex from an LP Headbutt with a well time c.LP

Remy

You can c.MP under Remy's high LoVs.

Elena

You can hit Elena with c.HP twice in a row from anywhere on the screen.

Fair Match-ups

Ryu

Ryu is a fight that changes depending on what super he chooses, it doesn't change a lot mind you, but it changes. His general strengths rely on a mid-screen, mid distance fight. His main threat relies on EX Fireballs, which are the ultimate poke (treat them as such). EX fireballs are weak from far away, and are outclassed by other moves at close range, so any intelligent Ryu will want to whore them at mid range. Whiffing a poke is generally not a safe option unless you are full screen or Ryu doesn't have EX. Ryu's bests strengths rely on the fact that close up, or mid-screen, he can punish you, and it will hurt, and it will cost very little meter for him. What this means is while he has no real good way of shutting you down, being predictable or making any non-minor mistakes can cost you 1/3 of your life. Don't let this happen. c.MK HK Tatsu or anything into EX Donkey Kick will rape your lifebar. Ryu has a shitty shoryuken, and OS forward parries will beat all varieties of SRK besides EX if he's stupid enough to use them. Now, onto the super art differences.

SA1: This basically gives Ryu midscreen domination, at the cost of damage. Unless he gets an actual close attack off, he is of little threat to you, meaning his only damage options close/mid to you is a c.MK combo, or he can use EX to knock you down and try for damage off that. Nothing you have will really beat an EX Hadouken.

SA2: Probably Ryu's weakest SA in this matchup. He throws his mid range dominance for... damage he will have difficulty earning because without a knockdown he can't really build meter very well, so while you should be wary of an EX Hadouken, it's his only true option to really work into a full super meter.

SA3: This is probably Urien's worst SA to go against with Ryu. Why? Because Urien is tall. While Urien does have kneedrop, this is about his only viable option to beat SA3, and it will die to a proper Denjin setup, so you're stuck in the parry zone. However, again, Ryu loses his mid range dominance for this super, the only difference is this bar is twice as short as SA2 and can be escaped from (although hard vs a good player), so it's MUCH easier to get off this super art in the long run, vs Urien, simply because you're going to have it stocked twice as often, and requires slightly less of an effort to set it up.

Oro

If Oro ever does (Blocked) close MP, MK Chicken Kick, you can walk away from the Chicken Kick and punish with a c.HP. Oro's double jump can avoid air fireballs when timed properly. Tengu Stone will destroy Aegis Reflectors ridiculously fast. Oro's goal is to keep you out until he gets a mixup/super opportunity, which means your primary objective is to merely punish parry as much as you can until an Aegis setup arises. Oro has very poor damage opportunities unless he is very close or parries something really laggy, such as a f.HP.

Dudley

Dudley can fall victim to fireballs easier due to his lower jump. Dudley, like Makoto, is a fatty, and can be pushed into Aegis' in places where other characters wouldn't.

Disadvantage Match-ups

Yun

Yun fights similarly to Urien, in that he plays in 3 seperate stages, no meter, full meter, and meter active, the difference between the two characters is when Yun has meter he is more dangerous. The primary thing you need to watch out for with Urien is that while Yun is a very very strong character, you can capitalize off specific, extremely important pressure options to Yun. Urien can red parry target combos for damage, Urien can parry dive kicks for a free c.HP, Urien can seldomly nail anti-air fireballs for great damage. Your primary strength in this matchup is that Yun will have to risk being parried for the potential round if he wants a better Genei-Jin, otherwise he has to use an activate and approach method, so while fighting certain other characters, he can pretty much get away with Genei-Jining in their face, it's more risky to do it to Urien, because he has a counter and then some for every activation method Yun has.

While expensive, Urien does also have the option to set up a defensive Aegis to wall out Yun and stall out Genei-Jin's timer. One Aegis for one Genei-Jin is generally a trade worth making if you feel you're seriously in danger of being checkmated.

Chun-Li

You can punish some of her whiffed pokes with Chariot Tackles, but be wary if she has meter. Extremely easy to combo against. Never ever ever ever throw a fireball when Chun-Li has meter unless you cancel it, or you can safely assume she won't SA2. Chun-Li is a sucker for unblockables, as she is the easiest character to do them on. Tackle xx any non LP Aegis vs a Chun-Li can be supered for FREE. Only Fireball xx Aegis or Tackle xx LP/EX Aegis vs her if you want to put her under pressure while she's standing. When Chun-Li has no or little meter, she is barely a threat, focus on baiting her and lay down the pressure without blindly rushing in (this will get you killed). Try to avoid parrying anything once she has meter UNLESS it's outside of her c.MK range, which in case try to parry a c.HK or s.HP will work. If you Aegis her with a bit of breathing room in the corner, lay on the pressure or she can jump up and wall jump out of there, don't just let her sit there.

Akuma

Be aware that Akuma can escape planted Aegis Reflectors by Reversal Teleporting. You can beat Demon Flip Kicks with OS parry pretty easily. Once you are cornered generally your best option is to wait it out until a safe option parry become available, DO NOT ATTEMPT TO ESCAPE WITHOUT AN OPENING, once you become Akuma's bitch, you need to wait it out. Do not get impatient. Waiting for a hurricane kick or low jab or tech throw attempt is pretty much the best way to ride it out. Learn how to parry HK hurricane kick or it will make you Akuma's bitch for free. c.MP goes under Demon Flips, and is unpunishable by the time Akuma lands, leading to an easy escape.

Ken

Can punish Chariot Tackles extremely easily. Be extremely careful with air fireballs.

Ibuki

Ibuki is generally extremely hard to punish, even on parry. Urien's inability to consistently parry into launcher or tackle, or get momentum off of a good punish and space control, means Urien's typical capacity to threaten round theft off of a single high-damage interaction or parry launcher is largely off the table. This is a matchup where fighting from the corner as Urien is fairly common, and doing so is important, albeit extremely difficult.

Yang

Like Yun, Yang is hard to combo against.

Makoto

Makoto has a wiiiiiide hitbox, you can hit her into a reflector behind her from a longer distance than most characters.

Serious Disadvantage Match-ups

Urien has no match-ups where he is at a serious disadvantage

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill