Street Fighter 3: 3rd Strike/Urien/Strategy

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Overview

Urien has three stages: A) No Aegis B) Aegis Stocked C) Aegis Out (And not wasted)


Your primary goal is to get to stage C. To get there, your primary goal should be to fight for space (don't get backed into a corner), meter (work your way to stage B) and a knockdown (as to safely plant an Aegis or lay down damage and get meter at a much lower risk). Learn how to play each stage of Urien properly, and focus on getting to stage C. Urien's primary strength comes from Aegis, his combos are stronger, his mixups are safer and his normals have more priority.

Basics

Urien its a standard balanced and charging rush character focused in mix up Aegis Reflectior and bring the opponent in the corner, he is a tall hitbox character that had a good projectile to zoning and comboing with a Tackle if opponent is hitted in the air.

Super Art Selection

Super Art 1 QCFx2+P - Tyrant Slaughter (Also referred to as Tyrant Punisher)

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.

  • Urien's single reversal
  • Front-loaded damage, rather than damage 'invested' in a setup, as with Aegis
  • Not Aegis Reflector
    • Best for: Players unwilling or unable to engage with Aegis for any reason.

Super Art 2 QCFx2+P - Temporal Thunder (Also referred to as Jupiter Thunder or the transliterated Yupitel 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.

  • Potential for touch-of-stun setups on Remy and Akuma
    • SAII sees limited representation, even against Akuma, who arguably has the easiest time dealing with unblockables; it's not a useful character counter
  • Fails to shore up any hole in Urien's game plan
  • Not Aegis Reflector
    • Best for: Nobody. Perhaps useful in some niche cases, but you have better options as far as supers go.

Super Art 3 QCFx2+P - 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.

  • Merely having it stocked is extremely threatening
  • Unblockables
  • Juggle extensions
  • High-damage mixups in the corner
  • No hard-and-fast rules for deployment; it's a very nuanced tool
    • Best for: Anyone serious about playing Urien

Note: Speaking pedantically, it is possible to block out of 'unblockables,' but doing so requires nearly frame-perfect block switching, which is close to impossible, and 'hard-to-blockable' doesn't quite roll off the tongue. For all practical purposes, these are unblockable, and parrying is the most reliable escape.

Kara-Techniques

Urien has no kara techniques.

Zoning

Urien's primary pokes are s.MP s.HP s.MK c.MK c.LK c.HK j.HK Most other attacks are poor pokes.

Mixups

Urien has a plethora of crossups, 2 high attacks, and a large amount of unblockables, as well as setups that lead into mixups.

The most basic of such are his crouching kicks (all hit low), Universal Overhead and F+HP hitting high.

Additional Notes

Urien is the third tallest character in the game, Q and Hugo are the only ones taller than him, because of his size, it changes a few situations slightly. (He can be reset in situations where others can't). He also cannot duck under certain things like fireballs and specific standing attacks.

Urien has an EXTREMELY fast, far dash. So fast that it's viable to dash in and throw the opponent after blocking or parrying certain moves. He can also push downed characters to the corner very quickly with it. Urien's dash can usually cross-up tech-recovering characters.

Urien has a very high defense rating, rivaled only by Alex, and beaten by Hugo and (taunted) Q.

Advanced Urien Play

Things to know

Charge Partitioning

Charge partitioning is the act of dividing a charge (an invisible meter filled by holding a direction for a charge move) into several pieces, to allow for charge moves to be used in situations where fully charging them is impractical or outright impossible. Charge partitioning is at the core of Urien's gameplay, seeing use everywhere from unblockables to essential corner combos to advanced midscreen setups.

The Invisible Meters

Charge moves are governed by an invisible meter, or rather, two meters, a charge meter and an ' uncharge meter. ' Before reading further, I suggest following along with the timestamped section of this video.

Effectively, each charge move has its own invisible bar, which is filled as you hold the direction necessary to charge it. When it is full, you can execute the charge move, or not execute the move, losing the charge when you stop holding the requisite direction. You can also do this in pieces, charging the invisible meter partially, stopping for a moment, and then resuming. How that pause between partial charges works is operated by the 'uncharge meter.'

At the same time as the charge meter works, an opposing 'uncharge meter' operates. It is tied to the game's internal timer, so it is semi-random, though it can be managed quite easily with practice. This uncharge meter is continuously working, starting at 100%, going down to 0%, and then resetting. When the uncharge meter hits 0%, your charge is 'dumped,' or lost. When you are charging, however, the uncharge meter freezes.

This is how charge partitioning works; you charge, pause, and before the uncharge meter depletes and dumps your charge, you pick the charge back up to complete it and execute the move.

Notes on Charging

  • Urien's charge times are all 43f
  • Several things will reset the charge meter to allow for consistent charging
    • Super flash (resets tackle and headbutt charges)
    • Parry (resets tackle and headbutt charges)
    • Pressing up (resets tackle)
    • Over-charging headbutt (resets headbutt)
  • You cannot partition a finished charge

As a basic drill for practicing charge partitioning, try the following:

  • Tap down briefly; use cr.MK as a timing guide
  • Jump and return to holding down
  • Land and hit your opponent with cr.LK
  • Cancel cr.LK into LP Headbutt

Congratulations, you partitioned a charge! Now, try this slightly more advanced partition out:

  • Hit st.HP, and hold down for the move's duration
  • Dash forwards
  • Tap down briefly
  • Headbutt

If you can get these down, there's a good chance you'll be able to execute at least basic charge partitions. Eventually, you'll get a feel for the timing without using timing references.

Charge partitioning sees use in the following, and more:

  • The midscreen Shoto unblockable
    • This unblockable involves a Headbutt charge partitioned over a dash. It's not difficult, and is essential for playing Urien.
  • Tackle > Fireball > Tackle > Headbutt
    • This is a corner combo route primarily used on Chun-Li and Makoto.
  • Efficient post-knockdown meter gain
    • After midscreen knockdowns, it is essential to optimize meter gain. fw.MP into MK Headbutt grants Urien a tremendous amount of meter and forward movement. It requires a down charge to be partitioned during the fw.MP.
  • Gimmicky nonsense
    • Things like dashing into an immediate EX Headbutt are not great for day-to-day use, but they can see some use in forcing scrambles or attempting dishonest round closure.

Charge Buffering

The way Third Strike handles charge moves allows for highly efficient charging and execution of charge moves. One can effectively begin charging one charge move during another with this technique, which is used during Urien's tackle juggles. This is functionally essential for consistent Urien play.

One tackle necessitates holding back, and then tapping forward and a kick input. If you want to do two tackles in a row, you might feel inclined to hold back, tap forward and kick, and then return to holding back. While this will work, and tackle juggles can be accomplished this way, the timing involved is rather precise.

To give yourself more time, you can hold back, tap forward, and return to back very quickly while hitting kick. The charge move should still come out, but you will have started charging the following tackle faster.

Double Tackles / Tackle Tackle Headbutt

Double tackles are at the heart of Urien's corner combo game, especially with tackle tackle headbutt (TTH), which works on the vast majority of the cast, does solid damage, sets up strong Aegis positions, and builds a healthy amount of meter.

The tackles and headbutts in the combo change character to character, but the core of the double tackle is as follows:

  • cr.HP, during which you should be holding down back to build tackle charge
  • Tap forwards and return to down back as fast as possible, while hitting kick (see the section on charge buffering for help)
  • Tap forwards while hitting kick again
  • If you intend to do a headbutt afterwards, return to holding down to charge the headbutt; done properly the headbutt will be guaranteed

This sequence can be rather difficult. Your goal is to get the first tackle as soon as possible after the launcher, giving you the greatest amount of time to perform the second tackle and ensure a proper juggle.

Aegis Reflector

Aegis Reflector is one of the most versatile and character-defining supers in the entirety of Third Strike; it's so good it gets its own section! Put very briefly and bluntly, Aegis singlehandedly elevates Urien from being a middling character to being one of the most menacing, dishonest, and explosive characters in the game. Aegis Reflector, deployed properly, enables legendary screen control, game theft, and damage output.

Properties

Aegis Reflector has several properties that are key to understanding how it works. They are as follows:

  • Aegis Reflector must be blocked according to the direction it was deployed from
    • This is how unblockables work; when you cross the opponent up and meaty them at the same time as Aegis Reflector, the game is 'demanding' that they block both sides at once, which is mechanically impossible
  • It has six hits, which are consumed when it hits an opponent or is hit
  • Aegis Reflector has minor homing properties, meaning it will drift towards the opponent slightly
  • The mirror can be 'damaged' when struck, losing a hit
  • It is not fully consistent when reflecting
    • Some moves are outright reflected, others are destroyed, and a small few will beat the reflector

Positions and Utility

Aegis has four different positions, here are the general uses for each.

LP Aegis

LP Aegis travels directly in front of Urien, and has four primary uses, which are as follows:

  • Planting directly in front of or on someone in the corner, to allow for pressure and high/low/throw mixups
  • Extensions after midscreen tackles, to maximize corner carry or convert into corner ** The Aegis is not actually intended to hit in this case; it simply allows you to charge and execute additional tackles
    • This works best when you are approximately 1/3 screen length from the corner you are facing
  • Point-blank 'simple' unblockables from close knockdowns and throws
    • LP Aegis > MP Headbutt > fw.MK is a very simple unblockable that works on some members of the cast if they do not quick-rise a knockdown or throw (this is very rare at higher levels of play, mind you)
  • Corner unblockables
    • Canceling corner tackles into LP Aegis allows a multitude of setups, including resets into the aegis or kneedrop unblockables.

MP Aegis

MP Aegis travels approximately one character width in front of Urien, and is generally used for corner pressure, though it sees some use in specific unblockables. Use cases include:

  • Planting directly in front of someone in the corner, enabling high/low/throw mixups, pressure, and more meter building
  • EX Headbutt unblockables

HP Aegis

HP Aegis travels approximately two character widths in front of Urien, and is primarily used for midscreen unblockables. Use cases include:

  • The 'Shoto unblockable,' involving a tackle canceled into HP Aegis
  • Taking up space, either to draw a 'line in the sand' or force an opponent into the corner
  • Allowing pressure extensions off of blocked tackles
    • Be warned, very little of this pressure is 'real,' but respectful opponents can be bullied with it

EX Aegis / PP Aegis

Executed by hitting two punches simultaneously, EX Aegis travels roughly the same horizontal distance as MP Aegis, but also moves upwards. EX Aegis is unique in that it is active immediately, enabling use as a juggle enabler and linking tool out of Urien's universal overhead. Use cases include:

  • Making tackles safe
  • Linking out of universal overhead
  • Picking opponents up off of close headbutt hits

Basic Uses

Highly depends on situation and where you are located. If you have a downed opponent in the corner, just throw down a reflector and do low or high attack. If they are launched in the corner, you can do a corner unblockable. Corner unblockables vary from character to character. Most of them involve using Violent Knee Drop.

If you are in the middle of the screen, and get off a c.HP, you have two choices: You can go for an unblockable, or continue a corner juggle using LP Aegis. If you want to do an unblockable, you do a c.HP, LK Chariot Tackle, HP reflector, HK tackle, then, depending on the character, find a way to cross up the opponent before they rise. This is one of the most difficult things you have to learn. Most of the time, you will dash forward, then do an MP Headbutt, then f.MK them into the Aegis after dashing them inward, there are other variations to this.

If you wish to continue the aerial combo, do an LP Aegis after an LK tackle, then simple cancel into another tackle, then do another tackle/headbutt/s.HP, or after the tackle, it may be possible to get a headbutt of s.HP off.

You can also cancel a blocked tackle into an EX Aegis then try to dash forward and throw, f.HP c.HK to create a mixup.

Metallic Sphere super-cancels into Aegis, which means you can do QCF+P then do another QCF+P and get a fireball -> Reflector. This can push an enemy into a corner, this is effective if they're close to a corner but you can't get them there in time. Dashing can also push an opponent into the corner.

There are other uses for Aegis, but they are more obscure and less likely to be useful (but they can and likely will, Aegis reigns supreme in the versatility category, which means you should watch videos to learn other, random setups). Hell, sometimes you can do setups you didn't even know existed! Experiment!


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