Street Fighter V/Urien

From SuperCombo Wiki

Introduction

About Urien

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

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 V, 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.

Strengths Weaknesses
  • Strong neutral: far reaching buttons that can be buffered into high corner carry specials with strong oki
  • Strong, varied oki: can choose to end in a variety of enders depending on whether the opponent is crouching or standing, as well as being able to forego oki entirely for standing resets
  • Good use of meter: Urien can use meter to win fireball wars, extend combos, or use fast, safe on block special moves to advance towards the opponent in ways that are very difficult for them to react to
  • Strong v-skills: Uriens v-skills both perform very different functions, with v-skill 1 providing a single hit of armor to any special moves performed with charge motions, and v-skill 2 providing extra hits and better advantage on hit and block to the next fireball thrown
  • Aegis: aegis reflector is an immensely strong v-trigger, opening up unscaled, high damage whiff punishes, easy confirms into corner carry and okizeme, strong mixups, corner control, anti-airs, combos from throws, and as the name may imply, reflecting projectiles
  • Powerful situational anti-airs: crouching heavy punch is a launcher that also functions as an anti air, and standing heavy kick provides a lower damage but more consistent anti-crossup anti-air, as well as pre-emptive headbutts, provide Urien a variety of ways to prevent opponents from jumping recklessly
  • Poor fireball: slower startup than average and higher recovery than average can lead to Urien losing in fireball wars to characters with better fireballs than him, such as Guile or Sagat
  • Vulnerable to divekicks: opponents who are capable of altering their jump arcs can give Urien trouble, such as Cammy or Akuma due to the fact none of his anti airs have any true invincibility
  • Slow buttons: Uriens fastest normal is 4 frames, and many of his normals are either average or below average in terms of startup
  • Weak defense: Uriens only reversal is his critical art, and he lacks a 3 frame normal, meaning that Urien is very reliant on universal system mechanics such as v-shift or v-reversal, as well as knowledge of when an opponent maybe be forced to end their pressure

Final Patch

Players to Watch

  • Dogura
  • Nemo
  • RushdownV2
  • Tokido
  • DRMandrake
Urien
SFV-Urien Portrait.jpg
Vitals
Life Points 1025
Stun Points 1050
V-Gauge Points
V-Trigger 1 3 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.0435
Backward Walk Speed 0.03
Forward Dash Speed 16
Backward Dash Speed 25
Forward Dash Distance 1.535
Backward Dash Distance 1.18
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45(3+38+4)
Forward Jump Distance 1.9
Backward Jump Distance 1.71
Throws
Throw Hurtbox 0.25
Throw Range 0.85
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

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.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. 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. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

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 have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Urien 5LP.png
Startup Active Recovery Hit
4 2 10 4
Damage Stun Attack Block
30 70 H 2
  • Confirm windows:
    • Specials & CA: 11
    • Target Combos: 11
    • V-Trigger: 11
  • Cancel options: sp su vt1 vt2
Primarily used for Headbutt Loops
FATonline.png
5MP
Stand MP
5MP
SFV Urien 5MP.png
Startup Active Recovery Hit
7 3 12 6
Damage Stun Attack Block
60 100 H 3
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vt1 vt2
Good for starting frametraps and also has good hitbox and range for buffering in footsies
FATonline.png
5HP
Stand HP
5HP
SFV Urien 5HP.png
Startup Active Recovery Hit
12 3 18 4
Damage Stun Attack Block
90 150 H -2
  • Crush Counter: Spinning, 22 Adv, +120 V-Gauge.
  • Confirm windows:
    • Specials & CA: *20
    • V-Trigger: 17
    • Notes: *CA only
  • Cancel options: su vt1 vt2
Stand HP has only 5F start-up if released half-way through the hold version (after holding HP for at least 7F of start-up)
Juggle Limit: 17
The fLoEchart
FATonline.png
5LK
Stand LK
5LK
SFV Urien 5LK.png
Startup Active Recovery Hit
5 2 8 4
Damage Stun Attack Block
40 70 H 3
  • Cancel options: sp su vt1 vt2
Good frame advantage for pressure and frametraps
Can tick throw most crouching jabs or any lights that move the opponent forward a bit (not a true tick grab on standing neutral)
Has good hitbox priority against low attacks (might be able to kick over some low pokes without getting hit yourself)
Pushback on block leads right into a st.HP (hold) > st.MP xx MP Headbutt loop starter (this makes st.LK a very dangerous shimmy tool)
FATonline.png
5MK
Stand MK
5MK
SFV Urien 5MK.png
Startup Active Recovery Hit
9 2 18 1
Damage Stun Attack Block
60 100 H -2
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Solid poke tool
FATonline.png
5HK
Stand HK
5HK
SFV Urien 5HK.png
Startup Active Recovery Hit
9 6 19 4
Damage Stun Attack Block
90 150 H -2
  • Confirm windows:
    • V-Trigger: 22
  • Cancel options: vt1 vt2
Throw Hurtbox reduced on frames 1-7
Can hit cross-up (behind Urien)
First 2 active frames (9-10) can only hit airborne opponents (anti-air)
The start-up and frame advantages of stand HK vary greatly depending on the size of the opponent and whether they are standing or crouching upon impact
1F faster start-up (11F) and 1F decreased frame advantage on Hit / Block / VTC against standing taller characters (see list mentioned in the following notes)
1F slower start-up (13F) and 1F increased frame advantage on Hit / Block / VTC against crouching smaller characters (see list mentioned in the following notes)
Small characters are everyone but Birdie, Urien, Gief, FANG, Abigail, G, Sagat, Gill (they count as tall characters)
Stand HK starts up instantly (1F) if released half-way through the hold version (after holding HK for at least 9F of start-up)
FATonline.png
2LP
Crouch LP
2LP
SFV Urien 2LP.png
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vt1 vt2
Only +1 on block so not ideal for pressure / frametraps
FATonline.png
2MP
Crouch MP
2MP
SFV Urien 2MP.png
Startup Active Recovery Hit
6 2 15 5
Damage Stun Attack Block
60 100 H 0
  • Confirm windows:
    • Specials & CA: 13
    • V-Trigger: 17
  • Cancel options: sp su vt1 vt2
Only 0 on block; You should challenge after blocking, depending on range
FATonline.png
2HP
Crouch HP
2HP
SFV Urien 2HP.png
Startup Active Recovery Hit
7 1(1)4 21 -6*KD
Damage Stun Attack Block
50*30 (80) 75*75 (150) H*H -9*-8
  • Knockdown: 104 KD Adv, 45 Quick Rise Adv, 50 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 16/18
    • V-Trigger: 16/18
  • Cancel options: sp su vt1 vt2
Second hit launches into a limited juggle state
Both hits are cancelable
Cannot hit cross-up (behind Urien)
Juggle Limit / Increase / Start: 0*2 / 1*1 / 2*2
FATonline.png
2LK
Crouch LK
2LK
SFV Urien 2LK.png
Startup Active Recovery Hit
4 2 7 4
Damage Stun Attack Block
20 70 L 1
  • Cancel options: vt1 vt2
Furthest range of Urien's light 4F normals
FATonline.png
2MK
Crouch MK
2MK
SFV Urien 2MK.png
Startup Active Recovery Hit
8 2 17(21) 4
Damage Stun Attack Block
60 100 L -2
  • Confirm windows:
    • V-Trigger: 14/*16
    • Notes: *VT2 Tackle
  • Cancel options: vt1 vt2
Don't walk into the range of this when Urien has V-Trigger
4 extra frames recovery on whiff
FATonline.png
2HK
Crouch HK
2HK
SFV Urien 2HK.png
Startup Active Recovery Hit
11 2 27 KD
Damage Stun Attack Block
100 150 L -14
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 24 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
Can be combo'd into an OTG super after a Crush Counter
FATonline.png
8LP
Jump LP
8LP
SFV Urien 8LP.png
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
Decent air-to-air
FATonline.png
8MP
Jump MP
8MP
SFV Urien 8MP.png
Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
70 100 M -
Good air-to-air
Puts opponent in juggle state when hitting air-to-air
FATonline.png
8HP
Jump HP
8HP
SFV Urien 8HP.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
Good horizontal and vertical priority (Urien's go-to jump-in option)
FATonline.png
8LK
Jump LK
8LK
SFV Urien 8LK.png
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Can cross-up
FATonline.png
8MK
Jump MK
8MK
SFV Urien 8MK.png
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
60 100 M -
Decent air-to-air
FATonline.png
8HK
Jump HK
8HK
SFV Urien 8HK.png
Startup Active Recovery Hit
9 4 - -
Damage Stun Attack Block
90 150 M -
Pulls up hurtboxes on frames 7-17
FATonline.png

Command Normals

6MP
Quarrel Punch
6MP
SFV Urien 6MP.png
Startup Active Recovery Hit
7 4 16 2
Damage Stun Attack Block
70 100 H -2
  • Confirm windows:
    • Specials & CA: 15
    • Target Combos: 15
    • V-Trigger: 15
  • Cancel options: sp su vt1 vt2
Cancels into f+HP (Overhead) follow-up Target Combo on hit / block (true blockstring unless you manually delay the cancel)
Smaller head hurtbox on frames 1-17
Juggle limit: 10
FATonline.png
6HP
Terrible Smash
6HP
SFV Urien 6HP.png
Startup Active Recovery Hit
21 2 20 1
Damage Stun Attack Block
80 150 M -8
Overhead
FATonline.png
3HK
Quarrel Kick
3HK
SFV Urien 3HK.png
Startup Active Recovery Hit
15 4 18 4
Damage Stun Attack Block
90 150 H -4
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
Juggle Limit: 5
FATonline.png

Target Combos

5LP > 5MP
Killer Straight
5LP > 5MP
SFV Urien 5LP 5MP.png
Startup Active Recovery Hit
4+5 3 14 1
Damage Stun Attack Block
30*45 (75) 70*72 (142) H*H -4
  • Confirm windows:
    • Specials & CA: 15
    • Target Combos: 11
    • V-Trigger: 15
  • Cancel options: sp su vt1 vt2
FATonline.png
6MP > 6HP
Break Rush
6MP > 6HP
SFV Urien 6MP 6HP.png
Startup Active Recovery Hit
7+17 2 20 1
Damage Stun Attack Block
70*54 (124) 100*135 (235) H*M -8
  • Confirm windows:
    • Target Combos: 15
    • V-Trigger: 16
  • Cancel options: vt1 vt2
2nd hit is an Overhead
True blockstring unless you delay the cancel from f+MP
This Target Combo version of overhead is V-Trigger cancelable
FATonline.png

Throws

LPLK
Spartan Bomb (fwd)
Throw
LPLK
SFV Urien LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 60 KD Adv, 11 Quick Rise Adv, 11 Back Rise Adv.
FATonline.png
4LPLK
Spartan Bomb (back)
Back Throw
4LPLK
SFV Urien 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 60 KD Adv, 11 Quick Rise Adv, 11 Back Rise Adv.
FATonline.png

Special Moves

46LK
LK Chariot Tackle
46LK
SFV Urien 46LK.png
Startup Active Recovery Hit
10 6 22 0(5)
Damage Stun Attack Block
80 150 H -5(0)
  • Cancel options: su
Takes 40 frames to charge
V-Skill 1 version builds 90 / 60 / 30 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits
Juggle Limit / Increase / Start: 15 / 2 / 1
FATonline.png
46MK
MK Chariot Tackle
46MK
SFV Urien 46MK.png
Startup Active Recovery Hit
13 11 21 -3(7)
Damage Stun Attack Block
90 150 H -9(1)
  • Cancel options: su
Takes 40 frames to charge
V-Skill 1 version builds 90 / 60 / 30 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits
Juggle Limit / Increase / Start: 15 / 2 / 1
FATonline.png
46HK
HK Chariot Tackle
46HK
SFV Urien 46HK.png
Startup Active Recovery Hit
16 8 21 KD
Damage Stun Attack Block
100 150 H -6(3)
  • Knockdown: 87(95) KD Adv, 28(35) Quick Rise Adv, 33(48) Back Rise Adv.
  • Cancel options: su
Takes 40 frames to charge
V-Skill version of this move doesn't have armor until frame 5 (instead of the usual frame 3)
V-Skill 1 version builds 90 / 60 / 30 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it hits
Juggle Limit / Increase / Start: 15 / 2 / 1
FATonline.png
46KK
EX Chariot Tackle
46KK
SFV Urien 46KK.png
Startup Active Recovery Hit
7 9(9)4 20 KD
Damage Stun Attack Block
90*60 (150) 100*100 (200) H -2
  • Knockdown: 68 KD Adv, 9 Quick Rise Adv, 14 Back Rise Adv.
  • Cancel options: vt1 vt2
Takes 40 frames to charge
V-Skill 1 version builds 120 / 80 / 40 V-Gauge on Hit / Block / Whiff
Juggle Limit / Increase / Start: 15*16 / 1*1 / 1*1
5.4 on the UNGA scale
FATonline.png
28LK
LK Violence Knee Drop
28LK
SFV Urien 28LK.png
Startup Active Recovery Hit
25 12 11(17) KD
Damage Stun Attack Block
100 200 M -4(2)
  • Knockdown: 72(100) KD Adv, 13(41) Quick Rise Adv, 18(46) Back Rise Adv.
Airborne on frame 3
Frame advantage and KDA varies depending on how high / low the knee connects on the opponent (the lower it connects the more advantageous and KDA it has)
17 frames recovery on whiff
Takes 40 frames to charge and holds charge for 10F
V-Skill 1 version builds 90 / 60 / 30 V-Gauge on Hit / Block / Whiff
Juggle Limit / Increase / Start: 4 / 1 / 5
FATonline.png
28MK
MK Violence Knee Drop
28MK
SFV Urien 28MK.png
Startup Active Recovery Hit
25 13 13(17) KD
Damage Stun Attack Block
100 200 M -7(0)
  • Knockdown: 71(98) KD Adv, 12(39) Quick Rise Adv, 17(44) Back Rise Adv.
Airborne on frame 3
Frame advantage and KDA varies depending on how high / low the knee connects on the opponent (the lower it connects the more advantageous and KDA it has)
17 frames recovery on whiff
Takes 40 frames to charge and holds charge for 10F
V-Skill 1 version builds 90 / 60 / 30 V-Gauge on Hit / Block / Whiff
Juggle Limit / Increase / Start: 4 / 1 / 5
FATonline.png
28HK
HK Violence Knee Drop
28HK
SFV Urien 28HK.png
Startup Active Recovery Hit
25 18 14(17) KD
Damage Stun Attack Block
100 200 M -8(-1)
  • Knockdown: 72(97) KD Adv, 13(38) Quick Rise Adv, 18(43) Back Rise Adv.
Airborne on frame 3
Frame advantage and KDA varies depending on how high / low the knee connects on the opponent (the lower it connects the more advantageous and KDA it has)
17 frames recovery on whiff
Takes 40 frames to charge and holds charge for 10F
V-Skill 1 version builds 90 / 60 / 30 V-Gauge on Hit / Block / Whiff
Juggle Limit / Increase / Start: 4 / 1 / 5
FATonline.png
28KK
EX Violence Knee Drop
28KK
SFV Urien 28KK.png
Startup Active Recovery Hit
25 11 10(17) KD
Damage Stun Attack Block
150 200 M -1(6)
  • Knockdown: 91(96) KD Adv, 32(37) Quick Rise Adv, 37(42) Back Rise Adv.
Airborne on frame 3
Can direct the angle of the attack using Left/Right
Cannot hit Cross-up
Frame advantage and KDA varies depending on how high / low the knee connects on the opponent (the lower it connects the more advantageous and KDA it has)
17 frames recovery on whiff
-1 on block against Abigail at highest point
0 on block against G and Sagat at highest point
+1 on block against Birdie, Balrog, Cody, Falke, FANG, Gill, Guile, M. Bison, Poison, Seth, Urien, Vega, and Zangief
+2 on block at worst against everyone else
Takes 40 frames to charge and holds charge for 10F
V-Skill 1 version builds 120 / 80 / 40 V-Gauge on Hit / Block / Whiff
Juggle Limit / Increase / Start: 4 / 1 / 5
FATonline.png
28LP
LP Dangerous Headbutt
28LP
SFV Urien 28LP.png
Startup Active Recovery Hit
8 3 9+9 1
Damage Stun Attack Block
100 150 H -2
Whiffs on crouching
Airborne on frames 4-18
Takes 35 frames to charge
Holds charge for 15F (enables Urien to walk forward / back plenty before starting the Headbutt)
V-Skill 1 version has 1 hit of armor on frames 3-10 and +2 Juggle Limit
V-Skill 1 version builds 90 / 60 / 30 V-Gauge on Hit / Block / Whiff
Juggle Limit / Increase / Start: 0(2) / 1 / 6
FATonline.png
28MP
MP Dangerous Headbutt
28MP
SFV Urien 28MP.png
Startup Active Recovery Hit
11 4 8+10 1
Damage Stun Attack Block
110 150 H -2
Whiffs on crouching
Airborne on frames 4-22
Takes 35 frames to charge
Holds charge for 15F (enables Urien to walk forward / back plenty before starting the Headbutt)
V-Skill 1 version has 1 hit of armor on frames 3-13 and +2 Juggle Limit
V-Skill 1 version builds 90 / 60 / 30 V-Gauge on Hit / Block / Whiff
Juggle Limit / Increase / Start: 0(2) / 1 / 6
FATonline.png
28HP
HP Dangerous Headbutt
28HP
SFV Urien 28HP.png
Startup Active Recovery Hit
13 5 7+10 KD
Damage Stun Attack Block
120 150 H -2
  • Knockdown: 92 KD Adv, 33 Quick Rise Adv, 38 Back Rise Adv.
Whiffs on crouching
Airborne on frames 5-24
Takes 35 frames to charge
Holds charge for 15F (enables Urien to walk forward / back plenty before starting the Headbutt)
V-Skill 1 version has 1 hit of armor on frames 3-15 and +2 Juggle Limit
V-Skill 1 version builds 90 / 60 / 30 V-Gauge on Hit / Block / Whiff
Juggle Limit / Increase / Start: 0(2) / 1 / 6
FATonline.png
28PP
EX Dangerous Headbutt
28PP
SFV Urien 28PP.png
Startup Active Recovery Hit
12 5 3+16 KD
Damage Stun Attack Block
50*50 (100) 50*50 (100) H -10
  • Knockdown: 101 KD Adv, 42 Quick Rise Adv, 47 Back Rise Adv.
Throw Invincible on frames 1-4
Airborne on frames 5-19
+1 extra landing recovery on HIT (17F) and 2 less landing recovery frames on BLOCK (14F)
Takes 35 frames to charge
Holds charge for 15F (enables Urien to walk forward / back plenty before starting the Headbutt)
V-Skill 1 version has 1 hit of armor on frames 3-15
V-Skill 1 version builds 120 / 80 / 40 V-Gauge on Hit / Block / Whiff
Juggle Limit / Increase / Start: 6*6 / 0*5 / 0*4
FATonline.png
236LP
LP Metallic Sphere
236LP
SFV Urien 236LP.png
Startup Active Recovery Hit
14 - 36 -1
Damage Stun Attack Block
60 100 H -7
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.06
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
236LP (hold)
LP Metallic Sphere (hold)
236LP (hold)
SFV Urien 236LP (hold).png
Startup Active Recovery Hit
53 - 28 7
Damage Stun Attack Block
40*50 (90) 60*60 (120) H 4
  • Cancel options: su
2-hit projectile
Projectile Speed: 0.05
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 5*6 / 1*1 / 1*1
FATonline.png
236MP
MP Metallic Sphere
236MP
SFV Urien 236MP.png
Startup Active Recovery Hit
14 - 36 1
Damage Stun Attack Block
60 100 H -7
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.09
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
236MP (hold)
MP Metallic Sphere (hold)
236MP (hold)
SFV Urien 236MP (hold).png
Startup Active Recovery Hit
53 - 30 5
Damage Stun Attack Block
40*50 (90) 60*60 (120) H 2
  • Cancel options: su
2-hit projectile
Projectile Speed: 0.1
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 5*6 / 1*1 / 1*1
FATonline.png
236HP
HP Metallic Sphere
236HP
SFV Urien 236HP.png
Startup Active Recovery Hit
13 - 36 -
Damage Stun Attack Block
70 100 H -
  • Cancel options: su
1-hit projectile
Cannot hit grounded opponents
The hold version will trigger after holding the button for 28 frames minimum
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 3 / 1 / 1
FATonline.png
236HP (hold)
HP Metallic Sphere (hold)
236HP (hold)
SFV Urien 236HP (hold).png
Startup Active Recovery Hit
29(42) - 30 -
Damage Stun Attack Block
45*45 (90) 60*60 (120) H -
  • Cancel options: su
2-hit projectile
Cannot hit grounded opponents
Can be charged up early by holding the button for at least 28 frames and then releasing
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 5*6 / 1*1 / 1*1
FATonline.png
236LPMP or LPHP
EX Metallic Sphere Ground
236LPMP or LPHP
SFV Urien 236LPMP or LPHP.png
Startup Active Recovery Hit
12 - 32 3
Damage Stun Attack Block
40*50 (90) 60*60 (120) H 2
  • Cancel options: vt1 vt2
2-hit projectile
Speed of projectile varies on button combination (LP+MP: 0.08 / LP+HP: 0.1)
VTC advantage depends on how early you cancel; very variable
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 5*6 / 2*2 / 1*1
FATonline.png
236LPMP or LPHP (hold)
EX Metallic Sphere Ground (hold)
236LPMP or LPHP (hold)
SFV Urien 236LPMP or LPHP (hold).png
Startup Active Recovery Hit
41 - 27 17
Damage Stun Attack Block
30*30*60 (120) 50*50*50 (150) H 13
  • Cancel options: vt1 vt2
3-hit projectile
Speed of projectile varies on button combination (LP+MP: 0.04 / LP+HP: 0.1)
VTC advantage depends on how early you cancel; very variable
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*11*12 / 1*1*1 / 1*1*1
FATonline.png
236MPHP
EX Metallic Sphere Air
236MPHP
SFV Urien 236MPHP.png
Startup Active Recovery Hit
13 - 32 -
Damage Stun Attack Block
45*55 (100) 60*60 (120) H -
  • Cancel options: vt1 vt2
2-hit projectile
Cannot hit grounded opponents
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 5*6 / 2*2 / 1*1
FATonline.png
236MPHP (hold)
EX Metallic Sphere Air (hold)
236MPHP (hold)
SFV Urien 236MPHP (hold).png
Startup Active Recovery Hit
32 - 27 -
Damage Stun Attack Block
33*33*64 (130) 50*50*50 (150) H -
  • Cancel options: vt1 vt2
3-hit projectile
Cannot hit grounded opponents
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*11*12 / 1*1*1 / 1*1*1
FATonline.png

Critical Art

236236P
Dominate Crush
236236P
SFV Urien 236236P.png
Startup Active Recovery Hit
6(2) 19 60 KD
Damage Stun Attack Block
30x9*70 (340) 0 H -47
  • Knockdown: 69 KD Adv, 10 Quick Rise Adv, 15 Back Rise Adv.
Completely invincible on frames 1-26
Can connect OTG on Crush Counter Sweep or delayed wake-up
2 frame startup if canceled into from Chariot Tackle
Hitbox counts as a strike but has some projectile properties (you cannot avoid Urien's Super with projectile invincibility, but you can nullify hits of Urien's Super with projectiles / projectile nullifiers)
Juggle Limit: 15-24
FATonline.png

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Urien 5PPPKKK.png
"This has become tedious!"
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Metallic Aura
MPMK (VS1)
SFV Urien MPMK (VS1).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
Grants one hit of armor to the next Chariot Tackle, Violence Knee or Dangerous Headbutt
Armor begins on frame 3 (except on HK Chariot Tackle where it begins on frame 5) and lasts until the third active frame
FATonline.png

V-Skill 2

MPMK (VS2)
Indignant Thunder
MPMK (VS2)
SFV Urien MPMK (VS2).png
Startup Active Recovery Hit
- - 50 -
Damage Stun Attack Block
- - - -
Next Metallic Sphere gets increased properties (2 extra hits / improved damage and stun / larger hitbox / better frame advantage)
FATonline.png
236LP (VS2)
LP Metallic Sphere (V-Skill 2)
236LP (VS2)
SFV Urien 236LP (VS2).png
Startup Active Recovery Hit
14 - 36 3
Damage Stun Attack Block
20*20*50 (90) / 20*40 (60) 20*20*80 (120) / 20*80 (100) H -2
  • Cancel options: su
3-hit projectile from up close to midscreen; 2 hits after midscreen
Projectile Speed: 0.04
Builds 60 / 25 / 10 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*11 / 0*0*1 / 1*1*1
FATonline.png
236LP (hold) (VS2)
LP Metallic Sphere (hold) (V-Skill 2)
236LP (hold) (VS2)
SFV Urien 236LP (hold) (VS2).png
Startup Active Recovery Hit
53 - 36 3
Damage Stun Attack Block
20*20*50 (90) / 20*40 (60) 20*20*80 (120) / 20*80 (100) H -2
  • Cancel options: su
3-hit projectile from up close to midscreen; 2 hits after midscreen
Projectile Speed: 0.04
Builds 60 / 25 / 10 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*11 / 0*0*1 / 1*1*1
FATonline.png
236MP (VS2)
MP Metallic Sphere (V-Skill 2)
236MP (VS2)
SFV Urien 236MP (VS2).png
Startup Active Recovery Hit
14 - 36 3
Damage Stun Attack Block
20*20*50 (90) 20*20*80 (120) H -2
  • Cancel options: su
3-hit projectile
Projectile Speed: 0.1
Builds 60 / 25 / 10 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*11 / 0*0*1 / 1*1*1
FATonline.png
236MP (hold) (VS2)
MP Metallic Sphere (hold) (V-Skill 2)
236MP (hold) (VS2)
SFV Urien 236MP (hold) (VS2).png
Startup Active Recovery Hit
53 - 36 3
Damage Stun Attack Block
20*20*50 (90) 20*20*80 (120) H -2
  • Cancel options: su
3-hit projectile
Projectile Speed: 0.1
Builds 60 / 25 / 10 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*11 / 0*0*1 / 1*1*1
FATonline.png
236HP (VS2)
HP Metallic Sphere (V-Skill 2)
236HP (VS2)
SFV Urien 236HP (VS2).png
Startup Active Recovery Hit
13 - 36 -
Damage Stun Attack Block
20*20*60 (100) 20*20*80 (120) H -
  • Cancel options: su
3-hit projectile
Cannot hit grounded opponents
Builds 60 / 25 / 10 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*11 / 0*0*1 / 1*1*1
FATonline.png
236HP (hold) (VS2)
HP Metallic Sphere (hold) (V-Skill 2)
236HP (hold) (VS2)
SFV Urien 236HP (hold) (VS2).png
Startup Active Recovery Hit
42 - 36 -
Damage Stun Attack Block
20*20*60 (100) 20*20*80 (120) H -
  • Cancel options: su
3-hit projectile
Cannot hit grounded opponents
Builds 60 / 25 / 10 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*11 / 0*0*1 / 1*1*1
FATonline.png
236LPMP or LPHP (VS2)
EX Metallic Sphere Ground (V-Skill 2)
236LPMP or LPHP (VS2)
SFV Urien 236LPMP or LPHP (VS2).png
Startup Active Recovery Hit
12 - 32 KD
Damage Stun Attack Block
25x4*20 (120) / 25x3*20 (95) 10x4*110 (150) / 10x3*110 (140) H 12
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
  • Cancel options: vt1 vt2
5-hit projectile
Speed of projectile varies on button combination (LP+MP: 0.04 / LP+HP: 0.1)
Launches opponents into a limited juggle state
VTC advantage depends on how early you cancel; very variable
Builds 80 / 50 / 20 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*10*10*11 / 0*0*0*0*1 / 1*1*1*1*1
FATonline.png
236LPMP or LPHP (hold) (VS2)
EX Metallic Sphere Ground (hold) (V-Skill 2)
236LPMP or LPHP (hold) (VS2)
SFV Urien 236LPMP or LPHP (hold) (VS2).png
Startup Active Recovery Hit
41 - 32 KD
Damage Stun Attack Block
25x4*20 (120) / 25x3*20 (95) 10x4*110 (150) / 10x3*110 (140) H 12
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
  • Cancel options: vt1 vt2
5-hit projectile
Speed of projectile varies on button combination (LP+MP: 0.04 / LP+HP: 0.1)
Launches opponents into a limited juggle state
VTC advantage depends on how early you cancel; very variable
Builds 80 / 50 / 20 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*10*10*11 / 0*0*0*0*1 / 1*1*1*1*1
FATonline.png
236MPHP (VS2)
EX Metallic Sphere Air (V-Skill 2)
236MPHP (VS2)
SFV Urien 236MPHP (VS2).png
Startup Active Recovery Hit
13 - 32 -
Damage Stun Attack Block
25x4*30 (130) 10*4*110 (150) H -
  • Cancel options: vt1 vt2
5-hit projectile
Cannot hit grounded opponents
Builds 80 / 50 / 20 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*10*10*11 / 0*0*0*0*1 / 1*1*1*1*1
FATonline.png
236MPHP (hold) (VS2)
EX Metallic Sphere Air (hold) (V-Skill 2)
236MPHP (hold) (VS2)
SFV Urien 236MPHP (hold) (VS2).png
Startup Active Recovery Hit
32 - 32 -
Damage Stun Attack Block
25x4*30 (130) 10*4*110 (150) H -
  • Cancel options: vt1 vt2
5-hit projectile
Cannot hit grounded opponents
Builds 80 / 50 / 20 V-Gauge on Hit / Block / Whiff
Puts airborne opponents into a limited juggle state
Juggle Limit / Increase / Start: 10*10*10*10*11 / 0*0*0*0*1 / 1*1*1*1*1
FATonline.png

V-Trigger 1

HPHK (VT1)
1st Aegis Reflector (far)
HPHK (VT1)
SFV Urien HPHK (VT1).png
Startup Active Recovery Hit
7(2) - 13 22
Damage Stun Attack Block
20 0 H 17
3 bar V-Trigger
Counter-hit state during first 4 frames of recovery
2F startup if canceled into from normals
Spawns a 3-hit projectile hitbox Aegis Reflector (Startup simply refers to when Aegis goes active)
Aegis Reflector does not spawn if Urien is hit during startup
Each hit of the Aegis can reflect any projectiles (multi-hits / EX / Supers / V-Triggers)
Duration of 230 frames
Juggle Limit / Increase / Start: 15*16*17 / 1 / 0
FATonline.png
4HPHK (VT1)
1st Aegis Reflector (close)
4HPHK (VT1)
SFV Urien 4HPHK (VT1).png
Startup Active Recovery Hit
10(7) - 20 22
Damage Stun Attack Block
20 0 H 17
3 bar V-Trigger
Counter-hit state during first 9 frames of recovery
7F startup if canceled into from normals
Spawns a 3-hit projectile hitbox Aegis Reflector (Startup simply refers to when Aegis goes active)
Aegis Reflector does not spawn if Urien is hit during startup
Each hit of the Aegis can reflect any projectiles (multi-hits / EX / Supers / V-Triggers)
Duration of 250 frames
Juggle Limit / Increase / Start: 15*16*17 / 1 / 0
FATonline.png
2HPHK (VT1)
1st Aegis Reflector (air)
2HPHK (VT1)
SFV Urien 2HPHK (VT1).png
Startup Active Recovery Hit
15(13) - 32 22
Damage Stun Attack Block
20 0 H 17
3 bar V-Trigger
Counter-hit state during first 14 frames of recovery
Cannot hit crouch
12F startup if canceled into from normals
Spawns a 3-hit projectile hitbox Aegis Reflector (Startup simply refers to when Aegis goes active)
Aegis Reflector does not spawn if Urien is hit during startup
Each hit of the Aegis can reflect any projectiles (multi-hits / EX / Supers / V-Triggers)
Duration of 250 frames
Juggle Limit / Increase / Start: 15*16*17 / 1 / 0
FATonline.png
HPHK (2nd VT1)
2nd Aegis Reflector (far)
HPHK (2nd VT1)
SFV Urien HPHK (2nd VT1).png
Startup Active Recovery Hit
24(10) - 6 22
Damage Stun Attack Block
20 0 H 17
3 bar V-Trigger
Counter-hit state during first 23 frames
The 24F startup refers to when the Aegis actually goes active
Startup shown in the parantheses refers to when the Aegis is spawned by Urien (and can thus be interrupted if Urien is hit before frame 10)
Spawns a 3-hit projectile hitbox Aegis Reflector (Startup simply refers to when Aegis goes active)
Aegis Reflector does not spawn if Urien is hit during startup
Each hit of the aegis can reflect any projectiles (multi-hits / EX / Supers / V-Triggers)
Duration of 230 frames
Juggle Limit / Increase / Start: 15*16*17 / 1 / 0
FATonline.png
4HPHK (2nd VT1)
2nd Aegis Reflector (close)
4HPHK (2nd VT1)
SFV Urien 4HPHK (2nd VT1).png
Startup Active Recovery Hit
14(10) - 16 22
Damage Stun Attack Block
20 0 H 17
3 bar V-Trigger
Counter-hit state during first 13 frames
The 14F startup refers to when the Aegis actually goes active
Startup shown in the parantheses refers to when the Aegis is spawned by Urien (and can thus be interrupted if Urien is hit before frame 10)
Spawns a 3-hit projectile hitbox Aegis Reflector (Startup simply refers to when Aegis goes active)
Aegis Reflector does not spawn if Urien is hit during startup
Each hit of the aegis can reflect any projectiles (multi-hits / EX / Supers / V-Triggers)
Duration of 250 frames
Juggle Limit / Increase / Start: 15*16*17 / 1 / 0
FATonline.png
2HPHK (2nd VT1)
2nd Aegis Reflector (air)
2HPHK (2nd VT1)
SFV Urien 2HPHK (2nd VT1).png
Startup Active Recovery Hit
16(12) - 16 22
Damage Stun Attack Block
20 0 H 17
3 bar V-Trigger
Counter-hit state during first 15 frames
Cannot hit crouch
The 16F startup refers to when the Aegis actually goes active
Startup shown in the parantheses refers to when the Aegis is spawned by Urien (and can thus be interrupted if Urien is hit before frame 12)
Spawns a 3-hit projectile hitbox Aegis Reflector (Startup simply refers to when Aegis goes active)
Aegis Reflector does not spawn if Urien is hit during startup
Each hit of the aegis can reflect any projectiles (multi-hits / EX / Supers / V-Triggers)
Duration of 250 frames
Juggle Limit / Increase / Start: 15*16*17 / 1 / 0
FATonline.png

V-Trigger 2

HPHK (VT2)
Tyrant Pressure
HPHK (VT2)
SFV Urien HPHK (VT2).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3200 frames (53 seconds)
Gives Urien access to a new move (Tyrant Blaze) while active
FATonline.png
HPHK
Tyrant Blaze
HPHK
SFV Urien HPHK.png
Startup Active Recovery Hit
14+6 9(12)5 21 KD
Damage Stun Attack Block
60*60 (120) 100*50 (150) H*H -2
  • Knockdown: 100 KD Adv, 41 Quick Rise Adv, 46 Back Rise Adv.
  • Cancel options: su
1 hit of armor on frames 3-14 (up to frame 60 if holding the charge to max)
No armor once the tackle is initiated
2F faster start-up if canceled into from crouch MK (combos from max range)
If V-Skill is applied, the entire move has 2 hits of armor and only wears off after both attacks are completed (frames 1-45)
V-Skill version also has dramatically improved horizontal hitbox range
Puts opponent into a limited juggle state on hit
Spends 1200 V-Timer (37,5% of V-Timer)
Juggle Limit / Increase / Start: 15*15 / 0*1 / 1*3
FATonline.png
HPHK lvl 2
Tyrant Blaze lvl 2
HPHK lvl 2
SFV Urien HPHK lvl 2.png
Startup Active Recovery Hit
60+6 8(10)5(11)9(10)5 21 KD
Damage Stun Attack Block
35x4 (140) 50x4 (200) H*H KD (+4)
  • Knockdown: 103 KD Adv, 44 Quick Rise Adv, 49 Back Rise Adv.
  • Cancel options: su
Only the first hit can break guard and applies 30% damage scaling for the 3 follow-up tackles
1 hit of armor during charge until the first active frame of attack
Attack phase also has 1 hit of armor, separate from charge phase
If V-Skill is applied, the entire move shares 2 hits of armor that lasts from beginning of charge to the end of attack phase
V-Skill version also has dramatically improved horizontal hitbox range
Puts opponent into a free juggle state on hit
Only does the full 4 tackles if either of the first 2 tackles connect on hit or block (the framedata shown in the parentheses refers to the whiffed version where Urien only tackles twice)
Spends 1200 V-Timer (37,5% of V-Timer)
Juggle Limit / Increase / Start: 15 / 0 / 0
FATonline.png

V-Shift

MKHP
V-Shift
MKHP
SFV Urien MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
FATonline.png

V-Shift Break

MKHP
Tyrant Kick
MKHP
SFV Urien MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

6PPP
Anger Snap Fist
6PPP
SFV Urien 6PPP.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 75 KD Adv, 16 Quick Rise Adv, 21 Back Rise Adv.
Strike and Projectile invincible on frames 1-31
FATonline.png


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