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Portrait]] | ||
[[Image:Urien3s-stance.gif|frame|right|Urien's Neutral Stance]] | [[Image:Urien3s-stance.gif|frame|right|Urien's Neutral Stance]] | ||
==Introduction== | ==Introduction== | ||
Line 50: | Line 50: | ||
HK - Has almost retarded priority, starts up pretty fast and does good damage. This is the single reason Urien will likely jump in a match. Can be used in pretty much any situation where Urien needs a safe poke. Cancelable into: SA1 | HK - Has almost retarded priority, starts up pretty fast and does good damage. This is the single reason Urien will likely jump in a match. Can be used in pretty much any situation where Urien needs a safe poke. Cancelable into: SA1 | ||
====Throws==== | ====Throws==== | ||
LP | LP LK - Squeeze attack: Urien lifts the opponent by their neck and squeezes it repeatedly. Opponent can be juggled with an EX Reflector after he drops them. Mashing buttons makes it execute faster. | ||
F/B | F/B LP LK - Spartan Drop: Urien lifts the opponent and drops them head first, in place. A very typical throw but it has pretty good range compared to most throws and is one of the most damaging basic throws in the game. It's also a great throw because it keeps them in a similar position, or can switch sides. So if you're cornered and land this throw, it can completely turn the tides of a match, and it allows for a lot of potential unblockables/mixups in midscreen. | ||
====Command Normals==== | ====Command Normals==== | ||
F | F MP - Urien does an upward punch into the air. A fair anti-air, but is easily parriable, so it's pretty unsafe. Reaches pretty far. Will wiff on a lot of grounded characters, so it's chain potential is extremely limited. Useful in some combos, for example after a crouching HP -> Tackle on Q in midscreen, you can always end a juggle with this. A good corner reset as well. Chains into F HP | ||
F | F MK - Urien lunges forward foot first, goes over some low attacks, slow startup, decent amount of active frames. Used primarily in mid-screen unblockables and nothing more. In limited circumstances, can combo (mid-screen, c.HP, Tackle, f MK combos vs Makoto?) | ||
F | F HP - An overhead attack, Urien swings his fist downward, does decent damage and has good speed for an overhead attack. This is Urien's primary overhead mixup. | ||
====Target Combos==== | ====Target Combos==== | ||
F | F MP -> F HP | ||
===Special Moves=== | ===Special Moves=== | ||
QCF | QCF Any P - Metallic Sphere | ||
A slow projectile that will put the opponent in a juggle state if they are airborne. Depending on the version used, the projectile launches at a different angle. Primarily used to turtle, start massive juggles or continue juggles already in progress. Can be supered through by certain "rush" supers. | A slow projectile that will put the opponent in a juggle state if they are airborne. Depending on the version used, the projectile launches at a different angle. Primarily used to turtle, start massive juggles or continue juggles already in progress. Can be supered through by certain "rush" supers. | ||
Line 77: | Line 77: | ||
EX version - No angle, much much slower than any version, 2 hits. | EX version - No angle, much much slower than any version, 2 hits. | ||
Charge B, F | Charge B, F Any K - Chariot Tackle | ||
Shoulder tackle that does good stun damage. Can put the opponent in the juggle state if they are in the air. The stronger the kick, the further Urien goes, and the more punishable on block it becomes. The MK version is a staple in corner combos. EX version does 2 hits, but the second hit is delayed (it's essentially 2 tackles in a row). Primarily used in juggles or punishment situations. Probably Urien's most prolific and well rounded special move. Pretty easy to see coming, so use sparingly. Unsafe on block, for example, it can be hit by c.MK xx Shippu if blocked by opponent. | Shoulder tackle that does good stun damage. Can put the opponent in the juggle state if they are in the air. The stronger the kick, the further Urien goes, and the more punishable on block it becomes. The MK version is a staple in corner combos. EX version does 2 hits, but the second hit is delayed (it's essentially 2 tackles in a row). Primarily used in juggles or punishment situations. Probably Urien's most prolific and well rounded special move. Pretty easy to see coming, so use sparingly. Unsafe on block, for example, it can be hit by c.MK xx Shippu if blocked by opponent. | ||
Charge D, U | Charge D, U Any P - Dangerous Headbutt | ||
Jumping headbutt that has lower body invulnerability, fast startup, and extremely good stun damage, knocks down on all regular version, EX version puts opponent in a juggle state, and does more stun damage. Primarily used in footsies to beat out certain moves as well as evade throws; also used in combos. | Jumping headbutt that has lower body invulnerability, fast startup, and extremely good stun damage, knocks down on all regular version, EX version puts opponent in a juggle state, and does more stun damage. Primarily used in footsies to beat out certain moves as well as evade throws; also used in combos. | ||
Has many combos uses (as an ender in the normal version's case, used to continue juggles or stun in the EX version's case). Also used to cross opponents up in mid-screen charge partition unblockables. | Has many combos uses (as an ender in the normal version's case, used to continue juggles or stun in the EX version's case). Also used to cross opponents up in mid-screen charge partition unblockables. | ||
Charge D, U | Charge D, U Any K - Violent Knee Drop | ||
Urien jumps in the air (it looks like his normal jump), does a backflip and slams down while moving horizontally with his knees. All regular versions knock down. The K button used determines how far Urien will drop (horizontally) after jumping. EX version homes in on opponents. Uses include setting up midscreen unblockables (position based cross-up), doing a corner unblockable (actual cross-up hit), and escaping the corner. You can use LK Knee Drop to fake a corner escape, and HK to actually escape the corner, can also be used to evade and even punish projectiles. | Urien jumps in the air (it looks like his normal jump), does a backflip and slams down while moving horizontally with his knees. All regular versions knock down. The K button used determines how far Urien will drop (horizontally) after jumping. EX version homes in on opponents. Uses include setting up midscreen unblockables (position based cross-up), doing a corner unblockable (actual cross-up hit), and escaping the corner. You can use LK Knee Drop to fake a corner escape, and HK to actually escape the corner, can also be used to evade and even punish projectiles. | ||
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===Basics=== | ===Basics=== | ||
===Super Art Selection=== | ===Super Art Selection=== | ||
Super Art 1 QCFx2 | Super Art 1 QCFx2 P - Tyrant Punisher (Also refered to as Tyrant Slaughter) | ||
An extremely basic super art that combos off all essential moves. Does great damage, combos easily and can be used as Uriens only real "good" reversal. Recommended for beginner Urien players. | An extremely basic super art that combos off all essential moves. Does great damage, combos easily and can be used as Uriens only real "good" reversal. Recommended for beginner Urien players. | ||
Super Art 2 QCFx2 | Super Art 2 QCFx2 P - Jupiter Thunder (Also refered to as Jupitel Thunder or Temporal Thunder). | ||
"Projectile" super art. Launches a blast of electrical energy that eventually weakens into a metallic sphere. Does decent stun damage, pretty poor at anything else. Decent in corner juggles, the closer you are to the opponent, the better it is. | "Projectile" super art. Launches a blast of electrical energy that eventually weakens into a metallic sphere. Does decent stun damage, pretty poor at anything else. Decent in corner juggles, the closer you are to the opponent, the better it is. | ||
Super Art 3 QCFx2 | Super Art 3 QCFx2 P - Aegis Reflector | ||
Considered Urien's best Super Art, also one of, if not the most unique one in the game. Urien creates a shield that will hit 6 times, and remain near stationary once it reaches its destination, homing in very slowly. Strength of the P button determines how far it will travel. EX version moves the same distance as the LP version with an upward angle. Because projectiles must be blocked in the way they originated from, Urien can cross up the opponent and create situations where an opponent must parry/reversal their way out or eat guaranteed damage. This is an unblockable situation. Also, because an opponent will have much trouble acting if an Aegis Reflector is on top of them on wakeup, it is used to create mixup games which are near inescapable. Urien can also use the reflector to cancel a Chariot Tackle, and then do another series of Chariot Tackles into the corner. Because of the Aegis' versatility and 2 super bars, it is considered the best Super Art Urien has. | Considered Urien's best Super Art, also one of, if not the most unique one in the game. Urien creates a shield that will hit 6 times, and remain near stationary once it reaches its destination, homing in very slowly. Strength of the P button determines how far it will travel. EX version moves the same distance as the LP version with an upward angle. Because projectiles must be blocked in the way they originated from, Urien can cross up the opponent and create situations where an opponent must parry/reversal their way out or eat guaranteed damage. This is an unblockable situation. Also, because an opponent will have much trouble acting if an Aegis Reflector is on top of them on wakeup, it is used to create mixup games which are near inescapable. Urien can also use the reflector to cancel a Chariot Tackle, and then do another series of Chariot Tackles into the corner. Because of the Aegis' versatility and 2 super bars, it is considered the best Super Art Urien has. | ||
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Urien has a plethora of crossups, 2 high attacks, and a large amount of unblockables, as well as setups that lead into 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 | The most basic of such are his crouching kicks (all hit low), Universal Overhead and F HP hitting high. | ||
===Additional Notes=== | ===Additional Notes=== | ||
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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. | 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 | 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 | ||
Revision as of 03:05, 15 July 2007
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Introduction
Urien is a character that relies mostly on setups, basic mixups and normal moves. His basic game is extremely straightforward and his attacks aren't that unique, but his sum is greater than it's parts. Due to Aegis Reflector he can truly shine in competitive play. If you want an extremely meter dependent character that can turn a knockdown or favorable position into something akin to slaughter, Urien is your man.
Moves List
Normal Moves
LP - Urien jabs into the air quickly, primary uses include comboing into s.MP, a quick, mediocre anti-air, hiding a charge, in mid-screen unblockable combos, a "filler" attack when going for pressure and confusing an opponent before a throw. Cancelable into: Self, MP, Special, Super
MP - Urien stretches with his right hand very far for a nice punch, solid poke, works as a decent anti-air, for resets, and stops some moves pretty clean (mostly rushing attacks). If used as anti-air, can be canceled into a tackle, headbutt or anti-air fireball to mess up would be air-parries. Combos in certain situations (into headbutts and tackles). Good all around move. Best move for wiffing to gain meter. Cancelable into: Special, Super
HP - Urien throws out a mean karate chop. Great move, unpunishable from a good range, does great stun and a lot of damage, knocks aerial opponents to the ground, stuffs a lot of good moves, a great poke to throw out, has an extremely large variety of uses, possibly Urien's best normal attack.
LK - Urien shifts his foot forward a little bit, like LP except worse in almost every way, except it doesn't whiff versus crouching opponents (in which a crouching LP would work just as well in that case). Cancels into: Special, Super
MK - Urien fully extends his right leg in a side kick, poke with great range, can be used to keep certain characters like Hugo and Q in their place. Not much use otherwise. Good to throw out there every once and a while.
HK - Urien lifts his leg torwards the sky and swings it down like an axe. Slow overhead, makes Urien back up a TINY bit, so it can be used to avoid moves in extremely limited circumstances. Two hits, knocks down in air. Not a good every day move but it's nice to throw out every once in a while. Unsafe on block, can be reversaled by certain moves (Shippu for example)
Crouching
LP - Urien does a light backfist. See standing LP, can combo in a couple situations. Used primarily in the cases where standing LP would be used (and would not miss). Can combo into Tyrant Slaughter (but why would you be using that?). Cancelable into: Self, Special, Super
MP - An elbow attack that slides Urien forward, I have never found a use for this move besides keeping an opponent cornered for a few attacks. Goes under Remy's High LOV, and can escape demon flip mixups.
HP - Urien palms upward, followed by a rising elbow attack in the same motion, Basic launcher, extremely crucial to Uriens game, starts juggles. 2 hits, can be used twice in a row versus some characters, limited mid-juggle use. Cancelable into: Special, Super
LK - Used in unblockable situations and as a quick poke. A solid low attack. Great for breaking out of pressure strings. Cancelable into: Special, Super
MK - Mostly used as a good poke, pretty basic c.MK, doesn't combo, great range, stuffs lots of moves.
HK - Sweep, has AMAZING range for a sweep and fairly safe at range as well. Similar is most ways to a shoto sweep, treat it as such.
Jumping
Most of Urien's jumping moves are seldom used in anything, the primary exception being jumping HK, which is a very very good move.
LP - Urien places his elbow near his thigh and holds it in place. Pathetic range, stays out his entire jump.
LK - Throws his knee forward. Slightly better range than jumping LP. Pretty much entirely useless unless you want to beat your opponent in an air-to-air fight.
MP - Urien swipes horizontally.
MK - A simple horizontal kick, good range, nothing spectacular.
HP - Urien slams slightly downward, lots of hitstun and good damage. But still worse than jumping HK in every concievable way.
HK - Has almost retarded priority, starts up pretty fast and does good damage. This is the single reason Urien will likely jump in a match. Can be used in pretty much any situation where Urien needs a safe poke. Cancelable into: SA1
Throws
LP LK - Squeeze attack: Urien lifts the opponent by their neck and squeezes it repeatedly. Opponent can be juggled with an EX Reflector after he drops them. Mashing buttons makes it execute faster.
F/B LP LK - Spartan Drop: Urien lifts the opponent and drops them head first, in place. A very typical throw but it has pretty good range compared to most throws and is one of the most damaging basic throws in the game. It's also a great throw because it keeps them in a similar position, or can switch sides. So if you're cornered and land this throw, it can completely turn the tides of a match, and it allows for a lot of potential unblockables/mixups in midscreen.
Command Normals
F MP - Urien does an upward punch into the air. A fair anti-air, but is easily parriable, so it's pretty unsafe. Reaches pretty far. Will wiff on a lot of grounded characters, so it's chain potential is extremely limited. Useful in some combos, for example after a crouching HP -> Tackle on Q in midscreen, you can always end a juggle with this. A good corner reset as well. Chains into F HP
F MK - Urien lunges forward foot first, goes over some low attacks, slow startup, decent amount of active frames. Used primarily in mid-screen unblockables and nothing more. In limited circumstances, can combo (mid-screen, c.HP, Tackle, f MK combos vs Makoto?)
F HP - An overhead attack, Urien swings his fist downward, does decent damage and has good speed for an overhead attack. This is Urien's primary overhead mixup.
Target Combos
F MP -> F HP
Special Moves
QCF Any P - Metallic Sphere
A slow projectile that will put the opponent in a juggle state if they are airborne. Depending on the version used, the projectile launches at a different angle. Primarily used to turtle, start massive juggles or continue juggles already in progress. Can be supered through by certain "rush" supers.
LP version - No angle.
MP version - Angled upward.
HP version - Angled even further upward.
EX version - No angle, much much slower than any version, 2 hits.
Charge B, F Any K - Chariot Tackle
Shoulder tackle that does good stun damage. Can put the opponent in the juggle state if they are in the air. The stronger the kick, the further Urien goes, and the more punishable on block it becomes. The MK version is a staple in corner combos. EX version does 2 hits, but the second hit is delayed (it's essentially 2 tackles in a row). Primarily used in juggles or punishment situations. Probably Urien's most prolific and well rounded special move. Pretty easy to see coming, so use sparingly. Unsafe on block, for example, it can be hit by c.MK xx Shippu if blocked by opponent.
Charge D, U Any P - Dangerous Headbutt
Jumping headbutt that has lower body invulnerability, fast startup, and extremely good stun damage, knocks down on all regular version, EX version puts opponent in a juggle state, and does more stun damage. Primarily used in footsies to beat out certain moves as well as evade throws; also used in combos. Has many combos uses (as an ender in the normal version's case, used to continue juggles or stun in the EX version's case). Also used to cross opponents up in mid-screen charge partition unblockables.
Charge D, U Any K - Violent Knee Drop
Urien jumps in the air (it looks like his normal jump), does a backflip and slams down while moving horizontally with his knees. All regular versions knock down. The K button used determines how far Urien will drop (horizontally) after jumping. EX version homes in on opponents. Uses include setting up midscreen unblockables (position based cross-up), doing a corner unblockable (actual cross-up hit), and escaping the corner. You can use LK Knee Drop to fake a corner escape, and HK to actually escape the corner, can also be used to evade and even punish projectiles.
Super Arts
Combos
Midscreen combos c.HP, MK Tackle
c.HP, EX Headbutt, LP Headbutt
c.HP, LP Headbutt
c.HP, EX Headbutt, MK Tackle
s.LP x s.MP x MK Tackle
s.LP x s.MP x EX Tackle
s.MP x EX Headbutt, c.HP, MK Tackle
f.MP x f.HP
c.LP x LP Headbutt
c.HP x LP Headbutt
c.HP x MK Tackle
j.HK, s.LP, s.MP, EX Tackle
j.HK x Tyrant Slaughter
c.HP x MK Tackle x Tyrant Slaughter
Standing LPx2, MP, Tyrant Slaughter
Crouching LPx2, Tyrant Slaughter
Frame Data
Normals
Throws
Command Normals
Special Moves
Super Arts
Additional Frame Data
Strategies
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
Super Art Selection
Super Art 1 QCFx2 P - Tyrant Punisher (Also refered to as Tyrant Slaughter)
An extremely basic super art that combos off all essential moves. Does great damage, combos easily and can be used as Uriens only real "good" reversal. Recommended for beginner Urien players.
Super Art 2 QCFx2 P - Jupiter Thunder (Also refered to as Jupitel Thunder or Temporal Thunder).
"Projectile" super art. Launches a blast of electrical energy that eventually weakens into a metallic sphere. Does decent stun damage, pretty poor at anything else. Decent in corner juggles, the closer you are to the opponent, the better it is.
Super Art 3 QCFx2 P - Aegis Reflector
Considered Urien's best Super Art, also one of, if not the most unique one in the game. Urien creates a shield that will hit 6 times, and remain near stationary once it reaches its destination, homing in very slowly. Strength of the P button determines how far it will travel. EX version moves the same distance as the LP version with an upward angle. Because projectiles must be blocked in the way they originated from, Urien can cross up the opponent and create situations where an opponent must parry/reversal their way out or eat guaranteed damage. This is an unblockable situation. Also, because an opponent will have much trouble acting if an Aegis Reflector is on top of them on wakeup, it is used to create mixup games which are near inescapable. Urien can also use the reflector to cancel a Chariot Tackle, and then do another series of Chariot Tackles into the corner. Because of the Aegis' versatility and 2 super bars, it is considered the best Super Art Urien has.
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.
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