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 |
---|---|
|
|
Final Patch
Players to Watch
- Dogura
- Nemo
- RushdownV2
- Tokido
- DRMandrake
Urien | |
---|---|
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 |
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Frame Data & Descriptions are provided by FATOnline.
|
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.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
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.
|
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
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK (air)
Stand HK (large)
Stand HK (crouch large)
Stand HK
Stand HK (crouch)
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Quarrel Punch
Terrible Smash
Quarrel Kick
Target Combos
Killer Straight
Break Rush
Throws
Spartan Bomb (fwd)
Spartan Bomb (back)
Special Moves
LK Chariot Tackle
MK Chariot Tackle
HK Chariot Tackle
EX Chariot Tackle
LK Violence Knee Drop
MK Violence Knee Drop
HK Violence Knee Drop
EX Violence Knee Drop
LP Dangerous Headbutt
MP Dangerous Headbutt
HP Dangerous Headbutt
EX Dangerous Headbutt
LP Metallic Sphere
LP Metallic Sphere (hold)
MP Metallic Sphere
MP Metallic Sphere (hold)
HP Metallic Sphere
HP Metallic Sphere (hold)
EX Metallic Sphere Ground
EX Metallic Sphere Ground (hold)
EX Metallic Sphere Air
EX Metallic Sphere Air (hold)
Critical Art
Dominate Crush
Taunts
Taunt
V-System
V-Skill 1
Metallic Aura
V-Skill 2
Indignant Thunder
LP Metallic Sphere (V-Skill 2)
LP Metallic Sphere (hold) (V-Skill 2)
MP Metallic Sphere (V-Skill 2)
MP Metallic Sphere (hold) (V-Skill 2)
HP Metallic Sphere (V-Skill 2)
HP Metallic Sphere (hold) (V-Skill 2)
EX Metallic Sphere Ground (V-Skill 2)
EX Metallic Sphere Ground (hold) (V-Skill 2)
EX Metallic Sphere Air (V-Skill 2)
EX Metallic Sphere Air (hold) (V-Skill 2)
V-Trigger 1
1st Aegis Reflector (far)
1st Aegis Reflector (close)
1st Aegis Reflector (air)
2nd Aegis Reflector (far)
2nd Aegis Reflector (close)
2nd Aegis Reflector (air)
V-Trigger 2
Tyrant Pressure
Tyrant Blaze
Tyrant Blaze lvl 2
V-Shift
V-Shift
V-Shift Break
Tyrant Kick
V-Reversal
Anger Snap Fist