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
5LP
5MP
5HP
5LK
5MK
5HK (air)
5HK
5HK
5HK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
8LP
8MP
8HP
8LK
8MK
8HK
Command Normals
6MP
6HP
3HK
Target Combos
5LP > 5MP
6MP > 6HP
Throws
LPLK
4LPLK
Special Moves
46LK
46MK
46HK
46KK
28LK
28MK
28HK
28KK
28LP
28MP
28HP
28PP
236LP
236LP (hold)
236MP
236MP (hold)
236HP
236HP (hold)
236LPMP or LPHP
236LPMP or LPHP (hold)
236MPHP
236MPHP (hold)
Critical Art
236236P
Taunts
5PPPKKK
V-System
V-Skill 1
MPMK (VS1)
V-Skill 2
MPMK (VS2)
236LP (VS2)
236LP (hold) (VS2)
236MP (VS2)
236MP (hold) (VS2)
236HP (VS2)
236HP (hold) (VS2)
236LPMP or LPHP (VS2)
236LPMP or LPHP (hold) (VS2)
236MPHP (VS2)
236MPHP (hold) (VS2)
V-Trigger 1
HPHK (VT1)
4HPHK (VT1)
2HPHK (VT1)
HPHK (2nd VT1)
4HPHK (2nd VT1)
2HPHK (2nd VT1)
V-Trigger 2
HPHK (VT2)
HPHK
HPHK lvl 2
V-Shift
MKHP
V-Shift Break
MKHP
V-Reversal
6PPP