Street Fighter 3: 3rd Strike/Urien/Archive

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Basic Information

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).

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.

Normal Moves

LP - Quick jab, nothing spectacular, has very few uses.

MP - Solid poke, works as a decent anti-air, for resets, and stops some moves pretty cleanly. Combos in certain situations (into EX Headbutt). Good all around move.

HP - Great move, unpunishable from a good range, does great stun damage, knocks aerial opponents to the ground, stuffs a lot of good moves, a great poke to throw out.

LK - Same as LP really, quick, nothing good, few uses.

MK - Poke with great range, can be used to keep certain characters like Hugo and Q in their place. Not much use beyond a poke.

HK - Slow overhead, makes Urien back up, so it can be used to avoid moves in extremely limited and well guessed situations. Great move to finish off a match because its very hard to see coming.

Crouching

LP - See standing LP, can combo in a couple situations.

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.

HP - Basic launcher, extremely crucial to Uriens game, starts juggles.

LK - Used in unblockable situations and as a quick poke.

MK - Mostly used as a good poke, pretty basic c.MK, doesn't really combo.

HK - Sweep, has AMAZING range for a sweep and fairly safe at range as well.

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.

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.

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

LP version - No angle

MP version - 27 Degree angle upward

HP version - 45 Degree angle upward

EX version - No angle, much much slower than any version, 2 hits. Primarily used to turtle, start massive juggles or continue juggles already in progress.

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 punch used, the further Urien goes, the more punishable on block it becomes, and it does slightly more damage. 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.

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.

Charge D, U+Any K - Violent Knee Drop

Urien jumps in the air (it looks like his normal jump), does a flip and lands with his knees first torward the ground at a fast rate. All versions knock down. The K button used determines how far Urien will drop (horizontally) after jumping. EX version homes in on opponents. Primarly used for positioning purposes and corner unblockable Aegis setups.


Super Arts

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. Depending on the P button used, Urien will place a reflector in a different place, the stronger the button used, the further it goes. If 2 P buttons are used, the reflector moves upward at a 45 degree 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 garunteed 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.

Advanced Urien Play

Things to know

Charge Partitioning - Breaking a charge into multiple parts. A simple example is simply hold down on your joystick for about 3/4 of a charge, iimmediately dash forward, immediately being holding down, and hitting Up + MP as soon as the dash ends, this will do a Dangerous Headbutt where normally not possible in other games. This specific partition is used heavily so it is recommended to practice it.

Charge Buffering Starting a charge earlier than normal, the 3S system is extremely lenient with inputs, thusly, one can actually do a move where normally not possible. This is pretty exclusively used in tackle juggles. An example: Do a c.HP, then do an MK Chariot Tackle the first moment possible, however, hit forward then back + MK and hold back again. This will begin another charge earlier than had you hit F+MK alone, making another MK tackle possible, and then another.

Aegis Reflector The Aegis Reflector is such a versatile super that it has to be explained AGAIN before you can really understand how to use it. It rivals the Genei-Jin in terms of power, and making Urien a low-mid tier character into a high-tier one.

Aegis has 4 different positions, here are the general uses for each.

PP Aegis - Executes in one frame. Meaning that if you were to activate it and a throw at the same time, EX Aegis wins in speed. Because of it's speed, it can be used in different combos, essentially, it makes Urien's UOH (Universal Overhead) viable for something outside of an already planted Aegis.

The other use is that it makes Chariot Tackles completely safe to most moves on block (Hugo's Gigas Breaker is an obvious exception to the rule, considering it starts up in one frame and is completely invulnerable) and allows you to do things like c.HK after a blocked Tackle.

LP Aegis - Has four uses, a simple planting of it for pressure in the corner, extending juggles (generally if you're 1/3 of the game screen from the corner, facing it when you begin a juggle, you will be able to do this) and simple unblockables. The simple unblockable is throw, LP Aegis, MP Headbutt to cross-up. This is EASILY escapable unless the opponent was knocked down by an another Aegis (Super knockdowns make you inable to tech roll). Also used in corner unblockables.

MP Aegis - Generally used for corner pressure, it is best to supercancel into this version.

HP Aegis - Primarily used for mid-screen unblockables

Other things to note about Aegis: It's 6 hits It has a slow homing property Can be "destroyed" with attacks hitting it, hit by hit. Some moves can be reflected, others are absorbed, Denjin Hadouken will destroy the entire reflector and persists.

What do I do with my meter?

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!

Combos Here are some basic combos to know: c.HP, MK Tackle -> Varies

Generally your most common combo starter, but the combo after an MK tackle changes COMPLETELY depending on character and positioning.

s.MP -> Headbutt Simple combo to use in punishment situations

s.MP -> EX Headbutt, MP Sphere, MK Tackle More advanced combo for punishment situations

j.HK/HP, s.LP, s.MP, Tackle Very tight, requires a very deep HK and extremely strict timing.

c.HP -> MK Tackle/LP Sphere -> Aegis

UOH, EX Aegis

Those are some good advanced combos that aren't (generally) situational.