http://photobucket.com/albums/a347/givequicheachance/urien-stance.gif
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 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.
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 up charges for special moves, in which you can do a move such as Dangerous Headbutt which requires 2 seconds of holding down, you can split this into two seperate charges of the move. For example, hold down for about 1.5 seconds, then release to neutral and hit HP, and as soon as you hit MP, begin holding down, the second you finish the HP, hit Up + 2P buttons, this will do a standing HP and then a EX Dangerous Headbutt, which would not be possible normally, because if you continued holding down, the standing HP would not execute. Charge Partitioning is primarily used to create unblockable situations with the Aegis reflector, the example given above and to utilize charge attacks while remaining mobile.
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, as already listed, the first 3 are extremely simple to understand, however the EX version has some major differences that make it rather..... unique.
First of all, it executes in about one or two frames. 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, since EX Aegis can link off a UOH, it actualy has a use.
Another other use is that since it will not hit an opponent after they are hit with a Chariot Tackle, it can be used to extend mid-screen juggles, you do a Chariot Tackle, EX Aegis, then do another tackle into the corner.
The final use is that it makes Chariot Tackles completely safe to most moves on block (Hugo's Gigas Breaker is an obvious example) and allows you to do things like c.HK after a blocked Tackle.
The primary versions are pretty simple to figure out, the closer ones are used to over over an opponent and begin pressure...