Street Fighter 3: 3rd Strike/Urien

From SuperCombo Wiki
Urien's Character Select Portrait
Urien's Neutral Stance

Introduction

Urien is a character that relies mostly on setups, basic mixups and normal moves. His fundamental game plan is basic, and his normals are unexceptional, but the added threat of Aegis Reflector glues his entire kit together. If you can manage his meter economy, and are willing to learn character-specific setups and combo routes, you can make your opponent's life absolutely miserable. If a basic, solid game plan backed by a nuclear option sounds up your alley, Urien is your character.

Strengths Weaknesses
  • Best setup potential in the game with Aegis Reflector. Aegis's applications allow for an unprecedented degree of control and round theft
    • Unblockables in the corner and midscreen
    • Resets, mixups, and lockdown in the corner
    • Huge juggle extensions
    • Potential touches of death on a large amount of characters with full meter
  • Extremely high meterless damage in the corner against most of the cast
  • Good meterless midscreen corner carry
  • Solid meter gain and clear, strong uses for meter
  • Can run an effective neutral game with a small handful of very good moves
  • By far the most mechanical character in the game
    • Requires mastery of a large amount of setups that vary character-to-character and situation-to-situation
    • Makes heavy use of advanced techniques like charge buffering, charge partitioning, alongside generally high execution
  • Launcher- and juggle-based character
    • Your combos and punishes are basically divided into extraordinarily high-damage juggles, or very low-reward single pokes
  • Notably worse character without meter
  • Unblockables are an investment in potential damage, not raw damage
    • Urien lacks direct, immediate ways to cash out huge damage; dropped or escaped setups are hugely costly, in terms of both meter and momentum

Specific Character Information

  • Stamina: 1220
  • Stun Bar Length (dots): 72 (Large)
  • Stun Bar Recovery (frames it takes to recover 1 dot): 21
  • Taunt: Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.
  • Standard Throw Range (pixels): 26
  • Dash Forward (frames) / Moving Distance: 15 / 2
  • Dash Backward (frames) / Moving Distance: 17 / 1,5
  • Normal Wake up (frames): 76
  • Quick Stand (frames): 56


Move List

Throws

Destroy Claw Lp.png+Lk.png
Spartan Bomb F.png/B.png+Lp.png+Lk.png

Command Moves

Quarrel Punch F.png+Mp.png
Terrible Smash F.png+Hp.png
Step Kick F.png+Mk.png

Special Moves

Metallic Sphere Qcf.png+Hold P EX SC
Chariot Tackle B.png charge F.png+K.png EX SC
`SC on 1st hit
Violence Knee Drop D.png charge U.png+K.png EX
Dangerous Headbutt D.png charge U.png+P.png EX

Super Arts

I Tyrant Slaughter Qcf.pngQcf.png+P.png 104 Gauge Dots 2 Stocks 5.2 EX Uses
II Temporal Thunder Qcf.pngQcf.png+P.png 80 Gauge Dots 2 Stocks 4.4 EX Uses
III Aegis Reflector Qcf.pngQcf.png+[[[File:P.png]]/PP] 80 Gauge Dots 2 Stocks 4.0 EX Uses

Target Combos

Lp.pngcMp.pngc
F.png+Mp.pngHp.png

Move Analysis

Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disadvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disadvantage after opponent have been take the hit while he's crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disadvantage
  • # ~ # : Advantage/disadvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(uriendf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Forward 2 8? - 6? 15

Comments here


(uriendb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards 1,5 4? - 6? 17

Comments here


(urienbjump).gif
(urienjump).gif
(urienfjump).gif
Move Motion Startup Frames
Jump BU or U or FU 3

Comments here


Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here


(urienw).gif
Move Motion Frames
Normal Wakeup - 76

Comments here


(urientw).gif
Move Motion Frames
Quick Stand Tap D when hitting the ground 56

Comments here


(urient).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Taunt HP+HK 5 0 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
21 3 1 ? ? ? L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
4(6) ? ? 4

Attack up (If Taunt connects, no bonus given).


(urienhparry).gif
(urienlparry).gif
Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).

  • Parry information is taken from A.X.E. Forums, more exactly, from user JinraiPVC. Thanks for this information dude

Normal Moves

Standing Normals

Urienfarlp.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Jab LP 15(3 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 2 6 +3 +3 +3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

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

Urienfarmp.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Strong MP 80(14 life points) 9 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 5 10 0 +1 +2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Urien stretches with his right hand very far for a nice punch, solid poke, very good counter-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 into headbutts and tackles from close range. Good all around move. Best move for wiffing to gain meter.

Urienfarhp.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Far Fierce HP 130(23 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 4 15 -3 -1 +1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Urien throws out a mean karate chop. Great move, comes out fast, 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.

Urienfarlk.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Short LK 30(5 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 2 7 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

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

Urienfarmk.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Forward MK 80(14 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 2 15 -4 -3 -2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

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.

Urienfarhk.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Roundhouse HK 140(50+90)(16 life points) 12(3+9) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
17 3 20 -7 -5 -3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

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 certain moves as well as to avoid throws. Good to throw out during throw setups to catch people off gaurd. 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)

Jumping Normals

Most of Urien's jumping moves are seldom used in anything, the primary exception being jumping HK, which is a very very good move.

Urienjumpinglp.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Jab (Air) LP 50(7 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 Until landing - -5~+7 -5~+7 +4~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Urien places his elbow near his thigh and holds it in place. Pathetic range, stays out his entire jump.


Urienjumpingmp.gif

MP - Urien swipes horizontally. decent for air to air as it stays out for a bit.

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Strong (Air) MP 90(9 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - +3~+10 +3~+10 +10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


Urienjumpinghp.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Fierce (Air) HP 130(11 life points) 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 3 - +3~+13 +3~+13 +11~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Urien slams slightly downward, lots of hitstun and good damage. But still worse than jumping HK in every concievable way.


Urienjumpinglk.gif

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.


Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Short (Air) LK 50(8 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 10 - -7~+7 -7~+7 +2~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

Urienjumpingmk.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Forward (Air) MK 90(16 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - +2~+10 +2~+10 +9~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4
MK - A simple horizontal kick, good range, nothing spectacular.


Urienjumpinghk.gif

HK - Fantastic air-to-ground and a workable air-to-air. Has almost unreal priority, starts up pretty fast, does good damage, and has solid range. This is the single reason Urien will likely jump in a match, since it trades favorably in terms of damage, is rarely beat cleanly, and is a great starter on hit. Can be used in pretty much any situation where Urien needs a safe poke. Cancelable into: SA1

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Jump Roundhouse (Air) HK 130(23 life points) 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 3 - +2~+13 +2~+13 +9~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(urienoh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Universal Overhead MP+MK 40(7 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 10 5 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

Throws

(uriennt).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Destroy Claw LP+LK 100(20x6)(15 life points) 18(3x6) 26 F.MP / C.HP 30 / 28

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 12(6x2)


An 8-hit neutral throw. When you perform this throw, drum your fingers across all 3 punches in a piano like fashion to speed up the process. If all 8 hits connect, it does more stun than Spartan Bomb. However, the drawback is you will never be able to pull off all 8 since the opponent can mash out of it. Decent if you're setting up for an Aegis juggle or trying to stun someone, but in most cases Spartan Bomb is better.



(uriensbft).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Spartan Bomb B/F+LP+LK 140(24 life points) 9 26 F.MP / C.HP 30 / 28

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

One of the best throws in the game. Its range is superior than most, the damage is great, and the throw keeps the opponent right next to you. Always try to throw your opponents in the direction closer to the corner; a well-placed back throw into the corner can straight up steal a round from your opponent.

Crouching Normals

Uriencrouchinglp.gif

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

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Jab D+LP 15(3 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 2 7 +3 +3 +3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


Uriencrouchingmp.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Strong D+MP 60(10 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 4 15 -2 -1 0 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

MP - An elbow attack that slides Urien forward, not many uses for this move except keeping an opponent cornered for a few attacks, can also be used to go behind opponents when they are jumping in for an attack. Goes under Remy's High LOV, and can escape demon flip mixups.

Uriencrouchinghp.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Fierce D+HP 110(70+40)(18 life points) 18(9+9) No Yes No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 1 25 -10 Down DOWN HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 8 18 4

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.

Uriencrouchinglk.gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Short D+LK 15(3 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 1 9 +1 +1 +1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

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

Uriencrouchingmk.gif

MK - Mostly used as a good poke, pretty basic c.MK, doesn't combo, great range, not very good priority so can be easily counter poked.

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Forward D+MK 70(12 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 3 11 0 +1 +2 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


Uriencrouchinghk.gif

HK - Sweep, has AMAZING range for a sweep and fairly safe at range as well. Similar in most ways to a shoto sweep, albeit a little slower startup.

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Crouch Roundhouse D+HK 100(17 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
12 3 21 -13 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here

Command Normals

(urienfmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Quarrel Punch F+MP 80(14 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 2 14 -3 -2 -1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

This move is quite good for an anti-air as the reach is far, however, try to use it at maximum range. When you are executing a corner juggle, use this as a finisher to reset the opponent. This is a viable poke for taller characters such as Hugo, Q, Urien, Alex, and Dudley when they are on the ground. Can be cancelled into F+HP.

(urienfhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Terrible Smash F+HP 120(21 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
14 1 21 -6 -4 -2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

This is an overhead attack. The move comes out pretty fast, and makes for a good meaty attack.

(urienfhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Quarrel Kick F+MK 90(16 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 3 12 -2 -1 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

This move has great reach, however it is easily parried. It has a great number of active frames, and is thus used as the standard guard break for Aegis Reflector unblockables. Other than that, do not use it.

Target Combo

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel Juggle Value
Target Combo Close LP -> Close MP 100+60 7+5 No Yes/Yes Yes/Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 - - -2 0 +2 HL/HL H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2+? 4+1 8+1 8(4+4)


You'll only land both hits on a standing opponent if they were quite close, but on a crouching opponent the F+MP will whiff. Not too great of a combo as most of the cast are too short to get hit by F+MP, and not only that, when you do happen to connect the first hit, the F+HP will miss unless you were quite close, thus not utilizing the great range of the first attack to it's potential.

Special Moves

Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.


(urienmsphere).gif
(urienmspherel).gif
(urienmspherem).gif
(urienmsphereh).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Metallic Sphere (Jab) QCF+LP 70(12 life points) 4 3 Yes
Metallic Sphere (Strong) QCF+MP 70(12 life points) 4 3 Yes
Metallic Sphere (Fierce) QCF+HP 70(12 life points) 4 3 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Metallic Sphere (Jab) 13~77 1 39 -8 -7 -7 HL H
Metallic Sphere (Strong) 13~77 1 35 -4 -3 -3 HL H
Metallic Sphere (Fierce) 13~77 1 28 -3 +4 +4 HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Metallic Sphere (Jab) 0 1 2 4
Metallic Sphere (Strong) 0 1 2 4
Metallic Sphere (Fierce) 0 1 2 4

Kill! A slow projectile that will put the opponent in a juggle state if they are airborne. Used for massive juggles by anti-airing.

LP version - Standard horizontal projectile. Basically used to keep the opponent busy parrying it, to throw some light pressure on. Greatest recovery time of the 3 versions. Don't use it if you are less than 2/3 screen away from the opponent.

MP version - Angled shot at 30 degrees. Primarily used for anti-air.

HP version - Angled shot at 45 degrees. Very fast recovery time., so fast that if you happen to shoot someone at point-blank, you are safe on block. Situational anti-airs for high jumpers such as Necro and Chun-li.

EX version - No angle, shot travels much slower than any version for 2 hits. DON'T USE IT.


(urientacklesh).gif
(urientacklerh).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Chariot Tackle (Short) Charge B,F+LK 120(24 life points) 8 7 Yes
Chariot Tackle (Forward) Charge B,F+MK 135(26 life points) 9 9 Yes
Chariot Tackle (Roundhouse) Charge B,F+HK 150(29 life points) 10 11 Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Chariot Tackle (Short) 7 10 18/26 Guard/25 Far -10 0 2 HL H
Chariot Tackle (Forward) 10 12 19/27 Guard/28 Far -11 -1 1 HL H
Chariot Tackle (Roundhouse) 13 15 20/28 Guard/27 Far -12 -2 0 HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Chariot Tackle (Short) 3 10 19 4
Chariot Tackle (Forward) 3 10 19 4
Chariot Tackle (Roundhouse) 3 10 19 4

Crush! The chariot tackle is Urien's signature move. Although it should NEVER be thrown out randomly, only use it for juggling and if you must throw one out, make sure to have an Aegis Reflector ready to cancel into to protect you from being punished if it gets blocked.

LK version - Comes out quite fast, but has short range, use for punishing blocked moves such as a sweep from Ken.

MK version - Travels about 1/2-1/3 screen, the staple one to cancel into Aegis for a safe mixup afterwards.

HK version - Slow start-up, longest recovery of all version. Reaches a screen-length, so its good to cancel into aegis to trap opponents. Other than that, don't use it outside of juggles.

EX version - comes out lightning fast as Urien zips across the screen. Use sparingly, to catching opponents off guard on to continue corner juggles. Can be linked into Tyrant Slaughter.


(urienkneedrop).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Violence Knee Drop (Short) Charge D,U+LK 110(19 life points) 14 11 No
Violence Knee Drop (Forward) Charge D,U+MK 110(19 life points) 14 11 No
Violence Knee Drop (Roundhouse) Charge D,U+HK 110(19 life points) 14 11 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Violence Knee Drop (Short) 24 12 7 +8/-10~-20 Down Down HL H
Violence Knee Drop (Forward) 24 13 7 +8/-10~-20 Down Down HL H
Violence Knee Drop (Roundhouse) 24 16 7 +8/-10~-20 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Violence Knee Drop (Short) 3 12 18 4
Violence Knee Drop (Forward) 3 12 18 4
Violence Knee Drop (Roundhouse) 3 12 18 4

Destroy! A move the opponents can see coming from a mile away - parry bait. If it gets blocked, you are still screwed, however, if your knee bangs into the opponents lower body, then Urien will become grounded so that you would be relatively safe.

LK version - You can use this, but make it whiff! Can be used to "psych opponents out." But really...you'd be better off NOT using it.

MK version - DON'T USE IT.

HK version - Use it when you are cornered and need to escape.

EX version - Comes out lighting quick, homing into the opponent. Use it for when opponent throws out a projectile like a hadouken, or for chip kills.


(urienheadbutt).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Dangerous Headbutt (Jab) Charge D,U+LP 120(21 life points) 15 13 No
Dangerous Headbutt (Strong) Charge D,U+MP 130(23 life points) 16 15 No
Dangerous Headbutt (Fierce) Charge D,U+HP 140(24 life points) 18 17 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Dangerous Headbutt (Jab) 7 2 16 -2 Down Down HL HL
Dangerous Headbutt (Strong) 9 4 15 -3 Down Down HL/HL HL/HL
Dangerous Headbutt (Fierce) 12 6 16 -6 Down Down HL/HL/HL HL/HL/HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Dangerous Headbutt (Jab) 3 15 13 4
Dangerous Headbutt (Strong) 3 15 13 4
Dangerous Headbutt (Fierce) 3 15 13 4

Eh-yah! A leaping headbutt that jumps over low attacks in the process, does great stun, and knocks down. Being a leap attack like a UOH, it therefore beats out throws as well. The EX version however, puts the opponent in a juggle state, and does massive stun. After a blocked or whiffed headbutt, you should always attempt a throw. On Hugo, Alex, and Urien - After a landed Headbutt, you can do c.lp to reset the character.

LP version - Excellent move. This is the version you would throw out randomly and in poking, comes out almost instantly. Does not cross over downed or crouching opponents except chun and oro. Try to use as often as possible.

MP version - Travels a little farther and higher than LP version. Crosses over grounded. Can be used for anti-air and juggles, but use sparingly.

HP version - Travels far and high, and thus is very floaty and slow. Crosses over grounded or crouched opponents as well. DON'T USE IT.

EX version - Excellent move, has same startup as MP version, however, it has the fastest recovery time of all versions and is safe on block. This is the version to throw out if you aren't using the LP version and if you have meter to burn. Two-hits, and puts opponents in a juggle state. Crosses over grounded or crouched opponents.

EX Moves

(urienmsphex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Metallic Sphere (EX) QCF+PP 40 160(80+80)(27 life points) 10(5+5) 6(3+3) Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Metallic Sphere (EX) 13 1 55 -16 -15 -15 HLx2 Hx2

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Metallic Sphere (EX) - - - 8(4+4)

Comments here


(urientackleex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Chariot Tackle (EX) Charge B,F+KK 40 170(90+80)(29 life points) 11(6+5) 18(9+9) Yes/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Chariot Tackle (EX) 6・30 24・10 19/28 Guard/39 Far -9 +2 +4 HLx2 Hx2

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Chariot Tackle (EX) - - - 8(4+4)

Comments here


(urienhbtex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Dangerous Headbutt (EX) Charge D,U+PP 40 160(80+80)(27 life points) 20(10+10) 22(11+11) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Dangerous Headbutt (EX) 9・11 2・2 12 +2 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Dangerous Headbutt (EX) - - - 8(4+4)

Comments here


(urienvkdex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel Juggle Value
Violence Kneedrop (EX) Charge D,U+KK 40 140(30+110)(23 life points) 18(4+14) 18(5+13) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Violence Kneedrop (EX) 26・32 5・2 7 +8/-10~-20 -7 -5 HLx2 Hx2

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Violence Kneedrop (EX) - - - 8(4+4)

Comments here

Super Arts

(uriensa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
I Tyrant Slaughter 2 bars (104 each bar) QCF QCF+P 435*(69 life points) 61** 0 4,18(x2)
* (50+80 +50+80+230) Damage is when all hits connect.
** (6+10+6+10+29) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1・20・40・56・68(82) 14, 10, 10, 9, 8 (3) 19 -18 Down Down HLx5 HLx5

Comments here


(uriensa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Temporal Thunder 2 bars (80 each bar) QCF QCF+P 270/260/220*(48 life points) 40/35/28** 31/25/23*** 3,38 (x2)
* (70x5) Damage is when all hits connect near distance,(60x5) Damage is when all hits connect medium distance and (60x4) Damage is when all hits connect far distance.
** (8x5) Damage is when all hits connect near distance,(7x5) Damage is when all hits connect medium distance and (7x4) Damage is when all hits connect far distance.
*** (9x5) Damage is when all hits connect near distance,(7x5) Damage is when all hits connect medium distance and (7x4) Damage is when all hits connect far distance.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1 1 91 -36 Down Down HLx3~5 HLx3~5

Comments here


(uriensa3p).gif
(uriensa3pzones).png
(uriensa3pp).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
III Aegis Reflector 2 bars (88 each bar) QCF QCF+P 140(23 life points) 45 0 1,59 (x2)
* (30×6) Damage is when all hits connect.
** (9x6) Damage is when all hits connect.

Frame Data

Means Jab/Strong/Fierce/EX Moves
Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
12/24/32/0* 224/212/204/238* 12 - - - HLx6 Hx6

Combos

I will list the most practical/common combos that do not require the use of Super Art.

Midscreen Combos

Chain LP>MP,LK or EX Tackle

c.LP x 2,LP Headbutt or LK Tackle

c.HP - MK tackle

c.HP - MP headbutt (Use LP headbutt for Chun-li and Elena)

c.HP - c.HP - MP headbutt (Elena only)

c.HP - c.HP - MK tackle (Elena only)

Anti Air MP Sphere,HK tackle

EX required:

c.HP - EX headbutt - MK tackle

c.HP - EX headbutt - MP headbutt

MP x EX headbutt - MP sphere - MK tackle

Corner Combos

Note: All final moves can be swapped with a f.MP for a reset.

c.HP - LK tackle - LP sphere - LK tackle - HP (Works on Chun-li, Makoto, Necro, Twelve, and Elena) PS. Works on Alex and Dudley but almost impossible to do so.

c.HP - MK tackle - MK tackle - MP headbutt (Can be used against all of the characters listed above as well as shotos and Urien) PS. Works against Yun, Yang, Remy, Ibuki but very difficult to connect.

c.HP - MK tackle - HP

c.HP - walk a half-step forward to LK tackle - c.HP - LK tackle (For Hugo Only)

c.HP - LK tackle - MP sphere - HK tackle - LK tackle (Chun-li, Necro, Q)

c.HP - LK tackle - HP sphere - HK tackle - HK tackle (For Q Only)

EX Required:

MP x EX headbutt - HK tackle - MK tackle - MK tackle

c. HP - MK Tackle - EX Tackle - HK Tackle (Does NOT work on Necro, Twelve, Alex, and Hugo)

c. HP - EX Tackle - HK Tackle - MK Tackle (Variation of the above)

Anti-Air Combos

Obviously from midscreen, if you land a Metallic Sphere on an airborne character - you can only tack on a HK tackle, but if you are near the corner or in the corner, then proceed with the following. The following combos are after you hit an airborne character with a sphere.

HK tackle - MK tackle - EX tackle - HK tackle (Does NOT work on Necro, Twelve, Alex, and Hugo)

HK tackle - EX tackle - HK tackle - MK tackle (Variation of the above)

HK tackle - MK tackle - MK tackle - HP

HK tackle - MK tackle - LP sphere - LK tackle - HP

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

Urien its a standard balanced and charging rush character focused in mix up Aegis Reflectior and bring the opponent in the corner, he is a tall hitbox character that had a good projectile to zoning and comboing with a Tackle if opponent is hitted in the air.

Super Art Selection

Super Art 1 QCFx2+P - Tyrant Slaughter (Also referred to as Tyrant Punisher)

An extremely basic Super Art that can be canceled into from most of Urien's relevant moves. Does great damage, combos easily, and can be used as Urien's only real "good" reversal. Not necessarily good for beginners, however; engaging with Aegis at a basic level will be far more beneficial than getting comfortable with a reversal/raw damage super that is nearly irrelevant at a higher level. If you have no interest in learning anything related to Aegis, maybe this is a worthwhile pick.

  • Urien's single reversal
  • Front-loaded damage, rather than damage 'invested' in a setup, as with Aegis
  • Not Aegis Reflector
    • Best for: Players unwilling or unable to engage with Aegis for any reason.

Super Art 2 QCFx2+P - Temporal Thunder (Also referred to as Jupiter Thunder or the transliterated Yupitel Thunder)

Projectile super art. Launches a blast of electrical energy that eventually weakens into a metallic sphere. Respectable stun output, terrible for anything else. Decent in corner juggles, especially as a stun-oriented reset option, but its utility is both narrow and weak.

  • Potential for touch-of-stun setups on Remy and Akuma
    • SAII sees limited representation, even against Akuma, who arguably has the easiest time dealing with unblockables; it's not a useful character counter
  • Fails to shore up any hole in Urien's game plan
  • Not Aegis Reflector
    • Best for: Nobody. Perhaps useful in some niche cases, but you have better options as far as supers go.

Super Art 3 QCFx2+P - Aegis Reflector

Considered Urien's best Super Art, as well as one of the most (or the most) unique Super Arts in the game. Urien creates a purple shield that will hit 6 times, and remain near stationary once it reaches its destination, with a very slight homing effect towards the opponent's position at the time of deployment.

The strength of the P button determines how far it will travel (see 'Positions and Utility' section). Because projectiles must be blocked according to the direction they were deployed from, couple with Urien's high burst mobility, Urien can cross up an opponent and create situations where the opponent is mechanically asked to block both directions at once. This is an unblockable situation; they must parry out or try to do something else to break the setup. Aegis can also be placed directly on or in front of opponents to create mixup situations that range from the mundane (one-time high-low 50/50s) to the insane (repeated high/low/throw mixups with limited escape options). Urien can also cancel his tackles into Aegis, using the Aegis and the added charge time to execute unblockables or high-damage tackle loops.

Because of the Aegis' versatility and 2 super bars, it is considered the best Super Art Urien has.

  • Merely having it stocked is extremely threatening
  • Unblockables
  • Juggle extensions
  • High-damage mixups in the corner
  • No hard-and-fast rules for deployment; it's a very nuanced tool
    • Best for: Anyone serious about playing Urien

Note: Speaking pedantically, it is possible to block out of 'unblockables,' but doing so requires nearly frame-perfect block switching, which is close to impossible, and 'hard-to-blockable' doesn't quite roll off the tongue. For all practical purposes, these are unblockable, and parrying is the most reliable escape.

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. j.HK is incredibly hard for Q to deal with in general, and if you space it so only the tip of the hitbox hits Q it's completely unpunishable even on parry. 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&DB if you are cornered. MP Fireball can hit a standing Q when relatively close. Avoid letting Q taunt, you can walk all over him, considering Urien's speed, punishing a taunt from anything but full screen is not an issue for him, you can in most cases generate a knockdown, at least.

Q is incredibly easy to juggle, to the point that Urien can hit him with four tackles while carrying him corner-to-corner using a single Aegis. Unblockables aren't a big part of this matchup, since in most cases they end up dealing less damage than your regular combos would. Learning combos specific to Q is recommended, as they tend to be easier and more damaging than many combos Urien tends to use against most of the cast.

Hugo

MP Fireballs stop Hugos dead in their tracks. Just play it safe from a distance until you have an Aegis. Don't let his throws control the match, just be VERY safe. Remember that Headbutts beat throws 100% of the time, and a parry will seal a cr.HP in most cases.

Advantage Match-ups

Necro

Avoid getting cornered against Necro, one of Necro's few strengths vs Urien is his ability to do monster damage for little risk fighting a cornered Urien. His db.HP can juggle Urien multiple times, generally refilling Necro's entire super meter. Your best ground defense against Necro's pokes is to parry them and dash in for a throw. Avoid using Fireballs unless you know they will hit. Necro has few options once cornered to actually escape unlike a lot of other characters.

Alex

Just remember that Alex wants to play it safe with mixups, which actually limits his game a good amount. He is a sucker for a few specific setups too. You can reset Alex from an LP Headbutt with a well time c.LP

Remy

You can c.MP under Remy's high LoVs.

Elena

You can hit Elena with c.HP twice in a row from anywhere on the screen.

Fair Match-ups

Ryu

Ryu is a fight that changes depending on what super he chooses, it doesn't change a lot mind you, but it changes. His general strengths rely on a mid-screen, mid distance fight. His main threat relies on EX Fireballs, which are the ultimate poke (treat them as such). EX fireballs are weak from far away, and are outclassed by other moves at close range, so any intelligent Ryu will want to whore them at mid range. Whiffing a poke is generally not a safe option unless you are full screen or Ryu doesn't have EX. Ryu's bests strengths rely on the fact that close up, or mid-screen, he can punish you, and it will hurt, and it will cost very little meter for him. What this means is while he has no real good way of shutting you down, being predictable or making any non-minor mistakes can cost you 1/3 of your life. Don't let this happen. c.MK HK Tatsu or anything into EX Donkey Kick will rape your lifebar. Ryu has a shitty shoryuken, and OS forward parries will beat all varieties of SRK besides EX if he's stupid enough to use them. Now, onto the super art differences.

SA1: This basically gives Ryu midscreen domination, at the cost of damage. Unless he gets an actual close attack off, he is of little threat to you, meaning his only damage options close/mid to you is a c.MK combo, or he can use EX to knock you down and try for damage off that. Nothing you have will really beat an EX Hadouken.

SA2: Probably Ryu's weakest SA in this matchup. He throws his mid range dominance for... damage he will have difficulty earning because without a knockdown he can't really build meter very well, so while you should be wary of an EX Hadouken, it's his only true option to really work into a full super meter.

SA3: This is probably Urien's worst SA to go against with Ryu. Why? Because Urien is tall. While Urien does have kneedrop, this is about his only viable option to beat SA3, and it will die to a proper Denjin setup, so you're stuck in the parry zone. However, again, Ryu loses his mid range dominance for this super, the only difference is this bar is twice as short as SA2 and can be escaped from (although hard vs a good player), so it's MUCH easier to get off this super art in the long run, vs Urien, simply because you're going to have it stocked twice as often, and requires slightly less of an effort to set it up.

Oro

If Oro ever does (Blocked) close MP, MK Chicken Kick, you can walk away from the Chicken Kick and punish with a c.HP. Oro's double jump can avoid air fireballs when timed properly. Tengu Stone will destroy Aegis Reflectors ridiculously fast. Oro's goal is to keep you out until he gets a mixup/super opportunity, which means your primary objective is to merely punish parry as much as you can until an Aegis setup arises. Oro has very poor damage opportunities unless he is very close or parries something really laggy, such as a f.HP.

Dudley

Dudley can fall victim to fireballs easier due to his lower jump. Dudley, like Makoto, is a fatty, and can be pushed into Aegis' in places where other characters wouldn't.

Disadvantage Match-ups

Yun

Yun fights similarly to Urien, in that he plays in 3 seperate stages, no meter, full meter, and meter active, the difference between the two characters is when Yun has meter he is more dangerous. The primary thing you need to watch out for with Urien is that while Yun is a very very strong character, you can capitalize off specific, extremely important pressure options to Yun. Urien can red parry target combos for damage, Urien can parry dive kicks for a free c.HP, Urien can seldomly nail anti-air fireballs for great damage. Your primary strength in this matchup is that Yun will have to risk being parried for the potential round if he wants a better Genei-Jin, otherwise he has to use an activate and approach method, so while fighting certain other characters, he can pretty much get away with Genei-Jining in their face, it's more risky to do it to Urien, because he has a counter and then some for every activation method Yun has.

While expensive, Urien does also have the option to set up a defensive Aegis to wall out Yun and stall out Genei-Jin's timer. One Aegis for one Genei-Jin is generally a trade worth making if you feel you're seriously in danger of being checkmated.

Chun-Li

You can punish some of her whiffed pokes with Chariot Tackles, but be wary if she has meter. Extremely easy to combo against. Never ever ever ever throw a fireball when Chun-Li has meter unless you cancel it, or you can safely assume she won't SA2. Chun-Li is a sucker for unblockables, as she is the easiest character to do them on. Tackle xx any non LP Aegis vs a Chun-Li can be supered for FREE. Only Fireball xx Aegis or Tackle xx LP/EX Aegis vs her if you want to put her under pressure while she's standing. When Chun-Li has no or little meter, she is barely a threat, focus on baiting her and lay down the pressure without blindly rushing in (this will get you killed). Try to avoid parrying anything once she has meter UNLESS it's outside of her c.MK range, which in case try to parry a c.HK or s.HP will work. If you Aegis her with a bit of breathing room in the corner, lay on the pressure or she can jump up and wall jump out of there, don't just let her sit there.

Akuma

Be aware that Akuma can escape planted Aegis Reflectors by Reversal Teleporting. You can beat Demon Flip Kicks with OS parry pretty easily. Once you are cornered generally your best option is to wait it out until a safe option parry become available, DO NOT ATTEMPT TO ESCAPE WITHOUT AN OPENING, once you become Akuma's bitch, you need to wait it out. Do not get impatient. Waiting for a hurricane kick or low jab or tech throw attempt is pretty much the best way to ride it out. Learn how to parry HK hurricane kick or it will make you Akuma's bitch for free. c.MP goes under Demon Flips, and is unpunishable by the time Akuma lands, leading to an easy escape.

Ken

Can punish Chariot Tackles extremely easily. Be extremely careful with air fireballs.

Ibuki

Ibuki is generally extremely hard to punish, even on parry. Urien's inability to consistently parry into launcher or tackle, or get momentum off of a good punish and space control, means Urien's typical capacity to threaten round theft off of a single high-damage interaction or parry launcher is largely off the table. This is a matchup where fighting from the corner as Urien is fairly common, and doing so is important, albeit extremely difficult.

Yang

Like Yun, Yang is hard to combo against.

Makoto

Makoto has a wiiiiiide hitbox, you can hit her into a reflector behind her from a longer distance than most characters.

Serious Disadvantage Match-ups

Urien has no match-ups where he is at a serious disadvantage

Advanced Urien Play

Things to know

Charge Partitioning

Charge partitioning is the act of dividing a charge (an invisible meter filled by holding a direction for a charge move) into several pieces, to allow for charge moves to be used in situations where fully charging them is impractical or outright impossible. Charge partitioning is at the core of Urien's gameplay, seeing use everywhere from unblockables to essential corner combos to advanced midscreen setups.

The Invisible Meters

Charge moves are governed by an invisible meter, or rather, two meters, a charge meter and an ' uncharge meter. ' Before reading further, I suggest following along with the timestamped section of this video.

Effectively, each charge move has its own invisible bar, which is filled as you hold the direction necessary to charge it. When it is full, you can execute the charge move, or not execute the move, losing the charge when you stop holding the requisite direction. You can also do this in pieces, charging the invisible meter partially, stopping for a moment, and then resuming. How that pause between partial charges works is operated by the 'uncharge meter.'

At the same time as the charge meter works, an opposing 'uncharge meter' operates. It is tied to the game's internal timer, so it is semi-random, though it can be managed quite easily with practice. This uncharge meter is continuously working, starting at 100%, going down to 0%, and then resetting. When the uncharge meter hits 0%, your charge is 'dumped,' or lost. When you are charging, however, the uncharge meter freezes.

This is how charge partitioning works; you charge, pause, and before the uncharge meter depletes and dumps your charge, you pick the charge back up to complete it and execute the move.

Notes on Charging

  • Urien's charge times are all 43f
  • Several things will reset the charge meter to allow for consistent charging
    • Super flash (resets tackle and headbutt charges)
    • Parry (resets tackle and headbutt charges)
    • Pressing up (resets tackle)
    • Over-charging headbutt (resets headbutt)
  • You cannot partition a finished charge

As a basic drill for practicing charge partitioning, try the following:

  • Tap down briefly; use cr.MK as a timing guide
  • Jump and return to holding down
  • Land and hit your opponent with cr.LK
  • Cancel cr.LK into LP Headbutt

Congratulations, you partitioned a charge! Now, try this slightly more advanced partition out:

  • Hit st.HP, and hold down for the move's duration
  • Dash forwards
  • Tap down briefly
  • Headbutt

If you can get these down, there's a good chance you'll be able to execute at least basic charge partitions. Eventually, you'll get a feel for the timing without using timing references.

Charge partitioning sees use in the following, and more:

  • The midscreen Shoto unblockable
    • This unblockable involves a Headbutt charge partitioned over a dash. It's not difficult, and is essential for playing Urien.
  • Tackle > Fireball > Tackle > Headbutt
    • This is a corner combo route primarily used on Chun-Li and Makoto.
  • Efficient post-knockdown meter gain
    • After midscreen knockdowns, it is essential to optimize meter gain. fw.MP into MK Headbutt grants Urien a tremendous amount of meter and forward movement. It requires a down charge to be partitioned during the fw.MP.
  • Gimmicky nonsense
    • Things like dashing into an immediate EX Headbutt are not great for day-to-day use, but they can see some use in forcing scrambles or attempting dishonest round closure.

Charge Buffering

The way Third Strike handles charge moves allows for highly efficient charging and execution of charge moves. One can effectively begin charging one charge move during another with this technique, which is used during Urien's tackle juggles. This is functionally essential for consistent Urien play.

One tackle necessitates holding back, and then tapping forward and a kick input. If you want to do two tackles in a row, you might feel inclined to hold back, tap forward and kick, and then return to holding back. While this will work, and tackle juggles can be accomplished this way, the timing involved is rather precise.

To give yourself more time, you can hold back, tap forward, and return to back very quickly while hitting kick. The charge move should still come out, but you will have started charging the following tackle faster.

Double Tackles / Tackle Tackle Headbutt

Double tackles are at the heart of Urien's corner combo game, especially with tackle tackle headbutt (TTH), which works on the vast majority of the cast, does solid damage, sets up strong Aegis positions, and builds a healthy amount of meter.

The tackles and headbutts in the combo change character to character, but the core of the double tackle is as follows:

  • cr.HP, during which you should be holding down back to build tackle charge
  • Tap forwards and return to down back as fast as possible, while hitting kick (see the section on charge buffering for help)
  • Tap forwards while hitting kick again
  • If you intend to do a headbutt afterwards, return to holding down to charge the headbutt; done properly the headbutt will be guaranteed

This sequence can be rather difficult. Your goal is to get the first tackle as soon as possible after the launcher, giving you the greatest amount of time to perform the second tackle and ensure a proper juggle.

Aegis Reflector

Aegis Reflector is one of the most versatile and character-defining supers in the entirety of Third Strike; it's so good it gets its own section! Put very briefly and bluntly, Aegis singlehandedly elevates Urien from being a middling character to being one of the most menacing, dishonest, and explosive characters in the game. Aegis Reflector, deployed properly, enables legendary screen control, game theft, and damage output.

Properties

Aegis Reflector has several properties that are key to understanding how it works. They are as follows:

  • Aegis Reflector must be blocked according to the direction it was deployed from
    • This is how unblockables work; when you cross the opponent up and meaty them at the same time as Aegis Reflector, the game is 'demanding' that they block both sides at once, which is mechanically impossible
  • It has six hits, which are consumed when it hits an opponent or is hit
  • Aegis Reflector has minor homing properties, meaning it will drift towards the opponent slightly
  • The mirror can be 'damaged' when struck, losing a hit
  • It is not fully consistent when reflecting
    • Some moves are outright reflected, others are destroyed, and a small few will beat the reflector

Positions and Utility

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

LP Aegis

LP Aegis travels directly in front of Urien, and has four primary uses, which are as follows:

  • Planting directly in front of or on someone in the corner, to allow for pressure and high/low/throw mixups
  • Extensions after midscreen tackles, to maximize corner carry or convert into corner ** The Aegis is not actually intended to hit in this case; it simply allows you to charge and execute additional tackles
    • This works best when you are approximately 1/3 screen length from the corner you are facing
  • Point-blank 'simple' unblockables from close knockdowns and throws
    • LP Aegis > MP Headbutt > fw.MK is a very simple unblockable that works on some members of the cast if they do not quick-rise a knockdown or throw (this is very rare at higher levels of play, mind you)
  • Corner unblockables
    • Canceling corner tackles into LP Aegis allows a multitude of setups, including resets into the aegis or kneedrop unblockables.

MP Aegis

MP Aegis travels approximately one character width in front of Urien, and is generally used for corner pressure, though it sees some use in specific unblockables. Use cases include:

  • Planting directly in front of someone in the corner, enabling high/low/throw mixups, pressure, and more meter building
  • EX Headbutt unblockables

HP Aegis

HP Aegis travels approximately two character widths in front of Urien, and is primarily used for midscreen unblockables. Use cases include:

  • The 'Shoto unblockable,' involving a tackle canceled into HP Aegis
  • Taking up space, either to draw a 'line in the sand' or force an opponent into the corner
  • Allowing pressure extensions off of blocked tackles
    • Be warned, very little of this pressure is 'real,' but respectful opponents can be bullied with it

EX Aegis / PP Aegis

Executed by hitting two punches simultaneously, EX Aegis travels roughly the same horizontal distance as MP Aegis, but also moves upwards. EX Aegis is unique in that it is active immediately, enabling use as a juggle enabler and linking tool out of Urien's universal overhead. Use cases include:

  • Making tackles safe
  • Linking out of universal overhead
  • Picking opponents up off of close headbutt hits

Basic Uses

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!


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