they can probably hit a blocking opponent if used point blank. i remember they did in 3s.
I think I already tried and they whiff on crouchers. I might check again later.
edit: confirmed, it doesnât hit on crouchers. Actually it doesnât hit any grounded opponent.
first week urien with his traget combo overhead will be hilarious
i think my playstyle will be zoning and poking till aegis and go full retard
[updated thanks to LordWilliamâs work, hereâs the whole data]
Some frame data for his specials:
L Tackle (10f): -6 on block, 0 on hit (+5 if hit on last active frame)
M Tackle (13f): -8 on block, -2 on hit (+5 if hit on last active frame)
H Tackle (16f): -6 on block, KD on hit
EX Tackle (10f): 0 on block, KD on hit
EX Knee: between +1 and +6 on block
L Headbutt (10f): -2 on block, +1 on hit
M Headbutt (16f): -2 on block, +1 on hit
H Headbutt (18f): -2 on block, KD on hit
EX Headbutt (2 hits, 12/13f): -12 on block, KD on hit, invincible on startup, can be CCed on recovery
L/M Sphere (14f): -8 on block, -2 on hit
L Sphere charged (53f): +4 on block, +5 on hit
M Sphere charged (53f): +2 on block, +5 on hit
H Sphere: normal 13f, charged 42f; whiffs on grounded opponents
EX Sphere (12f): +1 on block, +3 on hit
EX Sphere charged: +13 on block, +17 on hit
CA: 6f of startup, -47 on block
EX Sphere/Tackle and all non-EX versions of Headbutt can always be used as safe combo enders. EX Headbutt is a true invincible reversal.
As said before, EX Knee is plus on block and if you land behind your opponent you might even get a blockstring with his 4f normals.
EDIT: actually EX Headbutt doesnât whiff on crouchers.
I feel certain that his Light and Medium Tackleâs are 0 on hit. Same with the Headbutts.
EDIT - Also do you have any idea how many frames it takes to charge his fireballs? Could have some really interesting knockdown set ups with charged fireballs.
I agree about the tackles, especially the medium one, but I think the headbutts give a slight advantage on hit.
I can try to get a very approximative startup for the charged fireballs.
edit: the startup for the charged fireballs seems to be around 60-70 frames - he wonât hit Ibuki if she refills a single kunai but he will if she refills 2 or more.
Wait his cr mk is 9 frames?!?! No way that is staying unless thats a typo
Not a typo, but you may consider that this is his longest ranged special cancelable normal, probably outranging the whole cast in that respect. The fact that itâs so insanely negative on block suggest that the game designers view it as a pretty powerful tool.
5hk gives more frame adv than that. 5hk, 5lk, xx hb combos.
2mp, 2lp/5lp xx hp hb combos
2mp, 5lk xx mp hb combos(heavy hb does not work)
As it stands his normals look terrible on paper but they have great range. Change tackle to be +1 or +2 on hit like his headbutts and I feel the slow speed is justified. As it stands you get into a disadvantaged scramble for doing a lk or mk tackle on hit which doesnât seem intended to me, otherwise I would never recommend using those moves unless youâre juggling, every single character in the game can trade lights or flat out beat anything he could do afterwards.
Either way i definitely see the frame data changing on either his normals or specials.
I think the reason their unsafe is because of his VSkill giving all of them armor. He basically gets access to meterless armored elbow slashs. It might not seem like much, but you can make some reads with that.
so for anti-air, ive been using cr.hp pretty consistently. I do cr.hp xx slightly charged air fireball, hk tackle for about 175 damage. pretty good considering how little a lot of other chars get for anti-air damage. Anyone find a better but still consistent followup to anti-air hp fire ball besides just tackle?
lp CT, lp xx mp xx hp CT 200/382
mp CT, lp xx mp xx hp CT 210/382
so mp and lp CT have up to 5 frames or less of hitstun, st lk combos.
his vskill is awesome, will absorb a reversal Ryu srk
Necalli hp dp loses to vs mp HB. not sure why. may have weird hitbox or something?? hp and lp lose
could not test Kens srk for obvious reasons.
You can use ex headbutt, itâs pretty good if you have v trigger as it has KD and you can set up aeigs traps after, even better is if you hold charge and corpse hop over them with headbutt again for some shenanigans. You can also just tackle.
Edit: donât listen to me didnât read the aa part, does apply to non aa cr.hp though
Edit 2: you can do for an aa is cr.hp, ex.sphere(charge), ex.tackle for 241 damage and 343 stun, you can also cancel into aegis after then do shenanigans.
Edit 3 the reckoning: you can full charge the ex sphere but the tackle becomes a bit tighter to do, but it does 268, 370 aND cancels into aegis
When you do V-skill does you have armor on 1st frame ?
Are you charging it? It definitely doesnât combo into 5LK on a single press, but if you charge it can even combo into cr. HP.
You get 207 for canceling into flying knee.
@OceanSalt i am tapping it. Counter hit off, no charge.
Sry guys. Crouchers only. Weird. Though i am positive i hit it standing. When i get home hopefully have some time trst again
If sHP/bHK are this slow means he donât has CC frametrap on close rangeâŚ
Tried many times and definitely doesnât work, you can do st. HK > st. LP/cr. LP/cr. LK links but not with st. LK. Maybe your version of Urien is bugged and retains the charge even on tapping.
On which character are you trying it?
Works on crouchers. I think Cammy was my tdummy at time.