Iâm really confused about the use of Urienâs V-skill. Does the armor only cover him when he has a move out? It seems like he just gets hit like normal when I use it.
Ran some sets with a buddy yesterday who plays Karin. Disappointed that heâs still outpoked by her sometimes because of her speed and the fact that many of Urienâs buttons, while really good in terms of range, are quite easily counter-poked (proof is in HawkinsTâs hit/hurtbox videos). Got crush countered often, especially with her damn sweep being so good. Urien feels a whole lot more sluggish in his current iteration compared to 3S, thatâs for sure. Heâs also -sorely- lacking in the anti-air departmentâin a game where jump-ins are relatively low risk, high reward, you need solid AA to mount a proper defensive game, and Urien doesnât really have this. Anyone else feel the same way?
The armour only activates on the first active frame, not startup. So you canât use it as a reversal out of frame traps.
You can however use the tackle as an AA (if you donât leave it too late) , or to go through normals to special cancels that arenât blockstring or tight. eg Ryuâs c.mk to fireball.
Not sure what has less startup (headbutt or tackle) but I would choose the quicker one unless theyâre crouching which will cause the non ex headbutt to whiff.
At certain ranges, light and medium tackle are less negative on block so you could just throw out a tackle at that range and at best go through a normal and hit them, and at worst be -2 or maybe even 0 on block (unless you screw up the distance and do it too close then eat a punish)
At the very start of the round, it seems that medium tackle and knee are safe if the opponent stands still and blocks it. Bit of a scrubby opener but its a good baseline to train your distancing.
For all you air to airers , j.mp leaves them in a juggle state so you can follow up with a special move or normal.
Downside is that the hurtbox is right next to him so range is limited and there isnât much float (so to combo after, you have to hit them at the apex or on the way down). This is quite limited as most air to air exchanges happen on the way up or at the apex of the reactor. Its still a tool to keep handy in your arsenal.
I havenât really gotten to use Urien, but to those of you who mess with him in training mode: How effective are invincible reversals and V-Reversals against Aegis Reflector?
Speaking for V-reversals at least, they are extremely effective at blowing up setups that involve a meaty Aegis. LI Joe seems to think that theyâre going to be a huge problem for Urien as well. However, in theory, if we can establish the threat of Aegis, i.e. use it to get a reset for huge damage, then the opponent will have to make the decision as to what to do with their V-gauge. They can either risk using their V-trigger to maybe close out the round against Urien, but no longer have access to a V-reversal as a âget out of jail freeâ card against Aegis setups, OR they can use V-reversal but prolong their access to V-trigger in doing so, especially for characters like Urien that need 3 bars. I guess thatâs part of the mind games that Urien and Aegis bring to the table.
The only v reversals i am worried about are the escape ones not the hit ones. With the proper setup the hit ones are easily punished but the escape ones require a harder read
i totally agree with you regarding the matchup. itâs aweful. THOUGH, regarding the AA. i am a dhalsim player. my best options for AA is either cr.MP long arms which is just a range advantage, and a quick standing LP as a quick reset.
Urein is very similar. infact his AA upclose is very strong and leads to a ground reset. AAâs are either standing HK, or cr.HP against distance jump in. other than that, st.hk can literally stuff anything safley! and the range of the hitbox is very large on the attack
Yeah, Iâve since learned to use st.HK to cover the jump-in angles (usually against characters like Karin that can cross up with j.MK) that standing jab or st.MP canât. Itâs one of those rare AA moves that can cover the area directly above a characterâs head. f.MP is insanely good too, and I think itâs more reliable than st.MP.
So what are the confirmed meaty setups for mk.chariot after knockdown. Iâve been testing it and it seems rather inconsistent when it comes to this particular string
CC.b.Hk, c.MK, Hk.Chariot.
Urein been giving me troubles fully utilizing him. i think by far he is ofcourse the most demanding in all SF5 cast. i think the problem is he is VERY situational character. highly dependant on confirms and reads(and can most of the time 50/50 readâŚand even punishable in some states without Aegis reclector).
his meatiesâŚbest i can find are as follows and they ARE very situational. i shall also upload other video today hopefully with some of the stuff i didnt include previously.
-lk or Mk Charging chariot Meaty: works after ending anything with HK chariot charge. though LK wont reach back roll recovery midscreen, thus only need to be in corner. as well as MK. CC has different timing to be a meaty when done in corner, excluding it from the equation in that case. so the meaty in general i would say MK CC mid screen, and in corner LK CC.
-LK drop knee: yup! great meaty i will show it in a vid today hopefully. if DRop knee LK done correctly, on block itâs+ and on hit will reset to either combos or Reflector setups. problem is only in corner or mid screen against quick recovery only.
so basically after any HK CC combo, simply LK.drop knee
-Charged standing HK, or b+HK. those are also good meaties. try doin the previous mentioned above first, if the opponent didnt fast recovery, quickly dash in and either st.HK or b+HK
Nice, Iâve been trying to figure out what meaties I could setup after a cc.b.HK at differnt ranges. I found :
-At max range you can follow with either a tackle or another b.HK, the b.HK allows you to do a meaty s.mp
-At mid-range you can do c.Mk, h.tackle, the issue Iâm finding with this is that itâs rather inconsistent on normal recovery for what meaty should be used. on back recovery though uriens knee has been the best bet
-up close c.hp ender has been fine with the timing
I think heâs one of the more âhonestâ characters, in that he really doesnât have any gimmicks about him until he gets Aegis. He gets very good damage and stun off whiff punishes and crush counters, but other than that, heâs just a solid defensive character with not much else going for him until he gets meter. If you lose to Urien, it probably means you were just straight up outplayed.
Still trying to wrap my head around his neutral game, which⌠So far isnât terribly exciting to play or watch, haha. I find myself just sitting back most of the time and throwing out pokes (including safe fireballs) and anti-airs, trying to score counter hits. I hardly ever jump because his aerial approach is very predictable. If you see Urien jump, you just KNOW heâs going for a j.HK, and he doesnât have any moves that can cross up. In general, you really gotta make your opponent respect your buttons.
edit:
PSA: donât end your confirm combos (usually crouching jab stuff) with M Tackle. Youâre negative ON HIT. Use L Tackle instead, which is 0 on hit, for the same amount of stun and only a negligible difference in damage.
Actually, against characters with 4f moves yeah, go for the L Tackle and get that trade afterwards.
But against characters with 3f⌠being 0 or -2 doesnât really change the fact that you must block afterwards so you might as well use MK Tacke.
But if we get a jab confirm while meterless I really think that weâre note going to use L/M Tackles anyway, specially against say, Laura/Mika/Necalli etc. Being negative on their faces its probably gonna be how you lose, in the end people will rather not get the dmg and stay confy on their feet than risk getting thrown and lose the match.
Thatâs true, and I agree. Against characters with 3f though, Iâll still probably just go with LK tackle just so I donât have to make that extra mental adjustment anymore (i.e. from âuse LKâ to âuse MKâ) for consistencyâs sake. And what are you using for your safe blockstrings, btw? Youâve been playing Urien longer than I have and I could really use some help in this area to improve my neutral game.