KILL! The Urien SFV thread!

Not a true meaty vs. quick rise, as far as I can tell. May even leave you minus.

Dash is bad so is meaty headbutt as it whiffs completely if they wake up crouch jab.

Ryu crouch jab beats all meaty headbutt attempts from forward throw.

Found what appears to be a 4f safe jump vs. quick rise:

Cr.HP(2) xx LP headbutt (whiff) > neutral jump > late j.LK

You have time to spot their wakeup option in the air; if they backrise skip the j.LK and go for cr.MP instead once you land (beats 3f jabs although IDK if it’s a real meaty).

Besides a 3 frame move what is he missing exactly?

I get it he’s not S-Tier but hows his favorables looking versus Sim? Cant find a high tier I like in V.

Meaty MK Chariot links into St/Cr.Lp use it against both back recovery and normal recovery.

I think Urien’s favorable/unfavorable MUs may look vaguely similar to Sim’s (since they are both space control characters with poor up close defenses), but Urien has a lot more comeback potential which I think will ease up some of the bad matchups a bit.

Saw this on Twitter and thought I’d add this to the thread.

couple of important discoveries here

it’s well known that f+mp can cancel, if you’re fast you can even cancel into tackle
EX tackle is VT cancelable, so you can get some great long range whiff punishes on f+mp xx ex tackle (one hit) xx VT
f+mp > f+hp target combo only combos into VT cancel on first activation. the second aegis will not combo out of the target combo

mk chariot is -3 on hit, it’s not remotely worth the risk to do it meaty.

Off a forward or back throw? If they quick rise or back rise the can punish your dash attempt with jab. I can’t even call it a risk it’s so brain dead easy to do. Other than that, his active frames seem low in St.Mk. That, as of right now, is Urien’s only other worthwhile meaty option in my opinion.

c.hp xx hp headbutt is safe on block and has a lot of movement. great for pushing your opponent into the corner (hit confirm the c.hp into headbutt on block or hp ball on hit)

if you charge buffer really well you can have charge for a headbutt after a dash > c.hp

Another meaty set-up after c.HPxxFireball combo: Dash + wiff light punch + st. Hard Punch (Fully Charged)

Must immediately cancel the 2nd hit of c.HP into Fireball to get a head start for the dash/meaty set-up or else the charged hp will be countered.
https://www.youtube.com/watch?v=nWdcLToxChk

never try to OTG super off HP headbutt, target can choose to quick stand after the super freeze

if you throw into a high aegis you can get 2 ex headbutts to connect, and follow up with ex tackle if you wanted. not really that useful by itself, but might lead to tech.

he has options off of throw with v trigger or meter:

Throw and opponent quickrises:

Bhk xx v trigger gives full combo on hit or CC and does nothing on wiff if the opponent doesn’t quickrise.

throw without v trigger gives a “mixup” between immediate ex tackle:

+0 on block beats 3 frame jabs…KD on hit, immediate st.hp on hit ex tackle breaks quickrise AND back recovery for 4 frame moves. But loses to 3 framers.

To beat 3 framers after the ex tackle you have to take a risk and use lk chariot which is a bad idea. Or do another ex tackle which will put them back in the same situation. Or time a CH st.mp>cr.mp xx special or do a meaty crouch fierce which is minus 8 on block so you will have to cancel into special or v trigger.

The st.mp isn’t hard with timing

Best overall followup is another ex tackle as that takes any and all guess work out whether they backrise or quickrise with a 3 or 4 frame move.

Same ex tackle oki can apply to hk tackle>wiff jab> ex tackle oki.

I’m busy ATM so I can’t take these into to much depth but that’s enough to get us started.

Good info, but what’s the point of going for BHK->vtrigger after a throw? It loses to 3f jabs (at least Ryu’s) and since dashing forward after a throw leaves Urien negative there’s not much reason for your opponent not to block. I’d rather go for LP fireball since it beats 3f jabs and serves the same purpose of locking your opponent in place, even if it doesn’t lead to anything.

His SRK name is @JiBbo

Him and @“Yeah Dood 120%” are good Third Strike players from back in the day!!!

(If this doesn’t kill, it should be 1-5% away.)

(In corner)
j.HK > cr.HP > MK Tackle > cr.MP (whiff) > st.f+MP (counter) (on opponent quick rise/back roll) > st.LP > st.MP > EX Metallic Sphere > Close Aegis > Throw > HK Violent Knee > cr.HP > HP Metallic Sphere (charge for a short time) > MK Tackle
Opponent now stunned.
Far Aegis > j.HK > st.HP > st.HP > Dominant Crush