KILL! The Urien SFV thread!

As promised:
I have written down the actual frame data of current Urien, this includes specials, it should have everything here except for V-trigger frame datas (that’s a lot more work to do later)
I also wrote down notes with stuff ppl might not be aware of about the move, also some tips. Also wrote down how meaty specials can be, and trust me there’s setups to to make them all that meaty.
I’ll write down general oki and setups for KD moves later. There’s hundreds of those, so that might take a while. This just took a few hours to compare.

http://pastebin.com/d200zTrp

thx for the frame data

Dece. That confirmed sone suspicions i had about mk tackle.

@Hatson
Thanks a lot bro. You and @LordWilliam1234 should team up together for the sake of accuracy.

So I’m trying to learn Urien and honestly learn charge characters in general (never really played one). I’ve gotten some okay combos down, though I’m still working on muscle memory to maintain charge and be ready should I actually hit someone in a match. As for his neutral though, I’m having some trouble with his defense and good pokes… I feel like once someone gets in on me it’s hard to keep em off and I get crush countered when I try to contest, but that’s partially because I suck. I’m used to st.HK in neutral from playing Necalli but I’m looking for his “overpowering” buttons to keep people in check, and or good blockstrings (cr.mp > st. lp > fireball?) I dunno! Also having issues (again, coming from Necalli where it’s easy) dealing with jump-ins and crossups.

Also, any good frame trap moves or good meaty buttons to use on the opponent’s wake up?

Why in the fuck did prima use a beta version of a character to make frame data? Wtf.

Ok anyways, the most important thing, ex tackle is still +0 on block which is incredible.

Are you using the first active in your startup… Like does a 7/2/9 move hit on the 7th frame or 8th frame in your notation?

Looks like 7th judging by jab data.

after tackle ( on hit) am I not suppose to throw jabs? Because it seems like Guile gets the luxury of counter me even if my tackle hits.

tackle is like -3 on hit

no freakin’ wonder.

Jesus so should you pretty much use H.Tackle for the knockdown?

Isn’t LK Tackle 0 on hit?

LK is 0 on hit, MK tackle is -3 on hit.

I’m liking Urien’s buttons so far, st.lk being +2 is nice. The reach st.mp has while being +3 is pretty nice.

Just came into this joint to say Urien is awesome and I’ll probably be in here a lot more.

Yes. For example st. LP is 4fr startup, 2 active, 9 recovery.

The first active frame is on frame 4, where the move first hits. So frame 4-5 is the active frames. Followed by 9 recovery frames, total of 14 frames.

the only thing missing is the recovery on fireball

I’m really worried about how Urien is going to handle characters with 3f jabs. Since headbutt whiffs on crouchers and fireball is minus on hit and doesn’t combo off of lights (outside of point blank s.LP), LK tackle is Urien’s only legit combo ender in many situations. And it’s +0… functionally -1 against 3f jabbers.

Is there any other character in the game that has to frame trap THEMSELVES after a successful hit confirm? It’d be one thing if Urien had weak light confirms and solid medium confirms, but given that he lacks a medium-to-medium confirm outside of CHs, his light confirms become a lot more important. And as far as I can tell they just aren’t functional vs 3f jabbers right now (like, I don’t even know if the marginal damage from headbutt is worth the risk of putting yourself at frame disadvantage vs somebody like Necalli).

The fact that tackle and headbutt are charge moves makes this even more discouraging.

I love this crush counter punish :slight_smile:

https://www.youtube.com/watch?v=cO_WyZxANh8

Oh, you’re right! Totally forgot, thanks for the heads up. Will update it tomorrow with that and few other tweaks. :slight_smile: