Dealing with 3 frame jabs isn’t a huge problem in of itself. The issue is more so not having a 3 frame jab puts you in situations where you can’t punish or get put into frame traps that a 3 frame jab would keep you out of. For example if you only have a 4 frame jab then Fang’s s.HK legitimately frame traps you. Whereas 3 frame lets you trade and get out. Same with some of Bison’s frame traps. So you end up having problems with characters that don’t even have 3 frame jabs.
That’s why I like characters with fast walk speed and 3 frame buttons or specials. Like being able to cover the basics in the neutral and close game and have movement when I need it.
Luckily there’s only a couple 4 frame jab characters that are boned due to having 4 frame jabs. The rest are usually good enough in the mid range or in their pressure to make up for it.
Hes got low metreless damage, doesn’t do super well against pressure due to lack of short range options unless you use EX headbutt or were lucky enough to get a V-Skill before hand, seems to have a very high skill ceiling in comparison to other top tier characters (a good thing though to make the character last interest wise), his mediums don’t have a lot of combo potential in the neutral and his heavies require charge to be any kind of threat damage wise if you get hit by them.
He’s fun, hes got amazing growth potential, maybe he’ll become a lot better with some tech that comes out that I’m not seeing currently. I feel hes like Balrog but you have to work a lot harder to get Balrog’s level of damage out of Urien.
-3 point blank but I have heard rumblings that it is +4 when spaced effectively meaning it can used as a combo starter into st.lp-st.mp. Potentially a combo extender from a crush counter if you aren’t confident in dashing into cr.hp.
The fact that he lacks a 3f jab doesn’t bother me by itself, I agree. It’s the fact that his only reliable combo ender leaves him negative on block vs 3f characters that bothers me. If LK tackle was just +1 instead of +0 I’d see absolutely no problem with Urien having a 4f jab, since that would put him on par with Juri and Rashid who rely on moves that are +0 on hit but have a 3f light to make up for it. The difference between a combo ender that puts you in a neutral situation and a combo ender that leaves you at frame disadvantage seems huge to me.
If headbutt hit crouchers, there would be no problem. If lights could always combo into fireball, that would be fine too. It’s the combination of the fact that headbutt whiffs on crouchers AND the fact that lights don’t always combo into fireball AND the fact that tackle is +0 AND the fact that he has no medium to medium confirm AND the fact that he lacks a 3f jab… it’s all of those things together that worries me. If just one of those things was changed he would be A-okay in my book.
On the bright side, it’s something that might be manageable with proper exploitation of pushback. The default cr.LK >cr.LP stuff doesn’t push you back far enough for LP tackle to gain frame advantage, but these combos do: https://twitter.com/mohumohukedama/status/779939499161759744 (shout outs to Urien discord).
So it’s something that can probably be worked around (LP>MP target combo and CH s.MP>cr.MP confirms help too). But I’m not sure the extra work he has to put in just to have a safe combo ender (like everybody else gets for free) is warranted.
His BNB is cr.lk,st.lp,st.mp. (Have to use cr.lp instead of cr.lk on some smaller characters)
And from that iirc he can combo into h tackle. On block the target combo is -4 but it’s from like a half screen away where the negative frames are kinda meaningless.
But I don’t really think Urien is about that BNB confirm life really. He’s more about that frame trap/CH confirm/CC confirm/fireball to face/wait till v trigger life.
Like a “bnb” blockstring for him is cr.lk,st.lp then mixup between:
Dash
Fhp
Cr.mk
Cr.mp,st.mk (white chip strat)
Charge hp
Charge hk
And then when they expect a delay/non delay/slow overhead mixup you can just go
Cr.lk then:
Throw
St.hk shimmy
Cr.mk if you think they will try to walk out.
Once I have neutral plus v trigger it becomes all about fireballs and v trigger:
Fireballs to stall the opponent. Then setup one of these:
St.mk wiff buffer v trigger.
Throw>sweep> v trigger.
Ex knee or tackle or fireball into poke into v trigger.
Ex headbutt>fmp v trigger.
Right now I don’t have much if any problems with his meterless confirms because I usually have a huge supply of meter via his fireball game.
While I generally agree, I would just like to say he has low meterless damage except in specific circumstances. If you can’t score a jump-in, a CC or an elbow, his damage output is relatively low due to few viable cancellation options. But if you are in a situation where he can get that elbow, he actually deals some really solid damage even without meter. If memory serves me right, a basic j. HK -> cr. HP -> HP fireball -> HK tackle combo is almost 250 damage meterless.
Not the best in the game, but he’s no FANG either.
I’ve played against all sorts of players who just keep jumping in and getting in free pressure. What’s my anti air? When they get close, how do I win with my slow moves?
Agreed. He’s been this way since 3S, and nothing’s drastically changed in that sense except maybe for the addition of a viable fireball game now. Urien typically gets his damage from pokes, throws, reads (e.g. AA fireball), etc. not so much basic BNB confirms. Confirms usually end with headbutt knockdown into oki or tackle into Aegis stuff (which you can still do in this game, just that the latter now requires meter for EX). Just watch RX or whoever play Urien in 3S and you’ll get what I mean. He plays very similarly in 5 IMO.
Any matchup insights yet? I don’t find any of them terrible unfavorable except for cammy. Can’t find a button to punish hooligan. I know everyone just jabs her out of it but urien’s weird downwards jab is free to her preemptive grab. I think neutral jump is best here but it’s weird to try to readapt to that after 5 months of lp. with 3 different characters -_-
Standing at the range where f.MP whiffs on crouchers but hits standing opponents and then buffering it into MP headbutt seems like a decent tactic. Requires VERY precise spacing though.