Ranking uriens moves:
Right now I’m having a problem with urien, with what moves to abuse and when. We all know that streetfighter when it comes down to it is about move abuse and spam and trying to space your stuff right and find more places to spam your best shit (and add in some critical thinking as needed of course)
For lack of a better description I’m looking for uriens flowchart. Daigo has his Ryu flowchart:
Sit and do nothing for long periods of time. Throw some fireballs. Dash in and do cr.mpx2 a few times till the opponent gets complacent then go for tick throws and repeat.
There’s more to it of course but that’s what it boils down to currently.
There there’s a character like rashid. He’s getting so much use out of his h and ex whirlwind rushdown canceled into v skill.
It took people months to realize how abusive that can be in the sf5 meta… I’m looking for something like this for urien, albeit in a different light. I don’t expect urien to have anything that offensively abuseable.
So my thinking is… Discuss uriens best moves and how to apply them currently so I’ll just throw out a bunch of moves that I use or need to that you guys may feel like trying out if you don’t already abuse these moves:
1.st.mk (great all purpose move, it’s only lackluster ability is that it doesn’t do tremendous damage or lead to anything concrete.
2. Dash forward (simply a great dash)
3. Ex tackle. 7 frame startup and moves forward near fullscreen and is +0 on block. A move I need to abuse more especially with armor from v skill
4. Ex knee… Plus on block and a slow over head. Useful for getting in on occasion. I need to actually use this move and get in with it.
5. Ex fireball… I can’t tell if this is good or not. It’s + on block so it seems like something worth using, but has lots of pushback so those plus frames aren’t easily used.
6. Cr.mp… Moves forward a bit like a slide and is +0 on block and cancelable and combos into itself on CH. so what’s the problem? At +0 and close on block urien seems to kinda put himself into a situation that is bad for him against characters that have a 3 frame move, and makes him at best neutral against characters that rely on 4 frame moves.
7. Right now my go to blockstring is cr.lk>st.mk. When done from a decent distance. It’s pretty damn fabulous for me, but the problem is that it isn’t currently setting anything up. I don’t get tick throw setups and my opponent usually being at frame advantage means they are willing to stick things out her after they block. I’ve trie during fireball and dash as mixups afterwards with very mild results against good players (great results against baddies but meh)
I’m thinking that a good thing to try here on this pokestring is to followup with an extackle that has v skill to blow right through my opponents attacks after the pokestring is done, or use the ex tackle to try and wiff punish my opponents buttons.
I think with ex tackle the right mindset is to be trying to hit with the move. Even though it’s great on block and leaves urien close. I don’t think those attributes are good enough to just use the move that way. I think it’s usefulness on block is more of just a consolation prize to try and take advantage of when things don’t go our way.
Ex knee is very plus on block so it’s a natural get in move if the opponent ain’t looking for it (they are looking for fireballs or dashins) the thing to find out is what moves to do after ex knee is blocked, that gives us the best dividends on block or hit.
St.hp is CC but kinda slow and might be interrupted plus is negative on block.
So perhaps st.mp is the correct try right there. Good dividends on CH and block and on hit.
Another good try is cr.lp into a tick throw or frame trap via cr.lp>throw or cr.lp>st.hk and try to utilise the st.hks natural shimmy frames.
Right now a problem with urien seems to be getting into point blank range where he can utilise his monster tick throw game.
- St.hp… I have a hard time using this move, need to find more useful places to throw it out to maximise my ability to get those juicy CC launch combos.