KILL! The Urien SFV thread!

St.hk is hard to time because it seems like it’s relevant AA frames are straight up, or one frame past that. And both are only 1 frame despite having decent hitbox to hurtbox ratio.

Right now what I’m using for AA is a combo of cr.hp, neutral jump HK, and ex headbutt.

V skill is something urien should be using a lot of. Makes his headbutts legit AA and approach tools with the armor.

My “best” aegis setups are very basic but do the job:

St.mk xx v trigger. If it hits I do 2 cr.mp and then launch. From the launch I try to get max damage into h fireball > ex tackle.

Then il try to engineer another st.mk into v trigger and do it all over again.

If they block the aegis I do cr.lk to hit them low, or I do throw to combo and reset the situation into a cr.mp (juggle) xx second aegis (unless I have super, at which point I will just super for like 400 damage off the throw and then I get another st.mk xx v trigger via neutral at some point.

Once the opponent gets really used to this I start switch it up a bit and do launch into ex fireball>dash fmp juggle>dash crossunder cr.mp,cr.lp into more aegis stuff etc etc etc

Got that second setup from vesper.

I try not to do okie aegis setups since the opponent can vary their wakeup. I like to do more of the air flip reset into aegis stuff.

Oh yeah, I meant st.HK not b.HK lol.

Do you have any tips about when to use cr.HP over the other options you mentioned? When I use it it seems to trade about half the time.

Trade is fine because you still get the popup and can still juggle with tackle.

When I cr.hp I juggle with tackle, not fireball into tackle since fireball into tackle is range and height dependent. Just getting the h or ex tackle is good enough cause of the corner push,damage and knockdown.

Question about hit confirmation.

With with Ryu, clearly every light x2 should equal xx tatsu/shoryu if possible.

What do I do here? What should I get used to? I land lots of c. Lk, c. Lp, and don’t know where to go.

And I’ve been strictly using c. Hp for aa, s. Hk works?

You can cancel into whatever you want, but I prefer using h headbutt off of jumpins since the opponent will almost always be in standing hitstun.

But really it’s more about what you want:

Ex headbutt can lead into juggle fmp into mixups on the opponents landing and doesn’t require a standing opponent.
Ex tackle does good damage and gives oki
H headbutt gives good damage and good oki but the opponent must be standing.

It’s a reset concept for a reason. Meaning you don’t have to end it the way I displayed in the video. The other options I listed or a throw would work as well and be safe. (Excluding enders with LK shoulder tackle)

Holy shit this works so well

How you guys getting on vs Chun? I think Urien might actually be pretty good against her (maybe lol).

Zangief players are getting extremely frustrated lol. On the flip side, I’m not having fun against Mika. Urien doesn’t seem to have much (if any) safe pressure against her.

Much love, Dime. Had some success with that set up last night. Been trying to perfect this set up as well: https://www.youtube.com/watch?v=pBU6ANq5pV8

Apparently if you do the F.MP too early it makes them hit the Aegis twice in blockstun after the air reset. More you know.

I think this might be a good MU for Urien. He has some pretty good tools to stop her air legs, st. HK/HP, Aegis, EX fireball. I have a pocket chun for when I get pissed and I was starting to get shut out whenever I went for the airlegs.

So I got smoked versus a Ryu last night. It was pretty laggy and the tale of the tape may just have been that I was basically dropping everything (I even dropped Cr.hp xx h fireball when the h fireball never came out on a CC combo)

But besides that I kinda never really felt “comfortable” at midrange.

This Ryu is constantly do space/dash checks by wiff buffering st.lk and Cr.mp. His reactions are on point though. He blocked like all my aegis high/low mixups and teched the throws. Not ALL, but it felt like 80%.

Matchup doesn’t feel great ATM because I feel like I need to dash in to get anything started.

Something I’m going to try next time is to try more risky ventures during my dash in game.

Right now I use a lot of dash into near max range Cr.lk>st.mk

It’s a “braindead” footsie because I don’t need nuanced range finding to use it since the st.mk will always be in range.

I need to adjust and start to do dash cr.lk from a closer distance so that I can followup with st.mp xx fireball so that when he does press things after my cr.lk, I get better damage than just a st.mk.

I also need to start dashing in with mediums like st.mp and cr.mp.

Ryus/kens cr.mp is starting to feel like one of the games best buttons. Not many characters have a straight up counter for them. They occupy this weirdo 5 frame move place that few to no other characters have.

Like urien only has one 5 frame move and it’s his st.lk, which pails in comparison to Ryu cr.mo since it doesn’t have the lower profile/medium priority benefits/ cancelable into a motion move easily benefits.

Not many characters have a move like that.

Urien does have cr.mp but it moves forward and has more recovery and is 6 frames. Same with st.mp… Though st.mp might be a good look since it doesn’t move forward.

I played a really good Rashid yesterday and got absolutely smoked. To be fair he was probably the best Rashid I’ve played in the history of me playing this game though lol.

Which headbutts are safe on block and what does his taunt do? ty

This setup is quite hard to do (for the exact reason you’ve mentioned). I’ve been practising it today and I can now visually confirm when I have the right height on the fwd.mp to go into the overhead, but actually getting that height consistently is the hard part. If anyone has any tips to consistently get the perfect height (maybe whiffing a specific normal or something) lemme know.

What I’ve found is that you can get the exact same setup from cr.hp, air ex fireball, dash forward, fwd.mp. The bonus to this one is that they don’t have to be so low for everything to work.

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.

  1. 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.

light tackle is pretty abusable if spaced right and you’ve conditioned the opponent to not try and poke it by using armoured ones. you can then combo after it (and maybe even get another loop of it if they press buttons). of course you can get blown up if they anticipate it or you’re starting to get predictable, but it’s still good nonetheless.

i was kinda surprised you can combo counter hit medium tackle straight into standing medium punch but i’m not going to complain lol.

When doing your cr. Hp xx fireball into heavy tackle standard combo, since the opponent is higher in the air it gives you more time to use special moves to setup, so what I’ve been doing with really good success is either mp or heavy headbutt whiff, you’ll crossover even on back rise with heavy headbutt, and you won’t with mp headbutt. Mind that for whatever reason he doesn’t cross in the corner, which is really mindfucky anyways.

Anyway, I’m quite sure mp headbutt to st. MP is meaty in some way since I get a counter hit like everytime I do it.

Using heavy headbutt has more recovery so if they Quickrise, cr. lk might lose or trade if they just spam a 3 frame, but the mp headbutt version will definitely counter hit using a medium button.

Ok so had some good success during my last play session. Still got bopped because of lag fucking me over, but the neutral was much more concise… So my breakthroughs were:

  1. Ex tackle (I was using this to wiff punish anticipated wiffed pokes since like I said my opponent is very liberal with trying to guess my dashins on wiff buffer) well the ex tackle wiff punish is for real and got me som e great positions on hit. And like I thought, on block even though the position wasn’t stellar, the fact that I got closer to my opponent was a consolation prize.
  2. Ex knee. With my opponent so concentrated on stopping my dashin and jumpin game via spacing and backing away, I was able to use ex knee quite a few times to bully my way in. I think more abuse of this move in the future is going to be key to certain defensive matchups.
  3. Fmp>fhp target combo. Stellar. When I was using this was the only time my opponent seemed undonfident in the neutral. I was able to use variants like fmp>Cr.lk to keep my opponent guessing. The biggest problem was that the target combo doesn’t have much initiation range so I was kinda back to square one with it… How do i get close enough to use it. Thinking about it now, ex knee to target combo might be legit bulldoggy mixup.
  4. V skill is definitely a threat and can make people move toward Urien. The armored property on safe on block forward moving specials isn’t something that people really want to deal with.

Was having specific trouble against my opponent tcause he’s one of those guys that likes to stay on the ground and I haven’t developed setplay against no rise yet, so that’s the next thing I will be trying to develop.

Hey Urien board! What is Urien’s health and stun?

double post. Please delete