Well you neglect the fact that most of his medium confirms rely on the Tatsu which whiffs crouch so you have to use the hadouken instead.

S.MP x2 HK tatsu = 210
S.mp x2 FB = 162
S.mp x2 S.hp s.hk = 170

Even if you could confirm s.MP c.HP h.DP = 253

Is that really that much more than the cast?

dhalsim im coming back to you darling

forgive me for ever doubting you

This is actually the only thing I don’t like. Don’t know why quarrel kick isn’t f+HK. Messes up AA, overheads and 3s style throw baits.

Funnily enough this morning I fucking shat on a Cammy in the lower gold ranks. Like 4010 or something. I straight trashed him both rounds but I felt little bad because I know what’s it’s like lmao.

Urien’s jump MP knocks down in air-to-airs and leaves them in a juggle state.

Don’t know why people don’t use that as an AA more often.

From MP, yeah actually.

Alex MP combo:
st. MP, st. LP xx LP chop 142
CH st. MP, st. MP xx LP chop 182
st. MP, st. LK xx EX chop 216
Urien:
cr. LP, st. LP xx st. MP xx HK tackle 160
cr. hp xx hp fireball xx hk tackle - 216

Guile:
cr. MP xx HK flash kick 168
cr. MP xx sonic boom, cr. HK 177
Rog:
KKB+K, st. MP xx LK dash low 160
KKB+K, st. MP xx MP dash straight 176
st. MK, LK xx MK xx HK 168
st. HK, st. MK xx MP xx KKB+K 208

FANG:
cr. MK, cr. LP senpukuga, st. MK xx MP sotoja 153
st. HK, cr. MP xx LP sotoja 173 damage

And so on
Note the heavy button combo starters/ex use on some of these.
Ryu’s damage output is not bad at all compared to some characters especially the DLC cast and is on par with Cammy, Necalli, and Ken’s. If we’re gonna talk about ryu downsides we gotta talk about his tiny t rex limbs and not his damage.

@Gabri3l_WHOA you on man? Could use some sick Urien matches.

Yeah ill play
I wouldn’t describe my urien as sick tho
Maybe sickly
and weak

Send a invite me way

at a reaction anti air height even if you hit with the j.mp they aren’t at a height to juggle after normally. If you’re doing a guess A2A it’s fine though, and overall the button is solid regardless.

Maybe it’s a holderover from when quarrel kick was a crumple CC instead of a knock back one so you could build charge and go directly into a punish?
Who knows
I think it is dum tho

@A10metal sent

No its always been b.HK even in the old days of “plz don’t call the cap cops”

You can be god-like and still have faults. RB did well but refused to AA. It wasn’t because he couldn’t react to Daigo’s jump-ins, it’s because he chose not to AA on purpose.

Why risk it?

SFV AAs in a nutshell

So ryu is OP again after being mid tier just 4 pages ago?? :neutral:

I’d put that forth as evidence for him not actually having effective AA.
If blocking is better than anti airing most of the time your anti airs are not that good.
If I can choose between swatting someone out of the air or blocking letting them get free pressure
why would I choose not to anti air unless I was not confident in being able to do so?

Nah I totally agree actually I was going to bring up RB’s blocking as evidence that Urien’s AAs might be lackluster.

However skewed risk-reward on jumpins is definitely a problem with SFV in general and not just a Urien problem

The Karate Supremacists are ruthless in suppressing dissent

I think there’s time for Urien players to work on spacings as Veserius would probably add.

Past that though, that’s why I consider Cammy top tier or near number 1. Can’t jump in at her and if she has super she basically gets old school levels of damage off anti air with DP super. Game has a very skewed list of characters that have to do a lot of work for minimal AA damage and then Cammy sitting on meter or super pretty much shuts down the air and can kill you for it.

There is a lot of theory fighter going on. Yes Urien has anti airs that work at specific ranges, however in a real match between two even competitors, you are seeking optimal ranges while your opponent is seeking theirs, and they don’t often match up. The space where forward mp would work as an AA is vastly different to where st hk works as an AA. It’s very rare that someone is jumping in at the exact angle where your AA will be perfect, so in the middle of the match when someone jumps at you, you either have to know already what AA to use, or block.

So yeah, people want AA’s that work for every situation, but why wouldn’t they? SFV gives huge rewards for jump ins, the fact that you have in your head a button that you can hit that will work perfectly in 99% of situations without needing to consider anything else is a huge benefit. It’s not as simple as just saying “RB should just AA more.”

Spoiler

P.S Ryu stun output is absolutely ridic