Contact info:
CFN: verybadman
Twitter: @gutsygeek
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lp = light punch
mp = medium punch
hp = high punch
lk = light kick
mk = medium kick
hk = high kick
cr.= crouching
st.= standing
CH = counter hit
Hey guys,
So the info in these threads has become too scattered and disparate. I can’t find anything, and have been building up my database of stuff from practicing in the lab, playing matches, and watching vids.
Here’s what I have, and I’ll leave some sections open on what I’m missing. I invite others to post in the comments if they have stuff to fill in the gaps, and I’ll adjust this post as I go along. Most of my setups and wakeup options only apply to one wakeup type, ie Normal Recovery or Back recovery. I don’t usually have one that covers both options, so if you have any, that would be really useful. I also didn’t post any meaties that use a shitty button, or that require frame perfect timing, because the risk/reward in SFV is such that if you’re off by a frame, you’re eating a wakeup jab into Chun legs or Mika clap or some other form of horrible dead ded dethness.
Whenever possible, I like to meaty with mp for the frame advantage and continued pressure afterwards
1. BUTTONS
MP
MP is the BUTTON OF GOD.
+3 on block
+4 on hit
+6 on CH
The basic mp wakeup string is:
mp, mp, cr mp
Here’s what the flowchart looks like:
- CH mp, mp, hk tackle
- blocked mp, CH mp, cr mp, hk tackle
- blocked mp, blocked mp, CH cr mp, ex tackle (in case he blocks, this one you can’t confirm)
- blocked mp, blocked mp, whiff cr mp, stop
- blocked mp, grab
- blocked mp, shimmy cr hp combo
- and whatever else you decide to throw in there
F+MP
f+mp is strong, but -2 on block. I find it’s less rewarding than mp, but it’s important to have it in your arsenal as a tool to move forwards and cover multiple wakeup options.
Here’s what the flowchart looks like:
- CH f+mp close, lp, mp, hk tackle
- CH f+mp far, cr lp, ex tackle
- CH f+mp standing opponent, cr lk, cr lp, hp headbutt
- CH f+mp crouching opponent, cr lk, cr lp, ex tackle
- blocked f+mp, opponent walks backwards, cr lk, cr lp, hp headbutt
- blocked f+mp, opponent crouches, f+hp (finish target combo), activate v-trigger
- blocked f+mp, opponent presses button, f+hp (finish target combo), activate v-trigger
HP
The best crush counter in Urien’s arsenal.
It’s -2 on block, and takes 12 frames to come out.
If you can get the opponent to block it from medium/far range, followup with lk, buffer ex tackle. It catches all limbs, which is strange but awesome.
HK:
Been experimenting with this, it’s got 6 active frames, but only 3-4 of them are grounded.
On counterhit, CH hk, mp, hk tackle
Working on figuring out proper meaty setups. Got any to contribute?
cr lk and cr lp:
Mostly used for CH combos, or light confirm combos. Both these lights have the exact same frame data, lk hits low and lp doesn’t.
cr lk/lp, cr lp, hp headbutt (standing opponent)
cr lk/lp, cr lp, lk tackle or ex tackle (crouching opponent)
CH cr lk/lp, cr mp, hk tackle
I use cr lp A LOT for shimmies.
cr MP:
It’s a forward moving, shittier version of standing mp. Why? Because standing mp is +3 on block, and cr.mp is 0.
Two uses:
- cr.mp will hit in situations where st.mp won’t, because of the forward moving range
- cr.mp allows you to charge down-back, so you can choose between tackle or headbutt.
The other buttons are all pretty obvious, use them for spacing, footsies, and V-trigger activations.
2. OKIZEME
Your basic okizeme with Urien is as follows:
- Meaty mp
- Meaty f+mp
- Meaty hp
- grab
- tick throw
- throw bait neutral jump
- tick throw bait
- shimmy
Because I don’t have any No Recovery setups, I usually get close, wait, then either tick throw, throw, or meaty.
Urien’s Shimmy:
Urien’s got enormous throw range.
What this means is you can threaten a throw from pretty far away, and tick throw with buttons and ranges that other characters can’t.
But he also has a slow walk speed, so you often can’t dash, then walk backwards to escape a throw. You’ll eat it as you walk away.
To combat this, you either need to threaten the grab from farther than you think, so you can walk away.
Or you can tick throw shimmy.
Tick throw shimmy is easy: any situation where you can cr jab, do it, then grab. Once they get used to teching after the cr jab, do it again, then walk backwards.
Tech whiffs, they eat a cr hp if you’re close, or if they have big grab range too, just keep walking backwards, and do mp, hk tackle. It’s less damage, but has bigger range and comes out faster, so you’re less likely to whiff and eat something in retaliation.
IMPORTANT NOTE:
There is a huge recovery difference between air fireball=> HK Tackle, and button=>HK tackle. They both end in HK Tackle, but because you’re in the air for the first one, the spacing is difference. Thus I’ve modified the Okizeme options below to match.
Forward Grab:
No Recovery
Missing setups
Normal Recovery
- st hp will crush counter any button, follow it up with ex tackle from far, or dash cr.hp combo from close.
- dash will put Urien at negative frames, so do it at your own peril
- pause slightly, f+mp will beat any button as well
- lk knee drop should put Urien at +1
Back Grab:
No Recovery
Missing setups
Normal Recovery
- st hp will crush counter any button. Follow up with dash cr.hp combo
- charge hk will hit, but doesn’t guarantee a followup as far as I know
HP headbutt ender:
No Recovery
Missing setups
Normal Recovery
MIXUP CITY!
- lp headbutt (whiff), mp
- mp headbutt (whiff), crossup. This one is tricky: if he’s not going to press a button, do st mp. But if you suspect a button, cr lk is best. Will beat 4f, and will trade with 3f.
- whiff f+MP, sMP meaty
Back Recovery
- whiff f+MP, sHP meaty
air fireball, Hk tackle ender:
No Recovery
Missing setups
Normal Recovery
- dash cr lk (whiff), f+mp OS both wakeups
- dash mp
- dash f+mp
- dash hp
- lp headbutt (whiff), mp
All slightly different timings, the dash hp is quick, the others you can eyeball.
Back Recovery
- dash cr lk (whiff), f+mp OS both wakeups
button, Hk tackle ender:
No Recovery
- f+mp whiff, f+mp whiff, lp whiff, charge hp meaty
Normal Recovery
- f+mp whiff, f+mp
Back Recovery
- f+mp whiff, f+mp
EX tackle ender:
No Recovery
Missing setups
Normal Recovery
- mp
- f+mp
- hp? Uncertain, to test
DO NOT dash here, or you will eat a button. Stay close and eyeball his wakeup for a meaty.
Back Recovery
Missing setups
V-Reversal Knockdown
No Recovery
Missing setups
Normal Recovery
- dash pause, mp. I don’t like this one very much.
Back Recovery
Missing setups
CORNER SPECIFIC:
V-Reversal Knockdown
Normal Recovery+Back Recovery OS
- lp headbutt, f+mp
On Normal Recovery, hits f+mp from the front.
On Back Recovery, side switch, f+mp becomes mp and hits on the other side.
Charge HK, cr hp, slight charge hp fireball, lk tackle
Normal Recovery+Back Recovery OS
- lp headbutt, f+mp
On normal, hits f+mp from the front.
On Back Recovery, side switch, f+mp becomes mp and hits on the other side.
Similar to the setup above.
3. RESETS:
cr.hp
- ex air fireball, dash f+mp, cross under or not
- ex knee drop, f+mp, restand mixup
CORNER
cr.hp
- f+mp (no fireball), dash under
Charge HK, cr hp, slight charge hp fireball, f+mp then walk forwards
Will either cross under or not, up to you.
4. V-TRIGGER:
COMING SOON!
I have a ton also.
Alright homies, first draft is done, and I’m out of time. I will edit and add more to this post as we go along. Please leave any information you have in the comments, and be sure if it’s a meaty that it’s tested vs 3f jabbers on wakeup.