Urien Footsie's! A MUST have skill!

Yeah im the same dude. Like I said before, a good urien needs to utilize everything. Good footsies puts you in great position to go for Aegis set ups and parry baits. I hardly spam f+fk, that move is kind of dangerous. I usually use it when someone has like no life and when i use it i use it once. The move looks like Urien is just walking forward, so its mainly to throw people off.

Anyway, i apreciate the advice man. RX isnt the only God urien btw, people like Senaka who just rely on footsies , he does amazing with Urien. Owns up all kind of high level fools and uses basic aegis corner traps that set up 50/50 situations. Then there is messatsu yarou who is like charge partition master. His whole game just revolves around suprising the hell out u with crazy partition tricks. He also sticks to basic aegis traps and 50/50 aegis situations in the corner.

So Footsies are GOOD =P Just hard to get down cause Urien is slow. You should still know how to properly use what you have though. To me, without footsies and parry baits, the only other way to an aegis trap off is to throw into the corner. thats not always available to u even if u do whore the corner.
Have to create the situation. Make people play your game plan, not fall into theirs.

J-Cole

word, senaka is also a beast, but i must say i still think pierre is a better urien.

by the way, how far is FFA from vegas? im staying in vegas with my mother right now and have a whole 6 weeks to blow. ill be in norcal probably sometime during my stay, but i’d love to check out FFA also. i dont know how my skills will compare to that of your arcades calibur (ill probably get owned) but still, im sure just being exposed to that level of play will improve my game.

also, kinda a random thing that works at times with urien i noticed is

f.mk —> tackle.
also, if you space it out right, you can j.rh, cr.short, and then short kneedrop. if you space it out right, the kneedrop wont hit them, so you can bait a srk, or throw them, or even bait the parry and cr.fierce them.

i dont know, ill probably get people saying how those dont work or something, but whatever.

oops nvm.

Yeah, I love the whiff kneedrop into throw… makes people feel dumb. lol

But what I love more, is the SAFE kneedrop. The one where you hit their ankles and just land right away and don’t bounce back. I get a few sneaky throws after those too.

Anyone have any setups for those? Only one I can think of is MK kneedrop at the start of the round.

Also, can anyone kick down some throw counters? There are situations where people throw (when you jump over them, etc) and I want to punish them instead of just teching. Headbutt works (if charged) and s.RH because you move back. I try dash back, but he’s no shoto. I can’t really punish if I get the whiff, and even sometimes I get thrown during the dash. I’m thinking you could superjump cancel a tackle, but that seems like way more effort than it’s worth.

I’ve been trying to integrate the knee drop into my game lately. I just refuse to believe it’s only good for flying over fireballs. The only thing that I’ve come up with is to do low short/jab and then to rh kneedrop. If I’m not mistaken, and depending on the character, the kneedrop will cross them up and knock them down. Similar to when you block Akuma’s hurricane kick in the corner and then do a knee drop when they stand there blocking. It looks like they blocked, but you actually crossed them up cuz you had the perfect angle. I guess ultimately what I’m suggesting is to learn the exact distances that you can cross people up like that with the kneedrop.

only set up i know of is throw alex dash mk kneedrop crosses up

oh man, i watched RX play in last years SBO qualifiers. hella footsies. or rather pokes and jump-in roundhouses :stuck_out_tongue:

Great thread overall…
I’ve been playing urien almost exclusively for like 2-3 years now and I must say that Ken is probably his worst match-up with Makoto coming in a close 2nd. These matches are so one-sided that I’ve just about decided to go to Ken myself just for these battles.
With Urien against Ken it’s all about patience and distance. You do NOT want Ken on top of you or inside his cr.Forward range (as mentioned above just outside cr.strong or closer is Urien’s death spot) I keep my distance at about st.forward range or further. Jump back RH is great for keeping him from dashing in if he get’s too close. Once Urien has meter you can afford to get closer but I would maintain a safe distance untill I can get a throw set-up into the corner.

At close range with Ken on defensive you can get really sneaky (honestly your best hope of winning is by extreme trickery so practice the set-ups and perfect the execution)

st-strong is my main poke even against a waking Ken. Hit it meaty with a charged shoulder attack (hit CONFIRM please!) and cancel into either Aegis set-up you chose (corner, mid, throw set-up…MIX it UP!)

st.RH up close is better than it appears but use it sparingly…as with most of Uriens normals it is SLOOOOW

cr.Strong is almost useless…I have used it to escape poorly timed cross-up attempt (slide under their jump in, tap cr.short xx jab HButt (wiffs) then throw) but otherwise use this move seldom.

cr.forward looks like a great poke but is parry bait…Never or seldom poke this out on a charged Ken. Train them to expect the st.Forward before attempting the cr version

cr.Jab is good for keeping out throw attempts and is better at stopping overhead attempts. With practice it can be your saving grace against Yun Genei-Jin corner pressure (Jab that shit down…carefully!)

cr.RH is good but again is slow…this is a great meaty attack but it WILL get parried eventually…use sparingly.

Is cr.Frc good anymore outside of Aegis set-ups? I seldom even try anymore outside of combos to connect with this move. I rememer some Japanese player who would cr.Frc then hit/parry confirm into the tuant if parried or go into a combo if it connected (got murdered if blocked though!)

when playing footsies don’t forget that EX Shoulders will reversal connect after many attacks and will get you in close FAST! Good to use but watch for the reversal after the 2nd hit!

Ted

This thread is exactly what I’m looking for. Thanks.

Urien is dominant with a reflector on screen, but until then he’s awful. I’m finding this the hardest part of his game to learn. I try to conserve meter and avoid EX moves to give more Aegis opportunities. So that I’m not relying on his normals for too long.

I get the most mileage out of C.LK and C.LP by far. Mostly because C.MK, C.MP and C.HK are so innefective and other characters can poke so much faster. Unless you’re using C.HK to hit their recovery, you’re going to get blocked - at best. It’s very slow. C.MP is arkward to do anything with and has a vulnerable startup. I only use it for variety or suprise value. C.MK isn’t much better. It’s not a patch on the shoto C.MK.

HP is probably Urien’s best normal for damage versatility and speed.
Although MK has huge range, it makes Urien a bigger target. I get hit back often when I stick this out.

F + MP is free damage against Hugo. He wants to get close, but this keeps him out all day. It’s good against other characters, just as they’re about to jump.

s.fierce is so good for anti air. probably his best AA. does a lot of damage for a normal and knocks down. i’d recommend using it more often. I think you can use it against Ibuki whenever she trys to jump in.

Read the first post… it’ll explain it in detail. Basically, it’s zoning/positioning your character so that you have the advantage. Footsies involves poking with some normal attacks so that:

  1. You control space in front of you (eg advancing forward or keeping the opponent out)
  2. You dictate the flow of the match (in positioning, speed, amount of action in general)
  3. You can land minor damage
  4. You can build meter
  5. To hit confirm into super by attacking just short of max range (not really for Urien, more for Chun{cr. mk}/Ken{cr.mk}/Dudley{s.rh} etc)

Urien has decent footsies, as explained in A-Dhalsim’s first post. Read (or re-read) it again for some good info.

After fucking around with s.HP, I’m liking it more and more, I want to illustrate why it’s probably Urien’s single best poke.

Any moves that are considered aerial will get stuffed unless it’s an SRK, although aerial moves aren’t used that often, it will beat all of them pretty clean and give you a free knockdown, against a character like Ibuki or Akuma, this will put you in prime Aegis Real-estate soon enough. And as we know, business is about location location location, and this move puts them in the dirt, right where you want them, besides the corner. Unless its in the corner dirt, then you’re probably gonna get a turn over rate better than this really long and annoying metaphor.

It beats throws clean at the right range obviously, but that’s not whats so great about it, it beats OPTION SELECT THROWS most of the time, the limb is virtually unthrowable. It’s obviously not an end all solution to throws, but it will beat guessed out throws a lot, and do shittons of awesome damage and crap.

It’s pretty much the best reliable regular damage Urien can dish out with a move that isn’t guessed or a situation is forced on the opponent.

It beats out random parries, because of its speed, you can’t blindly parry the move, you HAVE to wait.

It coves a nice little area above Urien as well as in front, a little bit higher than his head when standing, and all of the area in front of him, it’s just really solid.

It beats some low attacks.

^ are you talking about S.RH? :stuck_out_tongue:

yes, s. FP is a prime move for Urien. Just be aware of spacing and the fact that it still somewhat slow. You can be in the right range, try to execute and still get countered by low forward (ken,chun). A player with good reflexes just look for urien to twitch and they are already mashing low forward. Spazzers =P heh

I have also found that Universal over head is a good footsie tool as well. If it whiffs, you can practically see someone try to go low to counter which in turn gives you a free low parry (parry, ducking fierce GG). It also counters chun/kens low forward pretty well. Suprisngly well actually.

You can also hide a headbutt charge (partition it) if u feel u need to get a little tricky or throw your opponent off. Also, kneedrop is always an option as well (RH) kneedrop in order to escape from a corner or just simply get to the other side of your opponent with a little comfortable space in between.

Just be aware of the random high attacks people tend to throw out. Universal overhead is not ment to be used or spammed like standing strong or anything. It is a good tool to utilize every so often though. Many options u can follow up with if it hits, as to not be predicatble.

J-Cole

google my name on youtube

I got a few things to say… Urien ducks Remy’s high LoVirtue in his first 1-2 duck frames. A good friend of mines uses Remy and like fire out the LoV spam and i usually shut him up using this little trick. I just duck one and then cr.MP.

Edited Yeah, i meant cr.Mp, no idea why i typed that. I must have that big elbow on the brain >_<

how about doing c.mp from far away, that goes under his LOV’s aswell, plus you hold your charge

i use st. fp as a counter footsie. Stuffs shoto cr. RH if you see it fast enough. also a favorite against shotos is low parry/ st. HP. It’s fast to punish them, and there’s no worry of any random cancels(unlike cr. forward.)

did anybody mention that EX headbutts are good in footise?

Can someone explain to me how to do the 4 Tackles Combo against a j. foe which don’t blocks the QCF+Mp/Hp ??