URIEN Match Up Thread

Urien Data

Vitality 1,025 (1,000 next balance patch)
Stun 1,000
Forward dash duration 16 frames.
Back dash duration 23 frames.
Total jump frames 38 frames.

Quick notes
Urien has no 3 frame normal.
Urien has no reversal without meter.
Urien can build V-Trigger meter by using his V-Skill then whiffing any of his special moves other than Metallic Sphere.

Normals
S.LP 4f start up, +5 on hit +2 on block
S.MP 7f start up, +6 on hit +3 on block
s.HP 12f startup, +4 on hit -2 on block (hurt box extends around front leg, head and shoulder 1 frame before active frames)
Charged s.HP 22f startup, +9 on hit +5 on block (hurt box extends around front leg, head and shoulder 1 frame before active frames, gains special cancel-ability, moves Urien forward slightly)
S.LK 5f startup, +3 on hit +2 on block
S.MK 9f startup, +1 on hit -2 on block (hurt box extends around leg 1 frame before active frames)
S.HK 9f startup, +4 on hit -2 on block (+5 on hit -1 on block against crouching characters)
Charged S.HK 22f startup, +8 on hit +2 on block (move gains overhead properties)
C.LP 4f start up, +5 on hit +1 on block
C.MP 6f start up, +5 on hit 0 on block
C.HP 7f start up, KD on hit -8 on block
C.LK 4f start up, +4 on hit +1 on block
C.MK 8f start up, +4 on hit +2 on block (hurt box extends around leg 1 frame before active frames) (will be -2 on block after next balance patch)
C.HK 11f start up, KD on hit -14 on block (hurt box extends around leg 1 frame before active frames)

J.MP (puts opponents in juggle state)

Unique Attacks
Quarrel Punch F+MP 7f start up, +2 on hit 0 on block
Quarrel Kick B+HK 15f start up, +1 on hit -4 on block (hurt box extends around leg 1 frame before active frames)
Terrible Smash F+HP 21f start up, +1 on hit -6 on block (overhead, hurt box extends around head and arm 1 frame before active frames)

Target Combo 1
LP~MP +1 on hit -4 on block
Target Combo 2
F+MP~F+HP +1 on hit -6 on block

Throw
Spartan Bomb
After Normal Recovery Urien is at +11 40% of the screen away from a forward throw
After Normal Recovery Urien is at +11 35% of the screen away from a back throw
If Urien forward dashes after either throw he is at -5

A note about Urien’s anti air options.
You might have heard the Urien’s anti air options are not great and there does appear to be some truth to that statement.
His first anti air is C.HP which goes active in 7 frames, however the first active frame hit box has a hurt box slightly above it, meaning its not’s really an anti air. Frame 8 of the move has no hit box at all.
Frame 9 the hit box is aligned vertically with its hurt box, meaning in effect it has lower priority than Bison’s C.HP while effectively starting up in the same time. Only on frame 10 does the hit box extend above the hurt box.

S.HK is his other anti air and hits on frame 9. Its first active frame hit directly above Urien and extends miles above Urien’s hurt box. However while its great at dealing with attacks directly above Urien’s its horizontal priority is poor.
Its second active frame has great vertical and horizontal priority, but all 4 remaining active frame’s lose the horizontal priority with hurt boxes extending in front of the hit boxes. In short its an excellent ant air for attacks coming directly down on Urien or cross up attacks but not great at dealing with jump ins coming from range.

In truth Urien’s best anti air is F+MP which is pretty good at stuffing direct jump in’s as long as the opponent is not going directly down on top of him or slightly behind him, can be used offensively to swat down neutral jumps as well.

He also has anti air fireball but its too slow to use on reaction. Urien has to make a read to use this.

Special Moves
LK. Chariot Tackle 0 on hit -5 on block
MK. Chariot Tackle -3 on hit -9 on block
HK. Chariot Tackle -6 on block
EX. Chariot Tackle 0 on block (-2 following April balance patch)

LP Dangerous Headbutt Charge +1 on hit -2 on block (cannot hit crouchers)
MP Dangerous Headbutt Charge +1 on hit -2 on block (cannot hit crouchers)
HP Dangerous Headbutt Charge KD on hit -2 on block (cannot hit crouchers)
EX Dangerous Headbutt Charge KD on hit -17 on block (in counter hit state during recovery)

LK Violence Knee Drop Charge between -3 and +2 on block
MK Violence Knee Drop Charge between -6 and 0 on block
HK Violence Knee Drop Charge between -7 and -2 on block
EX Violence Knee Drop Charge between +2 and +6 on block

LP Metallic Sphere -2 on hit, -7 on block
MP Metallic Sphere -2 on hit, -4 on block
EX Metallic Sphere +3 on hit, +1 on block
Charged LP Metallic Sphere +7 on hit, +4 on block
Charged MP Metallic Sphere +4 on hit, +2 on block
Charged EX Metallic Sphere +17 on hit, +13 on block
**
Critical Art**
Dominate Crush, 6f startup, -47 on block
This can actually combo OTG, make sure you use normal or back recovery to avoid this.

V-Skill
Metallic Aura 52 frames recovery
Grants 1 hit of armor absorption on Chariot Tackle, Dangerous Headbutt Charge, Violence Knee Drop Charge. Armor starts on frame 3 and lasts to end of active frames.

V-Reversal
Anger Snap Fist
16f start up, -2 on block.

V-Trigger
Aegis Reflector
First Aegis Reflector causes a screen freeze, second does not, meaning second Aegis has less set ups.
Urien leaves a visual clue as to whether he’s doing a far or near Aegis Reflector. If he raises his arms above his head, then its a near Reflector, if his arms are extend out at shoulder height, its a far Reflector.

Snip, reading the frame data now.

Updated first post to reflect changes to frame data in season 2 for Urien.

Great write up

I’m currently really salty from footsies with Urien. Hard enough that I can’t block overheads properly online due to connection or input lag. Just real tired of the same old s.MP~HP, s.MP into c.MK type of harassment.

Bison should’ve gotten an overhead on Shadow Axe dammit. :frowning:

I hate the bastard, especially his footsie game and annoying as hell specials that are + or 0 on block. They buffed him into God-tier level. Fuck them!!!

Well some general match points.

Obviously Urien out ranges Bison when it comes to medium pokes.

His S.MK range is excellent, but it is two frames slower on start up than Bison’s S.MK and S.MP. In season 1 if Urien’s liked to use this move a lot, I’d try to counter poke with S.MP buffered to Shadow Axe, you can still do that here but the pay off his less.

You can out range all of Urien’s pokes with S.HP, which in turn is two frames slower than Urien’s S.MK but has the benefit of being cancel-able, the risk of course is your more likely to be counter poked or jump in on when using this.

His C.MK out ranges our C.MK but now in season 2, it has the unusually good frame advantage for a C.MK of +4 on hit and +2 on block . Effectively we can’t contest the next poke after blocking this. You should continue to block until your pushed out of range or back dash.

Be wary of Urien’s crush counter S.HP, while slow and lacking in range it does have quite a good hitbox and its another go to move for Urien’ players in the neutral game, as well as a frame trapping tool up close.

Up close pressure wise, Urien’s often like to use the forward movement of C.MP to keep the pressure on but its 0 on block, meaning you interrupt any follow up with S.LK.

Urien can’t dash up after either of his throws (if he does he is at -5) and force a guess between a meaty and a throw, but he can keep the pressure up with F+MP and from there opt for any number of options such as walk up throw, any normal, cancel into his Target Combo or even keep doing F+HP and randomly going to his other options. As F+MP is -2 on block you can opt for C.MP to stuff all follow up options with the exception of Target Combo. (you can only blow that up with EX.Head Press cancelled as quickly as possible into light Devils Reverse, you can also use Critical Art). The Target Combo itself is -6 on block, so try to punish it with C.MP, although sometimes he will be out of range.

Urien has no 3 frame normal, so we can still opt to use C.LP or S.LP after a blocked Psycho Axe as landing a counter hit from one of these moves gives Bison better combo potential that using his 3 frame S.LK.

Urien’s go to reversal move EX. Dangerous Headbutt Charge, has a 12 frame start up, meaning you can safely meaty Urien with S.LP/C.LP/C.LK and have time to block if he uses it.

Normal Headbutts whiffs on crouchers, be alert to this, because if your not paying attention and reacting you can often find yourself being thrown.
Normal Headbutt is -2 on block, don’t try to throw him afterwards because Urien can do his 5 frame LP.Headbutt which is airborne from frame 3 and thus can not be thrown. Which out for this sort of Headbutt shenanigans. You can safely opt for C.LP and look for the counter hit to combo into C.MP. Again if he opts for Ex.Headbutt your safe as C.LP will allow you to recover and block in time.

I find against Knee Drop, V-Reversal is too slow so don’t bother using it against his EX. Knee Drop. His MK/HK Knee Drops never give him frame advantage, only LK can if spaced to hit you very low, he has to be frame perfect to get an advantage over Bison because at best he’s +2 on block and he doesn’t have a 3 frame normal, unlike Bison. EX always gives him frame advantage, so try to avoid this move as much as possible.

You can punish his MP.Chariot Tackle on hit. As Bison now has a 3 frame normal, Urien no longer gets any pressure or even a trade after a blocked EX. Chariot Tackle.

His fireball game is not an issue, just V-Skill his non charged fireballs and head stomp when he’s charging his fireballs.

If you end up full screen away from Urien, he may opt to use his V-Skill. Again you should look to Head Stomp him if you have charge.

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A small tip about his crossup: it sucks in terms of vertical range. 99% of the time Urien’s crossup whiffs on crouching opponents.

Not anymore with the April patch.