I think the whole point of the double cr.FP is that you get a higher launch which enables you to tack an extra EX tackle at the end of your combo for some extra damage. If you’re going into Critical Art, the general idea is to either link together your most damaging normals (keeping the combo short) so you can get better scaling on the CA due to a lower combo count, or get as many hits in the combo as you can to off-set the scaling of the CA.

No problem! I play a lot with some friends of mines, and after learning it a few days ago, I’m still programming it into my muscle memory. It’s hard to break out of the habit of going straight into FP fireball ~> Tackle. Right now i can only do this combo when i have time to think about it, like on stun, crush counter, charged s.FK, or jump-in. The risk of dropping it is too high since i’m going to lose out on over 200 damage if i drop it. That can easily make the difference in any fight. The timing is going to be even worse online, so i dunno if i’d use it there unless it’s a solid 4-5 bar connection. Of course the idea is to make this optimum damage/oki setup second nature, but it’s still only week 1 with the new changes for me.

Basically the closer you are to them for the first cr.FP , the tighter the timing seems to be for the second cr.fp because of how the hit boxes are lining up. It’s easier for me to to eyeball the distance of my first cr.fp, or my jump-in, rather than adjust my timing for the second cr.fp.

A tip for urien’s doble cr.Hp: very close hit to youre oponent whit the st.Mk and you get the rignt distance

Does anyone know any good (Im talking NASTY) setups into a stunning backthrow?

Im loving that 1 bar backthrow combo for 464 dmg from the general thread and desperatly want to use it against my buddies muahahah

Micro-Walk Charge Buffering…

https://www.youtube.com/watch?v=yBpYYZ5MXjg

  1. Discovered the back throw x cr mp x fierce hb setup [HEADBUTT LOOP] does not work on
    Birdie, Gief, Necalli, Rog, Laura, Chun Li, Rashid, nor Alex.

  2. Double cr HP, with the lp hb whiff in the middle, works up close only on big characters: Gief, Rog, Birdie, and Alex.

  3. Up close: you can double s hp from a standing mk or cr mk x Vtrigger for Rog, but not the other three big characters: Gief, Birdie, and Alex

  4. Nemo Tech: Bison, Fang, Vega, Sim, Cammy, Karin, Ibuki, Juri, and Urien don’t land on the aegis for the walk behind s hk. Could be my error…perhaps hitting the ex tackle too late or f mp early/late.
    Maybe you guys can confirm?

I’ve seen Nemo do it on Bison at the very least, your timing must be off, I do know that if you hit ex. tackle further away it’s easier to do, you can artifically create more distance by doing heavy headbutt when you switch sides or less distance with medium headbutt.

If you do medium headbutt to create less distance you can do back throw when they reset in the corner and make it work out all the same :).

I usually delay slightly the EX tackle, because if it hits when the opponent is too high in the air, i can’t make it work. I have more success hitting him at a lower height.

[quote=“yates, post:59, topic:181098”]

Micro-Walk Charge Buffering…

[/quote]

So how do you do this micro walk?

Open question for anyone - what is the PURPOSE of Ex Violence Knee exactly? Ex Headbutt and Chariot seem fairly self-explanatory to me, but it feels like I should be able to work Ex Knee into my repertoire better than I have. It appears to travel a bit faster than the standard version and thus can be a more reliable zoning tool in that way, but I can’t really work out any other notable benefit and it seems better to use the meter for other stuff.

Question: What are my oki options off of CC sweep, EX VKD, EX CT and CA, if there is one?

Safe on block, basically anything you use normal knees for. Also to tack on extra damage.

you can use it to escape situations too by steering it.

Oh, and HK tackle, cause it appears dash forward, frame kill cr. lk, quarrel punch no longer covers both QT and BR.

If you’re an aspiring Urien player you should take notes from this “platinum” player.


Learned this today from a Swedish? player on Twitch. Can’t remember his name, but credit goes to him.


Courtesy of Master Rank Urien, RoyalMist.
I did two cr lk for linking success in multiple spacing ranges.
RoyalMist got me from max distance using cr lk x cr mk.
If I remember correctly:
2 cr lk x cr hp x fireball/tackle+CA = 403 dmg
1 cr lk x 1 cr mk x cr hp x fireball/tackle+CA = 436 dmg
1 cr lk x 1 s hp x cr hp x fireball/tackle+CA = 463 dmg.

^That is bananas man! Thanks for sharing

https://www.youtube.com/watch?v=AtFtJZTECj4

Video of Double Aegis EX Fireball Tackle Tackle thing

Option select for Chariot Tackle/Metallic Sphere. I think it’s generally helpful as a back up for the s. MP -> c. MP xx tackle combo or when whiff punishing/buffering tackle with s. MP.

Some old tech that I don’t see people using. I never figured any decent mixups from this back in the day, but after exploring this low execution mixup much further I’ve found a boatload of mixups, some better than others but the strength is that you as the urien player have a ton of options here:

Cr.hp ex upball dash fmp.
Your mixup options are:

1.Dash under st.mp,cr.mp crossup confirm or dash under into a throw.
2. Wait a split sec (yes you have time this manually but it’s really easy to time)wiff cr.lk to frame kill>throw. Urien will be in throw range after the fmp hits, without walking forward. This is very powerful because
3. Wait a spit second cr.lk walk back shimmy cr.hp. And the next option
4. Wiff Cr.lk then st.mp,cr.mp confirm, this hits jumpouts and immediate buttons, you can confirm into hk tackle very easy here.
5. Wiff cr.lk>charged st.hk overhead, cr.mp

Note that this sequence does 377 damage if you do the fmp juggle into a throw reset. Every other option does even more.

So that’s a lot of options of course. And the initial setup actually does more damage than using the standard upball h tackle ender… so for 1 meter you get more damage AND a decent mixup.

Also note that this setup is the gift that keeps on giving. If the opponent is getting used to your timing and mixups you can then do:

Fmp juggle:

Slight delay>dash (this won’t crossup)

Or delay fmp juggle>st.hp CC

Delay fmp juggle>immediate throw as they land

Delay fmp juggle>shimmy

But it doesn’t stop there. If you want to really mess with your opponent and know they will quickrise you can do other nasty things that are gimmicky but keep the sequence fresh:

Cr.hp xx ex upball, dash> wiff jab, j.lk crossup.

To mix this up you can dash, walk back, wiff jab jump into non crossup.

This isn’t super powerful stuff till you have the opponent expecting the first sequence with the fmp reset.

So basically this sequence of cr.hp xx ex upball leads to a very viable 10-15 options to mixup your opponent with various timings and frame traps and throws.

That’s pretty damn powerful for 1 meter.

I usually like to start off with the dash under because once the opponent is looking for that it makes everything else much harder to see and anticipate.