Urien Tech - Illuminati Approved!

Agreed! Had a guy do this to me the other day and I could not remember the set up for the life of me. Thanks so much for posting!

TasteOfVictory has been doing it for quite a while now <_< It may have been that guy

I usually do it into c.hp because it’s super ambiguous

Curious why cr jab (block) grab works, but, cr jab (hit) grab does not? Since a grab is 5f and cr jab only leaves you in 4f of hitstun. However, if you do cr jab (hit) (slight delay) grab it works.

After throwing your opponent in the corner, a VERY slight delay f. mp hits meaty enough to combo cr. lk, cr. lp xx heavy headbutt,

If they block and you did the meaty properly, it’s +1 because it’s so active and it’s also a mixup because people think you’re going for the target combo after f. mp.

Even better it’s not a terrible setup to do f.mp, cr. lk, cr. lp xx Close aegis -> jump forward fuzzy guard neutral jump instant overhead and the aegis combos them until you land, takes a bit of training mode to get right tho.

You can loop this on quick rise after heavy headbutt by doing f. mp -> f. mp for auto meaty.

Found two setups for meaty mk.tackle for quick-rise only, and safe on block (I think it’s at worst -2):

cr.hk, immediate mk.tackle, st.lp xx st.mp [QR]
hk.tackle, (slight delay), mk.tackle, st.lp xx st.mp xx hk.tackle [QR]
cr.hp xx hp.fb, hk.tackle, (slightly longer delay) st.lp xx st.mp xx hk.tackle [QR]

I did on it on wider characters and it seems a bit weird in those circumstances, but works fine vs Ken.

Edit: Looks like you can’t bait anything whiffing short tackle, BUT you can whiff mp/hp.headbutt for meter/cross-up and be safe.

https://youtu.be/qa1aqLECib4

M.headbutt loop after a a grab on stun. Im trying to find out ambiguous ways to setup for a grab so i can do those headbutt loops in a real match.

So, the other night I made two sequence samples for throw:

https://m.youtube.com/watch?v=jH_z0b1CMqw

https://m.youtube.com/watch?v=tBUaEHM8vtE

https://www.youtube.com/watch?v=XKPqF3Wi9n0

First aegis tech stuff into multi aegis tech stuff. The setup is near max range st.mk xx (1st) aegis

  1. Cr.hp (opponent bounces off of aegis, one hit left on aegis, fmp juggle (opponent gets knocked into meaty 1 hit aegis) from there you can run a low/throw/high mixup as you want. So that’s ok… But there’s better:
  2. Cr.hp (opponent bounces off of aegis) fmp xx headbutt juggle. This crosses up if timed right and h headbutt is used. Doesn’t crossup if m or L headbutt are used.
  3. Same setup as the previous setups into fmp xx (2nd) v trigger.

The first aegis covers for the startup time of second aegis. Second aegis then has 3 charges but from somewhat far. They still bounce off the aegis but Urien has better frame advantage here since the opponent t needs to travel further to bounce off the aegis. Plus these 2 aegis combine for a 4 hit lockdown strider doom kinda thing.

Sorry I don’t do videos but these are all pretty easy to recreate.

Is there any meterless way to combo into 2nd aegis

Random video I found on some aegis tech stuff

http://youtu.be/t9Ukixu7dFc

So I just watched this video in my sub box of headbutt loop. forgive me I’m a little late, but can someone brief me on what I need to be doing execution wise to loop st. jab with headbutt

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

3 ways to get consistent headbutt loop I know of:

Forward throw (stun): cr. mp, light headbutt, charge hk, st. Lp and loop.

Back throw (stun): hk knee drop, charge hp, late cancel mp headbutt and loop.

Anything else (stun): dash into them as they get up from dizzy, charge hk, st. Lp and loop.

Also here’s a really impractical one since they can mash out of it.

https://www.youtube.com/watch?v=lpo7i-pep_U

But if they didnt it looks like you get an extra loop.

This thread alone has made me appreciate this character a hell of a lot more.

How many headbutts do you get after the backthrow and anything else loop is started? I know the forward throw one gets two after the initial headbutt.

Usually you can only get 3 headbutts total including a final one you can’t combo off of.

The last one in my post you could get 4

Is there a video that shows the timing of the dash towards their stunned body loop? Id like to use that one for back throw atm since im having trouble with the stand hp cancel timing. The forward throw one is the easiest by far atm.

This is OT guys. This discussion belongs more in the combo forum than in here. Here is less for discussion and more for straight tech. If you want to (discuss) combos or tech or whatever, that’s best in the general thread.

Ok this is nothing groundbreaking at all and can hardly be considered “tech” but to date I haven’t seen any uriens using this and it’s a decent trap against characters who’s primary option for dealing with fireballs is to jump over them:

From about a characters length outside the opponents max jump in range, throw a jab fireball. Follow it slightly and when they jump over it towards you, use your Fmp AA to swat them out the air. It’s a very nice and easy trap to use to make other characters respect your fireball game because the jab fireball is so slow that by the time the opponent is close enough to jump over it, urien has long since recovered.

For this reason, this type of fireball spacing is great for urien. Once the opponent respects this urien can dash behind the fireball to get closer.

I do the same from fullscreen. Engage in a fireball war. Full charge a lp fireball. Let it diffuse over. Dash in f mp.
Now that i think about it…you could bait a critical art finish…