Urien Tech - Illuminati Approved!

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.

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Micro-Walk Charge Buffering…

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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.

Desk Combo from his Tbag video

hey gang, I know you’ve all seen the Dogura setup, where he does the jump in after ex air fireball second aegis.

It’s at about 40 seconds into this video if you’re uncertain what I’m talking about.

https://www.youtube.com/watch?v=_4mV-PLEIKc

My question is this: does anyone have the timing for it? I often jump forwards and then punch the wrong direction when I land, or I do the f+mp late and then I can’t crossup with a walk. Any ideas? I’m currently landing this like 1/10 times, which sucks.

i find this setup hard to do consistently with the walk under. i find ending the ex ball early allows me to jump sooner, and you want to hit them with the f.mp at the peak of their jump. you can always forward dash into TC as a mixup if you push them too far away after the f.mp

I’ve had high success with two crucial things. Jump IMMEDIATELY. F MP at your opponents highest downfall trajectory. Hold forward, you’ll switch sides and then you can stand mp, cr lk or mk into cr hp juggle combo.

I personally like to do lp mp ex fireball instead of mp hp ex fireball.

But remember, after the ex fireball lands, jump forward immediately.