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Urien Frame Data & Notes 2.0 (w/o VT info) 26/9/2016

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  1. Last update: 25/9/2016
  2. Author's note (Hatson):
  3. I'm writing this frame data down, now just for my own sake and notes, but also because the Prima Guide has a wrong version of Urien and a ton of the
  4. data there is just plain wrong and does not represent the current live version of Urien that we have.
  5. So as to not confuse and delude people on Urien, I made this. I also wrote down extra notes about the nuances / "hidden" properties of some moves.
  6. I realize Tool_Assisted is already working on Urien data, but I wanted to extend on it a bit with specials and my own notes.
  7.  
  8. Abbreviations:
  9. F = Frame
  10. A = Active
  11. R = Recovery
  12. T = Total Frames
  13. st. = standing - cr. = crouching - jmp. = jumping
  14. KD = Knockdown - SKD = Soft Knockdown
  15. TC = Target Combo
  16. SP = Special
  17. VT = V-trigger
  18. CA = Critical Art
  19.  
  20. I write the cancel properties in brackets after the move, example: f. MP (SP,VT) / HK tackle (CA)
  21.  
  22. -----
  23. Stats
  24. -----
  25. 1000 Health / 1000 Stun
  26. Fwd Dash: 16F - long distance
  27. Bck Dash: 25F - ok distance
  28. Walk fwd speed: Pretty good
  29. Walk back speed: Alright
  30. Jump airborne time: 38F (38F airborne is the fastest and the most common among the roster)
  31.  
  32. ------
  33. Normals
  34. ------
  35. st. LP (SP,VT): 4F startup, 2A, 9R, 14T: +5/+2
  36. st. MP (SP,VT): 6F startup, 3A, 12R, 20T: +4/+3
  37. st. HP (VT / see notes): 12F startup: 3A, 18R, 32T: +4/-2
  38. >st. HP (charged fully): 22F startup, 3A, 15R, 39T: +9/+3
  39. >st. HP (Crush Counter: spinning): +27 (forces standing)
  40. >st. HP (charged fully + Crush Counter): +31 (forced standing)
  41. > Notes: When charged fully, becomes special cancelable, and moves Urien forward upon using it, leaving him closer for follow-up links.
  42. High juggle potential.
  43.  
  44. st. LK (SP,VT): 5F startup, 2A, 8R, 14T: +3/+2
  45. st. MK (VT): 8F startup, 2A, 18R, 27T: +1/-2
  46. st. HK (VT): 9F startup, 6A, 19R, 33T: +4/-2
  47. >st. HK (charged fully): 22F startup, 5A, 18R, 44T: +8/0
  48. > Notes: When charged fully, becomes a 2-hit normal and overhead. Startup frames 1-7 have a ~50% grab-box reduction (auto-shimmy setups).
  49. Juggle potential when charged fully. Slightly different hitboxes when charged fully (not as good for anti-airing).
  50. The first 3 active frames are great for anti-airing, but the move doesn't hit standing until the 3rd frame (11F), and crouching on 4th (12F)
  51. Hitting people crouching with this move results in 1 extra frame advantage on hit/block: +4/-2 (standing) -> +5/-1 (crouching)
  52. However, vs Gief, Birdie and FANG, it hits 1-frame earlier on standing / crouching: 10F/11F - resulting in 1 less frame advantage. +3/-3 -> +4/-2
  53.  
  54.  
  55. cr. LP (SP,VT): 4F startup, 2A, 9R, 14T: +4/+1
  56. cr. MP (SP,VT): 6F startup, 2A, 15R, 22T: +5/0
  57. cr. HP (SP,VT): 8F startup, 1A(1F gap)4A, 21R, 34T: Launcher/-8
  58. > Notes: After first active frame (8F), there's a 1-frame gap of no hitboxes (9F), followed by 4 active anti-air frames (10-13F).
  59. 2-hit move, the first active hitbox (8F) is the first hit, and the second hitbox (10-13F) is the second hit.
  60. 2nd hit of this move is the launcher part of it, and causes SKD (Soft Knockdown) on hit, allowing for followup juggles.
  61. Both hits are cancelable. The move is -8 on block, but -9 if only the first hit connects on block.
  62.  
  63. cr. LK (VT): 4F startup, 2A, 7R, 12T: +4/+1
  64. cr. MK (VT): 8F startup, 2A, 17R, 26T: +1/-2
  65. cr. HK (VT): 11F startup, 2A, 27R, 39T: KD/-14
  66.  
  67. -----
  68. Unique Attacks
  69. -----
  70. f+MP (SP,VT): 7F startup, 4A, 14R, 24T: +2/-2
  71. >Notes: High juggle potential
  72. f+HP (N/A): 21F startup, 2A, 20R, 42T: +1/-4
  73. >Notes: Overhead
  74. b+HK (VT): 15F startup, 3A, 19R, 36T: +1/-4
  75. >Notes: Juggle potential. Crush Counter (knockback + knockdown)
  76.  
  77. -----
  78. Target Combos
  79. -----
  80. LP+MP TC (SP,VT): 4F startup, 2A(6)3A, 14R: +1/-4
  81. >Notes: This TC is good if you want to followup with a heavier tackle from jab confirms, since the TC has good enough hitstun to do so.
  82. Also a good confirm tool from some meaty situations.
  83. f+MP->f+HP TC (VT): 7F startup, 1A(17)2A, 17R: +1/-6
  84. >Notes: The 2nd hit is Overhead, and comes out in 17frames (instead of the usual 21F of raw f+HP).
  85. There is a 2-frame window gap between the two hits on block, so people mashing jabs will be counter-hit.
  86. Unlike raw f+HP Overhead, this TC version is V-Trigger cancelable.
  87.  
  88. -----
  89. Jump Attacks
  90. -----
  91. jmp. LP: 3F startup, 6A
  92. jmp. MP: 5F startup, 4A
  93. > Notes: SKD on air-hit (juggle state)
  94. jmp. HP: 8F startup, 5A
  95.  
  96. jmp. LK: 4F startup, 7A
  97. jmp. MK: 7F startup, 5A
  98. jmp. HK: 8F startup, 5A
  99.  
  100. -----
  101. Throws
  102. -----
  103. Forward and Back Throw are the same: 5F startup, 2A, 18R, 24T: KD/-
  104.  
  105. -----
  106. V-System
  107. -----
  108. V-Reversal: 15F startup, 2A, 24R, 40T: KD/-2
  109. V-Skill: 16F startup, 1A, 39R, 55T
  110. >Notes: Full animation needs to play out to get the armor property benefit.
  111. >Notes: Gives 1 hit of armor to Charged specials from the 3rd frame of startup until 3 frames into the active frames of the move used. (a few exceptions)
  112. Gives EX headbutt increased range instead.
  113.  
  114. ------
  115. Specials
  116. ------
  117. <Headbutts>
  118. LP headbutt: 8F startup, 3F active, 9R (airborne), 19T + 9F landing recovery: +1/-2
  119. >Meaty: up to +3/0 (+5 on CH)
  120. >V-Skill: 1-hit armor on frames 3~10F
  121. >Notes: Doesn't hit crouchers (but subject to uncrouchables). Hops over low attacks. Airborne: 3~19F
  122.  
  123. MP headbutt: 11F startup, 4F active, 9R (airborne), 23T + 10F landing recovery: +1/-2
  124. >Meaty: up to +4/+1 (+6 on CH)
  125. >V-Skill: 1-hit armor on frames 3~13F
  126. >Notes: Doesn't hit crouchers (but subject to uncrouchables). Hops over low attacks. Airborne: 4~22F
  127.  
  128. HP headbutt: 13F startup, 5F active, 8R (airborne), 24T + 10F landing recovery: KD/-2
  129. >Meaty: up to KD/+2
  130. >V-Skill: 1-hit armor on frames 3~15F
  131. >Notes: Doesn't hit crouchers (but subject to uncrouchables). Hops over low attacks. Airborne: 5~24F
  132.  
  133. EX headbutt: 12F startup, 5F active, 4R (airborne), 20T +16F landing recovery: SKD/-17
  134. >Meaty: up to SKD/-13
  135. >V-Skill: Gets further range!
  136. >Notes: DOES hit crouchers. Fully invincible: 1~16F
  137.  
  138.  
  139. <Tackles>
  140. LK tackle (CA): 10F startup, 6F active, 22R, 37T: 0/-5
  141. >Meaty: up to +5/0 (+7 on CH)
  142. >V-Skill: 1-hit of armor on frames 3~12F
  143.  
  144. MK tackle (CA): 13F startup, 10F active, 22R, 44T: -3/-9
  145. >Meaty: up to +6/0 (+8 on CH, long hitstun, easily confirmable)
  146. >V-Skill: 1-hit of armor on frames 3~15F
  147.  
  148. HK tackle (CA): 16F startup, 8F active, 21R, 44T: KD/-6
  149. >Meaty: up to KD/+1
  150. >V-Skill: 1-hit of armor on frames 3~18F
  151.  
  152. EX tackle (VT): 7F startup, 9F(9F gap)4F active, 20R, 48T: KD/0
  153. >Meaty (2nd hit only): KD/+2
  154. >V-Skill: 1-hit of armor on frames 3~19F
  155.  
  156.  
  157. <Knee Dives>
  158. LK Knee: 25F startup, 10F active, 11F recovery on landing when whiffed: KD/-3
  159. >Depending on how high/low the Knee is blocked: -3 -> +2
  160. >Can be down to -5 if blocked as high as possible on taller characters: Urien / FANG / Birdie / Alex
  161. >V-Skill: 1-hit armor on frames 3~27F
  162.  
  163. MK Knee: 25F startup, 12F active, 13F recovery on landing when whiffed: KD/-5
  164. >Depending on how high/low the Knee is blocked: -5 -> 0
  165. >Can be down to -7 if blocked as high as possible on taller characters: Urien / FANG / Birdie / Alex
  166. >V-Skill: 1-hit armor on frames 3~27F
  167.  
  168. HK Knee: 25F startup, 16F active, 14F recovery on landing when whiffed: KD/-7
  169. >Depending on how high/low the Knee is blocked: -7 -> -2
  170. >Can be down to -9 if blocked as high as possible on taller characters: Urien / FANG / Birdie / Alex
  171. >V-Skill: 1-hit armor on frames 3~27F
  172.  
  173. EX Knee: 25F startup, 10F active, 10F recovery on landing when whiffed: KD/+2
  174. >Depending on how high/low the Knee is blocked: +2 -> +6
  175. >Can be down to +0 if blocked as high as possible on taller characters: Urien / FANG / Birdie / Alex
  176. >V-Skill: 1-hit armor on frames 3~27F
  177.  
  178.  
  179. <Fireballs>
  180. LP Fireball (CA): 14F startup, xF active, 36R, 50T: -2/-8
  181. >Charged fully: 53F startup, xF active, 28R, 81T: +7/+4
  182.  
  183. MP Fireball (CA): 14F startup, xF active, 36R, 50T: -2/-8
  184. >Charged fully: 53F startup, xF active, 30R; 83T: +5/+2
  185.  
  186. HP Fireball (CA): 13F startup, xF active, 36R, 49T: N/A (only hits air: SKD)
  187. >Charged fully: 42F startup, xF active, 30R, 72T: N/A (only hits air: SKD)
  188.  
  189. EX Fireball
  190. >LP+MP (VT): 12F startup, xF active, 32R, 54T: +3/+1
  191. >Charged fully (VT): 41F startup, xF active, 27R, 68T: +17/+13
  192.  
  193. >LP+HP (VT): 12F startup, xF active, 32R, 54T: +3/+1
  194. >Charged fully (VT): 41F startup, xF active, 27R, 68T: +17/+13
  195.  
  196. >MP+HP: 13F startup, xF active, 32R, 55T: N/A (only hits air: SKD)
  197. >Charged fully: 32F startup, xF active, 27R, 59T: N/A (only hits air: SKD)
  198.  
  199.  
  200. <Critical Art>
  201. 6F startup, 19A, 60R, 84T: KD/-47
  202. >Notes: Fully invincible 1~24F
  203.  
  204. -----
  205. V-trigger Data
  206. -----
  207. Nah. Ain't going that deep yet.
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