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- Last update: 25/9/2016
- Author's note (Hatson):
- 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
- data there is just plain wrong and does not represent the current live version of Urien that we have.
- 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.
- 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.
- Abbreviations:
- F = Frame
- A = Active
- R = Recovery
- T = Total Frames
- st. = standing - cr. = crouching - jmp. = jumping
- KD = Knockdown - SKD = Soft Knockdown
- TC = Target Combo
- SP = Special
- VT = V-trigger
- CA = Critical Art
- I write the cancel properties in brackets after the move, example: f. MP (SP,VT) / HK tackle (CA)
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- Stats
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- 1000 Health / 1000 Stun
- Fwd Dash: 16F - long distance
- Bck Dash: 25F - ok distance
- Walk fwd speed: Pretty good
- Walk back speed: Alright
- Jump airborne time: 38F (38F airborne is the fastest and the most common among the roster)
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- Normals
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- st. LP (SP,VT): 4F startup, 2A, 9R, 14T: +5/+2
- st. MP (SP,VT): 6F startup, 3A, 12R, 20T: +4/+3
- st. HP (VT / see notes): 12F startup: 3A, 18R, 32T: +4/-2
- >st. HP (charged fully): 22F startup, 3A, 15R, 39T: +9/+3
- >st. HP (Crush Counter: spinning): +27 (forces standing)
- >st. HP (charged fully + Crush Counter): +31 (forced standing)
- > Notes: When charged fully, becomes special cancelable, and moves Urien forward upon using it, leaving him closer for follow-up links.
- High juggle potential.
- st. LK (SP,VT): 5F startup, 2A, 8R, 14T: +3/+2
- st. MK (VT): 8F startup, 2A, 18R, 27T: +1/-2
- st. HK (VT): 9F startup, 6A, 19R, 33T: +4/-2
- >st. HK (charged fully): 22F startup, 5A, 18R, 44T: +8/0
- > Notes: When charged fully, becomes a 2-hit normal and overhead. Startup frames 1-7 have a ~50% grab-box reduction (auto-shimmy setups).
- Juggle potential when charged fully. Slightly different hitboxes when charged fully (not as good for anti-airing).
- 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)
- Hitting people crouching with this move results in 1 extra frame advantage on hit/block: +4/-2 (standing) -> +5/-1 (crouching)
- 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
- cr. LP (SP,VT): 4F startup, 2A, 9R, 14T: +4/+1
- cr. MP (SP,VT): 6F startup, 2A, 15R, 22T: +5/0
- cr. HP (SP,VT): 8F startup, 1A(1F gap)4A, 21R, 34T: Launcher/-8
- > 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).
- 2-hit move, the first active hitbox (8F) is the first hit, and the second hitbox (10-13F) is the second hit.
- 2nd hit of this move is the launcher part of it, and causes SKD (Soft Knockdown) on hit, allowing for followup juggles.
- Both hits are cancelable. The move is -8 on block, but -9 if only the first hit connects on block.
- cr. LK (VT): 4F startup, 2A, 7R, 12T: +4/+1
- cr. MK (VT): 8F startup, 2A, 17R, 26T: +1/-2
- cr. HK (VT): 11F startup, 2A, 27R, 39T: KD/-14
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- Unique Attacks
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- f+MP (SP,VT): 7F startup, 4A, 14R, 24T: +2/-2
- >Notes: High juggle potential
- f+HP (N/A): 21F startup, 2A, 20R, 42T: +1/-4
- >Notes: Overhead
- b+HK (VT): 15F startup, 3A, 19R, 36T: +1/-4
- >Notes: Juggle potential. Crush Counter (knockback + knockdown)
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- Target Combos
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- LP+MP TC (SP,VT): 4F startup, 2A(6)3A, 14R: +1/-4
- >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.
- Also a good confirm tool from some meaty situations.
- f+MP->f+HP TC (VT): 7F startup, 1A(17)2A, 17R: +1/-6
- >Notes: The 2nd hit is Overhead, and comes out in 17frames (instead of the usual 21F of raw f+HP).
- There is a 2-frame window gap between the two hits on block, so people mashing jabs will be counter-hit.
- Unlike raw f+HP Overhead, this TC version is V-Trigger cancelable.
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- Jump Attacks
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- jmp. LP: 3F startup, 6A
- jmp. MP: 5F startup, 4A
- > Notes: SKD on air-hit (juggle state)
- jmp. HP: 8F startup, 5A
- jmp. LK: 4F startup, 7A
- jmp. MK: 7F startup, 5A
- jmp. HK: 8F startup, 5A
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- Throws
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- Forward and Back Throw are the same: 5F startup, 2A, 18R, 24T: KD/-
- -----
- V-System
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- V-Reversal: 15F startup, 2A, 24R, 40T: KD/-2
- V-Skill: 16F startup, 1A, 39R, 55T
- >Notes: Full animation needs to play out to get the armor property benefit.
- >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)
- Gives EX headbutt increased range instead.
- ------
- Specials
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- <Headbutts>
- LP headbutt: 8F startup, 3F active, 9R (airborne), 19T + 9F landing recovery: +1/-2
- >Meaty: up to +3/0 (+5 on CH)
- >V-Skill: 1-hit armor on frames 3~10F
- >Notes: Doesn't hit crouchers (but subject to uncrouchables). Hops over low attacks. Airborne: 3~19F
- MP headbutt: 11F startup, 4F active, 9R (airborne), 23T + 10F landing recovery: +1/-2
- >Meaty: up to +4/+1 (+6 on CH)
- >V-Skill: 1-hit armor on frames 3~13F
- >Notes: Doesn't hit crouchers (but subject to uncrouchables). Hops over low attacks. Airborne: 4~22F
- HP headbutt: 13F startup, 5F active, 8R (airborne), 24T + 10F landing recovery: KD/-2
- >Meaty: up to KD/+2
- >V-Skill: 1-hit armor on frames 3~15F
- >Notes: Doesn't hit crouchers (but subject to uncrouchables). Hops over low attacks. Airborne: 5~24F
- EX headbutt: 12F startup, 5F active, 4R (airborne), 20T +16F landing recovery: SKD/-17
- >Meaty: up to SKD/-13
- >V-Skill: Gets further range!
- >Notes: DOES hit crouchers. Fully invincible: 1~16F
- <Tackles>
- LK tackle (CA): 10F startup, 6F active, 22R, 37T: 0/-5
- >Meaty: up to +5/0 (+7 on CH)
- >V-Skill: 1-hit of armor on frames 3~12F
- MK tackle (CA): 13F startup, 10F active, 22R, 44T: -3/-9
- >Meaty: up to +6/0 (+8 on CH, long hitstun, easily confirmable)
- >V-Skill: 1-hit of armor on frames 3~15F
- HK tackle (CA): 16F startup, 8F active, 21R, 44T: KD/-6
- >Meaty: up to KD/+1
- >V-Skill: 1-hit of armor on frames 3~18F
- EX tackle (VT): 7F startup, 9F(9F gap)4F active, 20R, 48T: KD/0
- >Meaty (2nd hit only): KD/+2
- >V-Skill: 1-hit of armor on frames 3~19F
- <Knee Dives>
- LK Knee: 25F startup, 10F active, 11F recovery on landing when whiffed: KD/-3
- >Depending on how high/low the Knee is blocked: -3 -> +2
- >Can be down to -5 if blocked as high as possible on taller characters: Urien / FANG / Birdie / Alex
- >V-Skill: 1-hit armor on frames 3~27F
- MK Knee: 25F startup, 12F active, 13F recovery on landing when whiffed: KD/-5
- >Depending on how high/low the Knee is blocked: -5 -> 0
- >Can be down to -7 if blocked as high as possible on taller characters: Urien / FANG / Birdie / Alex
- >V-Skill: 1-hit armor on frames 3~27F
- HK Knee: 25F startup, 16F active, 14F recovery on landing when whiffed: KD/-7
- >Depending on how high/low the Knee is blocked: -7 -> -2
- >Can be down to -9 if blocked as high as possible on taller characters: Urien / FANG / Birdie / Alex
- >V-Skill: 1-hit armor on frames 3~27F
- EX Knee: 25F startup, 10F active, 10F recovery on landing when whiffed: KD/+2
- >Depending on how high/low the Knee is blocked: +2 -> +6
- >Can be down to +0 if blocked as high as possible on taller characters: Urien / FANG / Birdie / Alex
- >V-Skill: 1-hit armor on frames 3~27F
- <Fireballs>
- LP Fireball (CA): 14F startup, xF active, 36R, 50T: -2/-8
- >Charged fully: 53F startup, xF active, 28R, 81T: +7/+4
- MP Fireball (CA): 14F startup, xF active, 36R, 50T: -2/-8
- >Charged fully: 53F startup, xF active, 30R; 83T: +5/+2
- HP Fireball (CA): 13F startup, xF active, 36R, 49T: N/A (only hits air: SKD)
- >Charged fully: 42F startup, xF active, 30R, 72T: N/A (only hits air: SKD)
- EX Fireball
- >LP+MP (VT): 12F startup, xF active, 32R, 54T: +3/+1
- >Charged fully (VT): 41F startup, xF active, 27R, 68T: +17/+13
- >LP+HP (VT): 12F startup, xF active, 32R, 54T: +3/+1
- >Charged fully (VT): 41F startup, xF active, 27R, 68T: +17/+13
- >MP+HP: 13F startup, xF active, 32R, 55T: N/A (only hits air: SKD)
- >Charged fully: 32F startup, xF active, 27R, 59T: N/A (only hits air: SKD)
- <Critical Art>
- 6F startup, 19A, 60R, 84T: KD/-47
- >Notes: Fully invincible 1~24F
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- V-trigger Data
- -----
- Nah. Ain't going that deep yet.
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