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Urien Frame Data & Notes (w/o VT info) 24/9/2016

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  1. Last update: 24/9/2016
  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.  
  19. I write the cancel properties in brackets after the move, example: f. MP (SP,VT)
  20.  
  21. -----
  22. Stats
  23. -----
  24. 1000 Health / 1000 Stun
  25. Fwd Dash: 16F - long distance
  26. Bck Dash: 25F - ok distance
  27. Walk fwd speed: Pretty good
  28. Walk back speed: Alright
  29. Jump airborne time: 38F (38F airborne is the fastest and the most common among the roster)
  30.  
  31. ------
  32. Normals
  33. ------
  34. st. LP (SP,VT): 4F startup, 2A, 9R, 14T: +5/+2
  35. st. MP (SP,VT): 6F startup, 3A, 12R, 20T: +4/+3
  36. st. HP (VT / see notes): 12F startup: 3A, 18R, 32T: +4/-2
  37. >st. HP (charged fully): 22F startup, 3A, 15R, 39T: +9/+3
  38. >st. HP (Crush Counter: spinning): +27
  39. > Notes: When charged fully, becomes special cancelable, and moves Urien forward upon using it, leaving him closer for follow-up links.
  40. High juggle potential.
  41.  
  42. st. LK (SP,VT): 5F startup, 2A, 8R, 14T: +3/+2
  43. st. MK (VT): 8F startup, 2A, 18R, 27T: +1/-2
  44. st. HK (VT): 9F startup, 6A, 19R, 33T: +4/-2
  45. >st. HK (charged fully): 22F startup, 5A, 18R, 44T: +8/0
  46. > Notes: When charged fully, becomes a 2-hit normal and overhead. Startup frames 1-7 have a ~50% grab-box reduction (auto-shimmy setups).
  47. Juggle potential when charged fully. Slightly different hitboxes when charged fully (not as good for anti-airing).
  48. 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)
  49. Hitting people crouching with this move results in 1 extra frame advantage on hit/block: +4/-2 (standing) -> +5/-1 (crouching)
  50. 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
  51.  
  52.  
  53. cr. LP (SP,VT): 4F startup, 2A, 9R, 14T: +4/+1
  54. cr. MP (SP,VT): 6F startup, 2A, 15R, 22T: +5/0
  55. cr. HP (VT): 8F startup, 1A(1F gap)4A, 21R, 34T: Launcher/-8
  56. > 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).
  57. 2-hit move, the first active hitbox (8F) is the first hit, and the second hitbox (10-13F) is the second hit.
  58. 2nd hit of this move is the launcher part of it, and causes SKD (Soft Knockdown) on hit, allowing for followup juggles.
  59.  
  60. cr. LK (VT): 4F startup, 2A, 7R, 12T: +4/+1
  61. cr. MK (VT): 8F startup, 2A, 17R, 26T: +1/-2
  62. cr. HK (VT): 11F startup, 2A, 27R, 39T: KD/-14
  63.  
  64. -----
  65. Unique Attacks
  66. -----
  67. f+MP (SP,VT): 7F startup, 4A, 14R, 24T: +2/-2
  68. >Notes: High juggle potential
  69. f+HP (N/A): 21F startup, 2A, 20R, 42T: +1/-4
  70. >Notes: Overhead
  71. b+HK (VT): 15F startup, 3A, 19R, 36T: +1/-4
  72. >Notes: Juggle potential. Crush Counter (knockback + knockdown)
  73.  
  74. -----
  75. Target Combos
  76. -----
  77. LP+MP TC (SP,VT): +1/-4
  78. >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.
  79. Also a good confirm tool from some meaty situations.
  80. f+MP->f+HP TC (VT): +1/-4
  81. >Notes: The 2nd hit is Overhead, and comes out in 17frames (instead of the usual 21F of raw f+HP).
  82. There is a 2-frame window gap between the two hits on block, so people mashing jabs will be counter-hit.
  83. Unlike raw f+HP Overhead, this TC version is V-Trigger cancelable.
  84.  
  85. -----
  86. Jump Attacks
  87. -----
  88. jmp. LP: 3F startup, 6A
  89. jmp. MP: 5F startup, 5A
  90. > Notes: SKD on air-hit (juggle state)
  91. jmp. HP: 8F startup, 4A
  92.  
  93. jmp. LK: 4F startup, 6A
  94. jmp. MK: 7F startup, 5A
  95. jmp. HK: 9F startup, 4A
  96.  
  97.  
  98. ------
  99. Specials
  100. ------
  101. <Headbutts>
  102. LP headbutt: 8F startup, 3F active, 9R (airborne), 19T + 9F landing recovery: +1/-2
  103. >Meaty: up to +3/0 (+5 on CH)
  104.  
  105. MP headbutt: 11F startup, 4F active, 9R (airborne), 23T + 10F landing recovery: +1/-2
  106. >Meaty: up to +4/+1 (+6 on CH)
  107.  
  108. HP headbutt: 13F startup, 5F active, 9R (airborne), 25T + 10F landing recovery: KD/-2
  109. >Meaty: up to KD/+2
  110.  
  111. EX headbutt: 12F startup, 5F active, 4R (airborne), 20T +16F landing recovery: SKD/-17
  112.  
  113.  
  114. <Tackles>
  115. LK tackle: 9F startup, 6F active, 22R, 36T: 0/-5
  116. >Meaty: up to +5/0 (+7 on CH)
  117.  
  118. MK tackle: 13F startup, 10F active, 22R, 45T: -3/-9
  119. >Meaty: up to +6/0 (+8 on CH, long hitstun, easily confirmable)
  120.  
  121. HK tackle: 16F startup, 8F active, 21R, 44T: KD/-6
  122. >Meaty: up to KD/+1
  123.  
  124. EX tackle: 7F startup, 9F(9F gap)4F active, 22R, : KD/0
  125. >Meaty (2nd hit only): KD/+2
  126.  
  127.  
  128. <Knee Dives>
  129. LK Knee: 25F startup, 10F active, 11F recovery on landing when whiffed: KD/-3
  130. >Depending on how high/low the Knee is blocked: -3 -> +2
  131. MK Knee: 25F startup, 12F active, 13F recovery on landing when whiffed: KD/-5
  132. >Depending on how high/low the Knee is blocked: -5 -> 0
  133. HK Knee: 25F startup, 16F active, 14F recovery on landing when whiffed: KD/-7
  134. >Depending on how high/low the Knee is blocked: -7 -> -2
  135. EX Knee: 25F startup, 10F active, 10F recovery on landing when whiffed: KD/+2
  136. >Depending on how high/low the Knee is blocked: +2 -> +6
  137.  
  138.  
  139. <Fireballs>
  140. LP Fireball: 14F startup, xF active: -2/-8
  141. >Charged fully: 53F startup, xF active: +7/+4
  142.  
  143. MP Fireball: 14F startup, xF active: -2/-8
  144. > Charged fully: 53F startup, xF active: +5/+2
  145.  
  146. HP Fireball: 13F startup, xF active: N/A (only hits air: SKD)
  147. > Charged fully: 42F startup, xF active: N/A (only hits air: SKD)
  148.  
  149. EX Fireball
  150. >LP+MP: 11F startup, xF active: +3/+1
  151. >Charged fully: 41F startup, xF active: +17/+13
  152.  
  153. >LP+HP: 11F startup, xF active: +3/+1
  154. >Charged fully: 41F startup, xF active: +17/+13
  155.  
  156. >MP+HP: 12F startup, xF active: N/A (only hits air: SKD)
  157. >Charged fully: 32F startup, xF active: N/A (only hits air: SKD)
  158.  
  159.  
  160. -----
  161. V-trigger Data
  162. -----
  163. Nah. Ain't going that deep yet.
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