carnoustie

apoo urien

Apr 14th, 2017
208
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.74 KB | None | 0 0
  1. Urien BnB guide by Apoocalypse https://www.youtube.com/channel/UCJ4yEWuTpLAq9gxPSC_FTBw
  2. Health 1000
  3. Stun 1000
  4.  
  5. Specials
  6. Metallic Sphere - QCF+P - seems like a pretty good fireball. LP is slow, MP is fast, HP goes up. It's too slow to AA with the up one but it's just swell for combos. EX can still be steered (LP+MP for slow, LP+HP for fast, MP+HP for up) and leaves the opponent standing, which is good for confirming into second mirror. EX is safe but point blank meterless fireballs are punishable. All can be delayed and gain an extra hit+some damage and plusframes when fully charged.
  7. Chariot Tackle - Charge back, forward+kick - Urien's signature tackle. Higher strengths move farther. LK and MK come out fast but don't knock down, HK and EX knock down. They can all be spaced somewhat to be safer but MK is often minus on hit and all are punishable on block by at least lights if they connect point blank. EX comes out really fast, cancels to V-trigger on 1st or 2nd hit, and is neutral on block, so it's pretty great. This move is good for combos because it requires no down charge, moves far, and comes out fast, so you see it a lot in his combos. If you can't get a launcher this is a fine ender.
  8. Dangerous Headbutt - Charge down, up+punch - Urien's headbutt. Definitely charges faster than his other specials. It doesn't actually hit crouchers so you have to be careful about comboing into it, but it's insanely fast (even the HP version combos from lights!). It's useful in some of his juggles here and there. It's also tall enough that you can hit jumping opponents with the light one, but it doesn't seem to have upper body invincibility on any version. This move still whiffs pretty fast so I guess you could even use it to go over low pokes or just rapidly get in for a throw, it's only -2 if they block it too. EX hits crouchers and has full body invincibility, but it's -17 and is counterhit punishable, so enjoy getting crush countered if they block. If EX headbutt hits, even as a reversal, you can then combo an EX tackle on reaction, which is pretty nice even for the meter cost.
  9. Violence Knee Drop - Charge down, up+kick - This move is pretty awesome. If you hit it pretty low all versions can be made safe. It's not really fast enough to punish fireballs on reaction but it's fast enough that it's actually pretty hard to anti air. EX is plus at all heights but it doesn't track and can't be steered much so be mindful of your ranges. Unlike 3s it appears that this move cannot crossup, except possibly when meaty?
  10. Metallic Aura - MP+MK - adds one hit of armor to headbutt, knee drop, and tackle. The armor doesn't take effect until the 3rd frame so you can use them (ideally tackle or headbutt) to break through some blockstrings, but NOT as armored wakeups. If you use or whiff any move with armor, you lose the effect, however you get some v-meter for using an armored special even if it whiffs. You can use this plus tackle to punish fireballs for example.
  11. Aegis Reflector - HP+HP - So much to say. Can place it close (back), mid range (neutral), or upwards (down). The close and upward mirrors slowly move forward and bounce the opponent away, the fart mirror movea backward and bounces the opponent closer. They will reflect fireballs (even EX and super fireballs, it seems!) and they also combo off of Urien's throw, enabling subsequent juggles. Urien can safely hide behind them to get good shimmies and pressure, and repeatedly bounce the opponent off one in ground combos or juggles. Aegis can cancel from any normal and also from EX tackle and EX fireball.
  12.  
  13. Anti fireball:
  14.  
  15. Metallic Sphere - Urien can throw his own fireballs to stop the opponent's and build meter. Urien's fireball has good enough recovery to keep up in most fireball wars. If charged, it can dispel multiple hits of a fireball, or multiple fireballs. EX can also destroy any fireball and potentially still punish the opponent, L+H ex is good here.
  16. Armored tackle / Armored headbutt - Headbutt is much faster, vaguely safer, but doesn't go as far. Both can be used as anti fireballs on reaction but both require charge and v-skill.
  17. Knee drop - Requires down charge and prediction and can potentially be more unsafe than a normal jump in, but has different answers and can be used at more ranges than a normal jump in. All versions are kind of hard to anti air but EX is safe/plus on block.
  18.  
  19.  
  20. Anti airs:
  21.  
  22. st. HK - really really tall. Works from REALLY close to pretty far away, so probably his best AA normal in terms of raw consistency. Has a ton of active frames so timing is pretty easy. Doesn't seem to shrink his upper hurtbox at all so just hit it as soon as you react to the jump and you'll AA clean, potentially with a counter hit
  23. cr. HP - doesn't work from close and doesn't shrink his hitbox at all, but in the ranges where it works it's great. You can cancel the 2nd hit (likely the only hit you'll get) into HP fireball and then even juggle a HK tackle, but the HP fireball needs to be held a few frames for consistency. If it trades you can still juggle the HK tackle on reaction. Very high damage.
  24. f+MP - Also really tall. Only works from really far out or you'll go under. Can hit some chars at the height of their jumps. Good for anti airing neutral jumps and whatnot.
  25. LP headbutt - no invincibility but really tall so it can counterhit most jumps really easily. Knocks down but requires charge and the damage it does isn't THAT good. LP is chosen as it's the least likely to go under the opponent. Becomes his best anti air once you've got v-skill, but mind the white health. Can also lead into st. HP, EX tackle, or super
  26. EX headbutt - True invincibility, but costs a bar and stops working once you're 1/4 screen or closer unless you do it pretty deep. Knocks down and does high damage but usually not worth it. Requires charge. Can lead into st. HP, EX tackle, or super.
  27. CA - Very fast, very tall, invincible, so it works really consistently. Costs a lot of meter, but on the flipside, you just landed a super. You can add 70 some damage by doing cr. HP xx HP fireball, HK tackle xx super instead of just super, but that can be inconsistent and raw super is really consistent. Headbutt into Super works too of course.
  28.  
  29. Urien has two [charge down, up] moves, so he's really bad at using jump back normals to anti air close jumps due to command overlap when charged. His st. HK gets most close jumps though. He's REALLY bad at anti airing instant air divekicks too. Apart from armored headbutt I couldn't find anything that he could get out fast enough on reaction, and good luck finding time or range to v-skill against Cammy
  30.  
  31.  
  32. Invincibility and Reversals:
  33.  
  34. EX headbutt - full body invincibility but requires both EX and down charge (so you only get one chance to pull it out per blockstring and it can't be after blocking a jump in). It's kind of slow so it won't catch some meaty light normals or any safe jumps, but you can juggle out of it so it has good damage potential. Crush counter punishable.
  35. CA - Much higher damage, faster, and longer (?) invincibility, but less range and more expensive. Notably it has a super freeze on the first frame so if the opponent isn't already committed they'll know not to. This makes it generally significantly worse than EX headbutt, but it will catch certain things EX headbutts won't. Not a crush counter punish.
  36. Armored headbutt / Armored tackle - They're not in the video but they work. As wakeup options they're pretty bad since they don't actually get armor until the 3rd frame, so true meaty attacks will stuff them. However, during 3f or 4f blockstrings (common), they'll get armor in time and allow you to interrupt. Still requires v-skil and charge but surprisingly low risk., headbutt whiffs somewhat quickly and EX tackle is generally safe.
  37.  
  38.  
  39. Safe Special Moves:
  40.  
  41. EX tackle - Only -2. Starts very quickly and travels pretty far, so hard to react to. Only punishable by Gief CA or Akuma demon. Has armor if you have v-skill up.
  42. EX kneedrop - Frame data depends on the angle of connect but I think it's always plus. Seems to go from +1 to about +5~ on block.
  43. EX fireball - +1 if uncharged. His best way to make unsafe buttons safe, e.g. a 2 hit cr. HP.
  44.  
  45. All point blank fireballs are -7. All charged fireballs are safe but you'll rarely be in a position where you're having the opponent block a fully charged fireball point blank. Headbutts are safe on block but whiff if you crouch, which makes them possible to whiff punish.
  46.  
  47. All tackles can be precisely spaced to be safe on block. This is most useful with light tackle, as a properly spaced light tackle will be 0 on block +5 on hit, allowing combos.
  48.  
  49. Knee drops can also be spaced to hit deep, making them much safer.
  50.  
  51.  
  52. Meaties and Pressure:
  53.  
  54. Forward throw, back throw, EX tackle - Stand hard punch for the crush counter, f+MP f+HP, cr MK for safe meaty low
  55. HP Headbutt - whiff cr. LK into meaty MK tackle or charged st. HP (also good after a dash), two whiffed cr. LKs into meaty f+MP, whiff MP headbutt into crossup lights/throw, spaced HP headbutt into whiff MP headbutt into meaty jab
  56. cr. HP (2 hits) xx HP fireball, HK tackle - dash st. HP for CC, dash st. MP for meaty links, meaty medium fireball for meaty chip+anti quickstand reaction combos.
  57.  
  58.  
  59. Pokes and Counterpokes:
  60.  
  61. st. MK - Probably urien's best poke in a vacuum. Good speed, good range
  62. st. HP - good speed for a heavy and leads to enormous damage off a crush counter. Kind of slow and decent recovery.
  63. cr. MK - Not as good now it's -2 on block but still a fantastic low. Very little damage potential, but good as a cancel into mirror.
  64. f+MP - goes really far and has great speed but leaves you closer so it can be whiff punished. Not great on block either, but not bad.
  65. cr. MP - Good counterpoke, great for empty cancels into tackle or fireball.
  66. st. MP - Functionally pretty similar to cr. MP in footsies.
Advertisement
Add Comment
Please, Sign In to add comment