Crush, Kill, DESTROY! The Urien Combo Thread.

Songo[KthX]Songo[KthX] (*_*(O-('.'Q)Joined: Posts: 2,020
edited July 2016 in Urien
Alright! We have ourselves a returning hype machine to SFV, in this thread we're going to go over some combos with Urien and some advance techniques.






For Notation it's going to be fairly simple:

LP = Light Punch
MP = Medium Punch
HP = Hard Punch

LK = Light Kick
MK = Medium Kick
HK = Hard Kick

(j.) will be added for jumping
(cr.) will be added for crouching
(b.) will be added for back
(f.) will be added for forward

Special Move Notation:

Headbutt = Headbutt

Fireball = Firball (with LP/MP/HP in the prefix)

Knee Press = Knee Press

V-Trigger = V-Trigger/Aegis Reflector/Aegis

Super = Super/CA

xx = cancel


So with things subject to change I am going to only add a few combos but these are combos you can work on. Charge partitioning is still real in this.

Target Combo's

(b)st.LP x (b)st.MP xx Tackle (you can EX this for more damage) *You don't need to hold back to do the target combo but you do need it to cancel into tackle

(f)st.MP x (f)st.HP xx (V-trigger) another Target combo good for basic confirms into Aegis

After V trigger Urien can juggle his opponent with st.MP xx st.HP xx cr.HP (EX Tackle/EX Fireball etc)


Regular combos

cr.LK xx cr.LP xx Tackle (EX works too)

cr.MP xx cr.LP xx Tackle (EX too)

cr.HP xx HK Knee press (you can cancel off of the second hit with this move)

cr.HP xx Tackle (can EX into Aegis?)

cr,HP xx HP Fireball xx Tackle (can cancel into super)


V-Trigger/Aegis Combos:

j.HP xx st.HP xx V-trigger/Aegis xx st.HP xx st. HP xx st.MP xx cr. HP xx Ender

f.mp xx f.hp xx V-Trigger/Aegis xx st.MP xx st. HP xx st.MP xx cr.HP xx Ender

You can expand upon these, be creative with what we have for now! You can style with these combos, but most of them are a waste of meter.


Reserved until further notice.
Post edited by Songo[KthX] on
<Metric> songo is #1 3s player
«13

Comments

  • meianoite666meianoite666 Joined: Posts: 134
    edited July 2016
  • xxteefxxxxteefxx Joined: Posts: 288
    Hey there. i barley play to be honest, like 2 times a week or something....just started getting back to fighting games slightly, so excuse me please if i am slightly behind. i did vid for Urein with some Miscs, i dont know if you guys know it already or not, though HOPE it's useful by any means.
    thnx and great videos on srk

  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    xxteefxx wrote: »
    Hey there. i barley play to be honest, like 2 times a week or something....just started getting back to fighting games slightly, so excuse me please if i am slightly behind. i did vid for Urein with some Miscs, i dont know if you guys know it already or not, though HOPE it's useful by any means.
    thnx and great videos on srk

    Cool meaty setups man, I'll go try these out now. Dope music as well, what's this track called?
  • xxteefxxxxteefxx Joined: Posts: 288
    maziodyne wrote: »
    xxteefxx wrote: »
    Hey there. i barley play to be honest, like 2 times a week or something....just started getting back to fighting games slightly, so excuse me please if i am slightly behind. i did vid for Urein with some Miscs, i dont know if you guys know it already or not, though HOPE it's useful by any means.
    thnx and great videos on srk

    Cool meaty setups man, I'll go try these out now. Dope music as well, what's this track called?

    Hey man. Thnx my friend :). i sadly didnt include a BIG CHUNK! i think because i was in a hurry, and that AWEFUL video editing program was very limited..so it must've slipped. i will try to re construct the video and upload it within these coming days. nothing biggie but some Setups of meaty Butt head(MP) setups, Drop knee Setups meaty and block and side switches..etc.

    as for the music, Glad you like it! it's the band called Contortionist. prog metal. from their latest album called language. i think the song is called Integration. this album is too good actually(not a fan of the band, but this album is just beautiful). give em a shot if you like prog stuff :)

    take care now and thnx again. glad i was helpful in anyways

  • Al_PachinoAl_Pachino Protector of Russian Skies Joined: Posts: 6
    I made a lab combo video in the beginning of July. Perhaps it was necessary to post it here immediately :|

  • xxteefxxxxteefxx Joined: Posts: 288
    Al_Pachino wrote: »
    I made a lab combo video in the beginning of July. Perhaps it was necessary to post it here immediately :|


    absolutley you should've. the combos i am not a fan of to be honest, creative i have to say. but the video started to be intriuging after 5:20.
    good stuff man. thanks for sharing that!
  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    Anyone figure out how (or if it's possible) to get two Aegis combo extensions in a single combo, and without using meter? Trying to see if I can break 600 damage somehow with a CA tacked on at the end.
  • Riot GuardRiot Guard Old School Joined: Posts: 3,903
    Al_Pachino wrote: »
    I made a lab combo video in the beginning of July. Perhaps it was necessary to post it here immediately :|

    Very creative.
  • CaesarVIICaesarVII Shadaloo CEO Joined: Posts: 107
    I saw in a video that you can cancel fMP with Chariot or Headbutt, how can you possibly keep the charge

    In the video he also did stLK>Headbutt
  • KeikiKeiki Joined: Posts: 5
    CaesarVII wrote: »
    I saw in a video that you can cancel fMP with Chariot or Headbutt, how can you possibly keep the charge

    In the video he also did stLK>Headbutt

    The technique is the same as doing stuff like crLK stLP SBK with Chun.

    For stLK headbutt you hold down, as your joystick goes to neutral you hit LK and immediately up+HP.

    6MP headbutt is the same, [2] 6MP immediately 8HP


    For meterless corner combo you guys are doing [whatever] crHP xx HP Fireball xx Tackle ?
  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    Yeah cr.HP xx H fireball (hold slightly), L tackle works. That's probably his best meterless combo in the corner.
  • xXUltimacloudXxxXUltimacloudXx Joined: Posts: 368
    edited August 2016
    maziodyne wrote: »
    Yeah cr.HP xx H fireball (hold slightly), L tackle works. That's probably his best meterless combo in the corner.

    actually you can land mk tackle and also st fp as well lk tackle is inferior.

    Here you guys go this is my urien reset concept video. this will get your creative juices flowing :D enjoy guys.

    Post edited by xXUltimacloudXx on
    ''People in Windsor are the most retardest bunch of assholes I've ever seen'' - Uber_Johnson
  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    edited August 2016
    Eh, LK tackle is just easier for me to land consistently against all characters. It also has faster recovery for like 10 less damage and that's if unscaled. Difference in damage is negligible. St.HP deals a bit more damage than LK tackle, but starts up a couple frames slower. Don't really wanna take the risk of dropping the combo so I still prefer to use LK. YMMV, I guess.
  • TenguTengu Joined: Posts: 4
    New player question here. After cr.HP xx HP fireball how are you going into tackle, either light or medium? There doesn't seem to be time to buffer a charge backwards, or maybe I'm just not doing it early enough in the FB animation. Or is there a shortcut/trick?
  • xXUltimacloudXxxXUltimacloudXx Joined: Posts: 368
    Tengu wrote: »
    New player question here. After cr.HP xx HP fireball how are you going into tackle, either light or medium? There doesn't seem to be time to buffer a charge backwards, or maybe I'm just not doing it early enough in the FB animation. Or is there a shortcut/trick?

    as soon as you see the animation begin for urien to fire his fireball you charge as he is starting up his fireball animation. By the time the ball hits and he is dropping you already have the charge set.
    ''People in Windsor are the most retardest bunch of assholes I've ever seen'' - Uber_Johnson
  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    Tengu wrote: »
    New player question here. After cr.HP xx HP fireball how are you going into tackle, either light or medium? There doesn't seem to be time to buffer a charge backwards, or maybe I'm just not doing it early enough in the FB animation. Or is there a shortcut/trick?

    Yeah I just hit QCF+HP for the fireball then immediately move to downback to begin charging for HK tackle.
  • Gabri3l_WHOAGabri3l_WHOA Heat Extend ( ͡° ͜ʖ ͡°) Joined: Posts: 2,023
    Can you consistently use HK tackle for cr HP x HP fireball or is it dependent on the range? I deon't have the timing down on it at all and I find that depending on how long you charge the fireball the juggle will be lower/higher and I can't land the HK tackle. I can pretty consistently hit EX tackle but the HK start up is killing me. Gotta lab it more.
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  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    Don't charge the H fireball at all and just wait a bit until after it hits. Then just input f + HK for the H tackle.
  • HatsonHatson Joined: Posts: 51
    cr. HP > HP fireball > HK tackle is more useful as a meaty cr. HP as it covers both wakeup option 3-framers. And loops into itself over and over again, and depending on their wakeups, they can mix themselves up, and you can also choose which side to land on via HK / MK tackle.

    pro tip: cr. HP covers 6 frames, its' active frames go like this: 1(1)4
    aka: 1 active > 1 empty no hitbox > 4 active.

    Hence why it covers both wakeups.
  • Songo[KthX]Songo[KthX] (*_*(O-('.'Q) Joined: Posts: 2,020
    Hatson wrote: »
    cr. HP > HP fireball > HK tackle is more useful as a meaty cr. HP as it covers both wakeup option 3-framers. And loops into itself over and over again, and depending on their wakeups, they can mix themselves up, and you can also choose which side to land on via HK / MK tackle.

    pro tip: cr. HP covers 6 frames, its' active frames go like this: 1(1)4
    aka: 1 active > 1 empty no hitbox > 4 active.

    Hence why it covers both wakeups.

    It's -8 on block, so fuck no.
    <Metric> songo is #1 3s player
  • Gabri3l_WHOAGabri3l_WHOA Heat Extend ( ͡° ͜ʖ ͡°) Joined: Posts: 2,023
    edited August 2016
    maziodyne wrote: »
    Don't charge the H fireball at all and just wait a bit until after it hits. Then just input f + HK for the H tackle.

    Thank you. So the charged fireball is only necessary in the corner?

    EDIT:
    Just did it.
    cr hp xx h fireball xx l tackle does 200 damage and 360 stun
    cr hp xx h knee drop does 207 and 330 stun
    both leave you right in front of the opponent

    Fun stuff:
    cr. MK cancels into H Tackle
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  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    edited August 2016
    Yeah you only need to charge the fireball slightly in the corner, otherwise it'll just fly offscreen without juggling the opponent. st.MP, cr.MP, and cr.MK can all cancel into H tackle. cr.MK is useful for nailing opponents from ranges where st.MP and cr.MP would normally whiff, and you can cancel it into fireball as well for a pseudo-shoto cr.MK xx fireball thing. It's not a true blockstring though, but I guess it's fine since Ryu has the same problem too.
    Hatson wrote: »
    cr. HP > HP fireball > HK tackle is more useful as a meaty cr. HP as it covers both wakeup option 3-framers. And loops into itself over and over again, and depending on their wakeups, they can mix themselves up, and you can also choose which side to land on via HK / MK tackle.

    pro tip: cr. HP covers 6 frames, its' active frames go like this: 1(1)4
    aka: 1 active > 1 empty no hitbox > 4 active.

    Hence why it covers both wakeups.

    It's -8 on block, so fuck no.

    I guess you can try cancelling the second hit of cr.HP into fireball or H knee drop (if they don't have an AA that can catch it)?
  • riburibu A Return to Form Joined: Posts: 2,387
    I would always cancel it into fireball then, EX leaves him at +2. That's cool though, hadn't tested meaty setups after HK tackle.
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  • HatsonHatson Joined: Posts: 51
    Hatson wrote: »
    cr. HP > HP fireball > HK tackle is more useful as a meaty cr. HP as it covers both wakeup option 3-framers. And loops into itself over and over again, and depending on their wakeups, they can mix themselves up, and you can also choose which side to land on via HK / MK tackle.

    pro tip: cr. HP covers 6 frames, its' active frames go like this: 1(1)4
    aka: 1 active > 1 empty no hitbox > 4 active.

    Hence why it covers both wakeups.

    It's -8 on block, so fuck no.

    I'm talking about this:

    Yeah cr. HP is - on block, if they block just make it + by canceling into EX fireball / EX tackle xx VT and such.

    This is just a meaty that covers both wakeup options and loops into itself and has tons of setups from it. That's why it's good.

  • LosLos Joined: Posts: 756
    If you have only the second aegis available and two bars, what's the best stun combo one can get?
  • riburibu A Return to Form Joined: Posts: 2,387
    edited September 2016
    Los wrote: »
    If you have only the second aegis available and two bars, what's the best stun combo one can get?

    Without doing resets; fMP-HP TC, Aegis, sMP, cHP, EX Up Fireball, EX Tackle is 505. If you hit them with a move further out into aegis he can do sHP instead of sMP.

    If there's something more let me know.
    Post edited by ribu on
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  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    edited September 2016
    Los wrote: »
    If you have only the second aegis available and two bars, what's the best stun combo one can get?

    This one uses CA but you can just do EX headbutt -> EX tackle at the end instead of it.


    ribu wrote: »
    Los wrote: »
    If you have only the second aegis available and two bars, what's the best stun combo one can get?

    Without doing resets; fMP-HP TC, Aegis, sMP, cHP, EX Up Fireball, EX Tackle is 505. If you hit them with a move further out into aegis he can do sHP instead of sMP.

    If there's something more let me know.

    I don't think this one will work since you don't get the VTC freeze after f.MP-f.HP TC to link into s.MP if you only have second Aegis available, no?
  • fr4ggefr4gge Joined: Posts: 16
    maziodyne wrote: »
    Anyone figure out how (or if it's possible) to get two Aegis combo extensions in a single combo, and without using meter? Trying to see if I can break 600 damage somehow with a CA tacked on at the end.

    I did j.hp, hp, far reflector, mp, c.mp, hk, chp, f.mp, far reflector (reset), mp, c.mp, c.hp, h.fireball, h.tacke, super.
    Probably the best or most practical thing but it works.
  • Gabri3l_WHOAGabri3l_WHOA Heat Extend ( ͡° ͜ʖ ͡°) Joined: Posts: 2,023
    Just wanted to post this as I was kinda struggling with the timing on the cr. HP -> Ex MP HP fireball -> b.HK left right mix up. You just have to let the fireball charge all the way and they'll hit it on the way down, from which you can then combo into the back HK. There's basically no timing involved. If you cancel the cr HP second hit into the fireball right away all you have to worry about is landing the back HK as soon as the fully charged ex fireball hits. I think it's actually his easiest juggle once I managed to figure that out. I don't think anyone else was struggling with it as I haven't seen anyone post about it aside from Hatzlan's video, but maybe this'll clear up any problems for other scrubs like me in the future.

    Video in question:
    SFV: Zangief
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  • riburibu A Return to Form Joined: Posts: 2,387
    maziodyne wrote: »

    I don't think this one will work since you don't get the VTC freeze after f.MP-f.HP TC to link into s.MP if you only have second Aegis available, no?

    To the best of my knowledge it would still work. If not then replace TC with sMK at longer ranger.

    So his cHP as an AA gives him the highest AA damage potential in the game, and lets him set up his resets pretty reliable. Will probably make a video later tonight if there isn't already one on it...
    PSN/CFN- Ribu_the_Luster
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  • TorgoTorgo Joined: Posts: 69
    So they changed b.HK counter hit (opponent gets knocked down), the knee drop recovery on block (doesn't bouce back on block, only on hit and it's safer?) and grab combos on Aegis (don't know if it already was like that). Anyone noticed any other changes?
  • Heavy_MentalHeavy_Mental Fueled by caffeine and salt. Joined: Posts: 1,235
    It seems that cr.MK is no longer cancellable, which means we can no longer do double headbutt combos after CC st.HP unless they reduced its knockback.
    “In the long run men hit only what they aim for. Therefore though they should fail immediately, they had better aim at something high." - Henry David Thoreau
  • HatsonHatson Joined: Posts: 51
    Yep, those are all the visible changes @Torgo @Heavy_Mental

    Overall, I feel it's a nerf. The cr. MK and b+HK are pretty huge nerfs to his overall dmg and combo potentials. This means even losing max damage setups via meaty MP headbutt off cr. MK. And the b+HK change is... Completely unnecessary, I see no reason why they changed it. You can't get anything off it now except maybe in corner or via VT cancels.. That's a big nerf.

    The Air Knee Dives definitely look safer now, they changed it so you don't bounce off when blocked high, and I counted the landing recovery frames, they looked exactly the same (I counted frame-by-frame on the 60 FPS footage). So should not be any changes to the meaty setups via Knee Dives such as the cr. HP setup that covers all both wake-up options. :)
    So that's a nice change to Knee Dives, minor buff.

    And the OTG off a throw into Aegis is.. interesting. At first I saw it as a nerf, since you couldn't set up an aegis behind them and immediately throw, which then put them immediately into aegis pressure again on their wakeup.

    But then I noticed that the OTG off the Aegis makes it a free juggle state! We saw in the footage they juggled with cr. MP after it, so any normal will work! Free juggle!
    That definitely made me rethink it, and I now look at it as a buff, since this opens up a lot of new options for mixups after OTG Aegis, that's a very smart buff, it's not a very likely situation to happen often, but it's a neat little change.

    So since OTG Aegis is a free juggle state, what is everyone thoughts on the mechanic behind that? Aegis normally isn't free juggle state, so what do you guys think is happening?

    My assumptions are:
    1) It's free juggle state when OTG from throw (is it possible to OTG without throw?)
    2) It's free juggle state on only the first hit of Aegis (in the footage, when they threw them into OTG Aegis, they would bounce off it immediately on 1st hit instead of absorbing all 3, as is the behaviour when opponent is in an airborne state)

    Overall it's definitely way harder hitting nerfs than the buffs, but what do you guys think about this OTG Aegis free juggle state situation?
  • TorgoTorgo Joined: Posts: 69
    The cr.mk nerf is pretty bad, it makes it even harder to get aegis combos started, at least for me since I used cr.mk xx ex.fireball xx aegis. Now Urien doesn't have an easy confirmable low hitting combo that goes into aegis.
    The b.hk nerf I still don't see what exactly was lost, doesn't hp do everything it did? I just hope we still have that corner mixup.
  • p1nkt1t5p1nkt1t5 Joined: Posts: 630
    Not surprised they removed some stuff. 2mk cancel was just too good a tool.

    Is that otg thing a bug or capcom legit allows you to do that?
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  • HatsonHatson Joined: Posts: 51
    p1nkt1t5 wrote: »
    Not surprised they removed some stuff. 2mk cancel was just too good a tool.

    Is that otg thing a bug or capcom legit allows you to do that?

    It's in the game. It was showcased on the WinnerStaysOn Urien showcase stream.

    It wouldn't even be a buff if it wasn't free juggle state, that's what makes it interesting.
  • Songo[KthX]Songo[KthX] (*_*(O-('.'Q) Joined: Posts: 2,020
    Torgo wrote: »
    The cr.mk nerf is pretty bad, it makes it even harder to get aegis combos started, at least for me since I used cr.mk xx ex.fireball xx aegis. Now Urien doesn't have an easy confirmable low hitting combo that goes into aegis.
    The b.hk nerf I still don't see what exactly was lost, doesn't hp do everything it did? I just hope we still have that corner mixup.

    Just whiff punish or counter poker cancel into Aegis.
    <Metric> songo is #1 3s player
  • ZeeroZeero Joined: Posts: 5
    While grinding in the lab last night, I found that you can cancel Urien's fireball into super by using negative edge on the changed fireball. If you do something like qcf + P (hold), qcf qcf + (release) at close blank the fireball will hit and the super will trigger.
  • CKZaibatsuCKZaibatsu Joined: Posts: 27
    edited September 2016
    Hey guys, I don't post often, but I thought this was interesting. Urien's Aegis combos do more damage if using the second aegis reflector.

    LP, MP, EX Fireball, aegis, MP, MP, D+HP, QCF+HP, H Chariot = 259 dmg 403 stun during initial activation and does 303 dmg 468 stun during second activation.

    You'll have to forgive my ancient combo notations. It's been awhile...
    Chaudière? Chaudière? It's chowder. Say it right!


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  • DooplissDoopliss Joined: Posts: 3,181
    edited September 2016
    CKZaibatsu wrote: »
    Hey guys, I don't post often, but I thought this was interesting. Urien's Aegis combos do more damage if using the second aegis reflector.

    LP, MP, EX Fireball, aegis, MP, MP, D+HP, QCF+HP, H Chariot = 259 dmg 403 stun during initial activation and does 303 dmg 468 stun during second activation.

    You'll have to forgive my ancient combo notations. It's been awhile...

    That's because initial V-Trigger activation applies 10% scaling. So if you do, say, s.HP to 1st Aegis, it'll hit for 80%, while the 2nd one will hit for 90% since it doesn't have the freeze.

    Made a combo video:
    Maybe Doopliss isn't kicking ass, but he's taking names.

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  • CKZaibatsuCKZaibatsu Joined: Posts: 27
    Doopliss wrote: »
    CKZaibatsu wrote: »
    Hey guys, I don't post often, but I thought this was interesting. Urien's Aegis combos do more damage if using the second aegis reflector.

    LP, MP, EX Fireball, aegis, MP, MP, D+HP, QCF+HP, H Chariot = 259 dmg 403 stun during initial activation and does 303 dmg 468 stun during second activation.

    You'll have to forgive my ancient combo notations. It's been awhile...

    That's because initial V-Trigger activation applies 10% scaling. So if you do, say, s.HP to 1st Aegis, it'll hit for 80%, while the 2nd one will hit for 90% since it doesn't have the freeze.

    Made a combo video:
    Doopliss wrote: »
    CKZaibatsu wrote: »
    Hey guys, I don't post often, but I thought this was interesting. Urien's Aegis combos do more damage if using the second aegis reflector.

    LP, MP, EX Fireball, aegis, MP, MP, D+HP, QCF+HP, H Chariot = 259 dmg 403 stun during initial activation and does 303 dmg 468 stun during second activation.

    You'll have to forgive my ancient combo notations. It's been awhile...

    That's because initial V-Trigger activation applies 10% scaling. So if you do, say, s.HP to 1st Aegis, it'll hit for 80%, while the 2nd one will hit for 90% since it doesn't have the freeze.

    Made a combo video:

    Ahh okay! Thanks for the knowledge drop.
    Chaudière? Chaudière? It's chowder. Say it right!


    Eat lead! Suck it! Fire in the hole! Suck on this! Open fire! Bring the pain...Bring the pain.....Bring the pain!
  • GenjiknightGenjiknight Joined: Posts: 26
    Is it me or did they reduce the distance traveled via Urien's EX Headbutt?
  • Carnage_AUCarnage_AU Joined: Posts: 24
    Is it me or did they reduce the distance traveled via Urien's EX Headbutt?

    Correct. It goes the distance of his Light version as opposed to his medium I think it was in 1.07.
  • HatsonHatson Joined: Posts: 51
    If you use V-skill then EX headbutt gets its old range again.
  • soncissoncis Joined: Posts: 305
    Torgo wrote: »
    The cr.mk nerf is pretty bad, it makes it even harder to get aegis combos started, at least for me since I used cr.mk xx ex.fireball xx aegis. Now Urien doesn't have an easy confirmable low hitting combo that goes into aegis.
    The b.hk nerf I still don't see what exactly was lost, doesn't hp do everything it did? I just hope we still have that corner mixup.

    can't you cr.mk -> aegis?
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  • LurkBrianLurkBrian Joined: Posts: 54
    What's the optimal meterless HP crush counter combo? What about with 1 bar?
  • Intuitive2011Intuitive2011 Cr.Mk XX Hadoken Joined: Posts: 3,507
    LurkBrian wrote: »
    What's the optimal meterless HP crush counter combo? What about with 1 bar?

    I'm doing this:

    St.Hp (CC) dash, Cr.Hp, HP fireball, HK Chariot. For a bar I haven't found anything just yet.
    "Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
  • AVCAVC always learning Joined: Posts: 406
    @soncis
    can't you cr.mk -> aegis?
    yes you can do it and thats all i know

    @LurkBrian how about this one i used a lot in the beta urien still works

    St.Hp (CC) dash, St.Mp St.Lp xx Ex tackle (1 Hit) xx VT Fill the blank in here Have fun

  • DooplissDoopliss Joined: Posts: 3,181
    AVC wrote: »
    St.Hp (CC) dash, St.Mp St.Lp xx Ex tackle (1 Hit) xx VT Fill the blank in here Have fun
    If you're gonna use VT, it's probably better to just do f.MP xx HP as a starter or something. I used this sequence in my CV; should work in this situation, if f.MP is fast enough to combo after uncharged s.HP after a dash, which I'm not sure about (If it's not, just use a medium into VT and continue from there, or a medium into EX Orb):

    CC s.HP, dash, f.MP xx HP xx VT, LP headbutt, (microwalk forward) charged s.HK, c.HP, ender of choice.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
  • EijikenEijiken Joined: Posts: 38
    Messing around with him, might give him some lab work.

    How about w/ VT
    CC s.HP, b.HK xx VT MP, f.MP, cr.HP xx H.Fireball, H.Tackle
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