The way I see it and have refined it to suit my own play:
Primary AA = Fmp.
Tertiary (secondary) AA = cr.hp
Crossup AA = st.hk
There’s only a couple of problems here.
The biggest problem is that uriens AA is wonky and well… Bad, if you play his neutral like you would any other characters neutral.
For me the biggest thing is to try and constantly space my opponent out at a range where if they jumpin I can use Fmp to AA them. This works well, but the opponent will rarely jumpin from that range once they’ve been AA’d from there once or twice. This is where I set them up for my jab fireball trap. Once I’ve got my jab fireball trap going my neutral is effectively set up.
Ok so, what about characters that respect the long range spacing and just want to charge in?
I just punish them for charging in, or I dash into them and make their offense my own.
What about cr.hp?
Cr.hp is a bait AA, as is Fmp tbqh. Urien doesn’t really have any twitch AA save for his CA and his ex headbutt. That means to really use his AA well you have to constantly bait your opponent into it.
I try and always stay outside the range where cr.hp works. But sometimes, against an opponent that I know really wants to jumpin, but is having trouble getting to the right range (inside the range of my Fmp, where I can’t use it) I’ll just walk into the range my opponent wants… And wait. If I was reading them right, as soon as they see me in the “right” range they will jump at me, and since I’m looking for the jumpin and baiting for it specifically, the cr.hp becomes easy to AA with since all my focus is on the AA.
St.hk I leave for beating crossups that are extremely telegraphed. Otherwise I try to jump back lk.
I don’t find st.hk to be a worthy midrange AA despite its damage and outstretched priority. It just takes to much focus for me to use because it’s so slow with its AA frames at midrange being frames 10-11… That’s a 10 frame startup AA that has to be done even earlier because it hits so high up that it will hit the opponent earlier in their jump arc.
So yeah. Bait them into Fmp AA and goad them with fireballs, use systematic baiting to get cr.hp AA’s off and be hyper diligent about resetting your spacing and not allowing the opponent any jumpin crossup opportunities.
If you watched my newest spacing style I do lots of back and forward dashing. My forward dashes are generally to dash into max st.mk range. If it makes contact I like to backdash immediately as that gets me my Fmp AA spacing back. Once opponents get used to this I start to mix in closer range dash ins and jumps into shimmy/throw mixups/basic pressure.
What I’m trying to avoid though is being at a consistent range where my st.mk is at its tip spacing as that is where the opponent is likely to jump from and my cr.hp won’t work from there unless I’m looking for it (and it’s to close to use my Fmp and st.hk is also just to slow)