Vitality 1,025 (1,000 next balance patch)
Forward dash duration 16 frames.
Back dash duration 23 frames.
Total jump frames 38 frames.
Urien has no 3 frame normal.
Urien has no reversal without meter.
Urien can build V-Trigger meter by using his V-Skill then whiffing any of his special moves other than Metallic Sphere.
S.LP 4f start up, +5 on hit +2 on block
S.MP 7f start up, +6 on hit +3 on block
s.HP 12f startup, +4 on hit -2 on block (hurt box extends around front leg, head and shoulder 1 frame before active frames)
Charged s.HP 22f startup, +9 on hit +5 on block (hurt box extends around front leg, head and shoulder 1 frame before active frames, gains special cancel-ability, moves Urien forward slightly)
S.LK 5f startup, +3 on hit +2 on block
S.MK 9f startup, +1 on hit -2 on block (hurt box extends around leg 1 frame before active frames)
S.HK 9f startup, +4 on hit -2 on block (+5 on hit -1 on block against crouching characters)
Charged S.HK 22f startup, +8 on hit +2 on block (move gains overhead properties)
C.LP 4f start up, +5 on hit +1 on block
C.MP 6f start up, +5 on hit 0 on block
C.HP 7f start up, KD on hit -8 on block
C.LK 4f start up, +4 on hit +1 on block
C.MK 8f start up, +4 on hit +2 on block (hurt box extends around leg 1 frame before active frames) (will be -2 on block after next balance patch)
C.HK 11f start up, KD on hit -14 on block (hurt box extends around leg 1 frame before active frames)
J.MP (puts opponents in juggle state)
Quarrel Punch F+MP 7f start up, +2 on hit 0 on block
Quarrel Kick B+HK 15f start up, +1 on hit -4 on block (hurt box extends around leg 1 frame before active frames)
Terrible Smash F+HP 21f start up, +1 on hit -6 on block (overhead, hurt box extends around head and arm 1 frame before active frames)
Target Combo 1
LP~MP +1 on hit -4 on block
Target Combo 2
F+MP~F+HP +1 on hit -6 on block
After Normal Recovery Urien is at +11 40% of the screen away from a forward throw
After Normal Recovery Urien is at +11 35% of the screen away from a back throw
If Urien forward dashes after either throw he is at -5
A note about Urien’s anti air options.
You might have heard the Urien’s anti air options are not great and there does appear to be some truth to that statement.
His first anti air is C.HP which goes active in 7 frames, however the first active frame hit box has a hurt box slightly above it, meaning its not’s really an anti air. Frame 8 of the move has no hit box at all.
Frame 9 the hit box is aligned vertically with its hurt box, meaning in effect it has lower priority than Bison’s C.HP while effectively starting up in the same time. Only on frame 10 does the hit box extend above the hurt box.
S.HK is his other anti air and hits on frame 9. Its first active frame hit directly above Urien and extends miles above Urien’s hurt box. However while its great at dealing with attacks directly above Urien’s its horizontal priority is poor.
Its second active frame has great vertical and horizontal priority, but all 4 remaining active frame’s lose the horizontal priority with hurt boxes extending in front of the hit boxes. In short its an excellent ant air for attacks coming directly down on Urien or cross up attacks but not great at dealing with jump ins coming from range.
In truth Urien’s best anti air is F+MP which is pretty good at stuffing direct jump in’s as long as the opponent is not going directly down on top of him or slightly behind him, can be used offensively to swat down neutral jumps as well.
He also has anti air fireball but its too slow to use on reaction. Urien has to make a read to use this.
LK. Chariot Tackle 0 on hit -5 on block
MK. Chariot Tackle -3 on hit -9 on block
HK. Chariot Tackle -6 on block
EX. Chariot Tackle 0 on block (-2 following April balance patch)
LP Dangerous Headbutt Charge +1 on hit -2 on block (cannot hit crouchers)
MP Dangerous Headbutt Charge +1 on hit -2 on block (cannot hit crouchers)
HP Dangerous Headbutt Charge KD on hit -2 on block (cannot hit crouchers)
EX Dangerous Headbutt Charge KD on hit -17 on block (in counter hit state during recovery)
LK Violence Knee Drop Charge between -3 and +2 on block
MK Violence Knee Drop Charge between -6 and 0 on block
HK Violence Knee Drop Charge between -7 and -2 on block
EX Violence Knee Drop Charge between +2 and +6 on block
LP Metallic Sphere -2 on hit, -7 on block
MP Metallic Sphere -2 on hit, -4 on block
EX Metallic Sphere +3 on hit, +1 on block
Charged LP Metallic Sphere +7 on hit, +4 on block
Charged MP Metallic Sphere +4 on hit, +2 on block
Charged EX Metallic Sphere +17 on hit, +13 on block
Dominate Crush, 6f startup, -47 on block
This can actually combo OTG, make sure you use normal or back recovery to avoid this.
Metallic Aura 52 frames recovery
Grants 1 hit of armor absorption on Chariot Tackle, Dangerous Headbutt Charge, Violence Knee Drop Charge. Armor starts on frame 3 and lasts to end of active frames.
Anger Snap Fist
16f start up, -2 on block.
First Aegis Reflector causes a screen freeze, second does not, meaning second Aegis has less set ups.
Urien leaves a visual clue as to whether he’s doing a far or near Aegis Reflector. If he raises his arms above his head, then its a near Reflector, if his arms are extend out at shoulder height, its a far Reflector.