Every effort is made to record combo damage accurately, but not quite as accurately as with frame data. Over time, as moves are tweaked here and there, exact combo damage may be off in places. (The print guide’s combo damage errors where they exist, for example, are mostly because heavy-strength normals received a tiny, uniform buff on day one.) However, combo damage values are still useful to show general combo damage relative to other options. Writing damage values down in the first place is just there to help decision-making, so you have an idea of your preferred situational combos before a match ever starts. Not many people are thinking “I should use the 346 option over the 320 option” during actual matches.
Low Hit-Checks
COMBO 1
While charging , crouching ![]() crouching ![]() ![]() ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
103 damage, 253 stun (341 damage with Critical Art) |
While charging , crouching ![]() crouching ![]() ![]() ![]() ![]() ![]() ] |
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|
167 damage, 293 stun (requires one stock of EX Gauge) |
While charging , crouching ![]() crouching ![]() ![]() ![]() ![]() ![]() (keep charging ), juggle ![]() ![]() ![]() |
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|
160 damage, 302 stun (requires one stock of EX Gauge) |
While charging , crouching ![]() crouching ![]() ![]() ![]() ![]() ![]() (keep charging ), juggle ![]() ![]() ![]() ![]() |
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|
216 damage, 337 stun (requires one stock of EX Gauge) |
Crouching
is a four-frame, low-hitting light attack that leaves Urien at +4 on hit, and +1 when blocked. Getting decent damage off of it will go a long way toward making other mix-ups threatening too.
Variants of these same combos work off of two linked crouching jabs, which actually does 10 more damage, but that doesn’t begin with a low attack.
The variant ending in EX Chariot Tackle can transition into a grounded Aegis Reflector combo when V-Gauge is filled. V-Trigger-cancel the first hit of EX Chariot Tackle into far Aegis Reflector and they’ll be bounced back toward Urien, in position for much more punishment. See V-Trigger combo examples toward the end of this section.
Grounded Hit-Checks
COMBO 2
While charging , standing ![]() ![]() ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
123 damage, 235 stun (395 damage with Critical Art) |
While charging , standing ![]() ![]() ![]() ![]() ![]() ![]() |
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|
195 damage, 280 stun (requires one stock of EX Gauge) |
Standing ![]() ![]() ![]() ![]() ![]() |
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|
114 damage, 190 stun |
Standing
is one of Urien’s most reliable normal moves. It’s great whether used point-blank or from the edge of its range. In close to mid range footsies, there will be many chances to speculatively buffer a standing strong poke into LK Chariot Tackle, or to whiff-punish their vulnerable pokes. In simple, close range ground combos, finish with LK Chariot Tackle rather than MK Chariot Tackle. It’s only a tiny bit less damage, and the frame situation afterward is in Urien’s favor with the lighter version.
When standing
is blocked, canceling to any version of Chariot Tackle is a bad idea. That’s why it’s recommended to use this only in well-spaced counter-poke battles, or after something else that allows for more time to hit-check, like jump-in
into standing
while charging back. Standing
into Tackle is a modular piece that works well elsewhere when Urien is at +6~7, like after the following normals on counter-hit: crouching
, standing/crouching
, standing/crouching
, and standing
.
Standing
can also combo into Dangerous Headbutt. To pull this off, build up a down charge somehow (either masking it during a forward dash or jump, or during other pokes, or while blocking), then return the lever or pad to neutral for a split second, just long enough to tap
to register standing strong, before going to 

, completing the cancel of a standing normal into a down-charge special.
COMBO 3
(While charging ) crouching ![]() crouching ![]() ![]() ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
143 damage, 283 stun (381 damage with Critical Art) |
(While charging ) crouching ![]() crouching ![]() ![]() ![]() ![]() ![]() (keep charging ), juggle ![]() ![]() ![]() |
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|
200 damage, 332 stun (requires one stock of EX Gauge) |
Crouching ![]() ![]() ![]() ![]() ![]() |
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|
114 damage, 190 stun |
Crouching
is similar to Urien’s old crouching strong, except now it’s cancelable. With forward movement built in, a somewhat low profile, and a good hitbox that leaves Urien at +5 on hit and even frames when guarded, there’s not much to complain about with this poke.
COMBO 4
(While charging ) LK/MK Chariot Tackle (as meaty/well-spaced as possible) crouching ![]() ![]() ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
153/163 damage, 333 stun (391/401 damage with Critical Art) |
(While charging ) LK/MK Chariot Tackle (as meaty/well-spaced as possible) crouching ![]() ![]() ![]() ![]() ![]() (keep charging ), juggle ![]() ![]() ![]() ![]() |
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|
266/276 damage, 417 stun (requires two stocks of EX Gauge) |
The LK and MK versions of Chariot Tackle don’t knock down, and hitting very late/meaty with their active frames can produce enough advantage to allow for link combos immediately afterward. For this to be possible, start charging
immediately after starting the Chariot Tackle starter. There’s extra leeway on the link if Chariot Tackle counter-hits, the odds of which can be enhanced by buffing Chariot Tackle with Metallic Aura beforehand.
For extra time to confirm whether it’s safe to cancel to a special move, it’s also possible to link Target Combo 1 after the first Tackle. For an idea of the distances: the correct distance for well-spaced MK Chariot Tackle into a combo is the same distance at which the combatants begin the round, and the correct distance for LK Chariot Tackle is achieved after jumping backward from point-blank range.
COMBO 5
(While charging ) Standing ![]() crouching ![]() ![]() ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
173 damage, 333 stun (411 damage with Critical Art) |
Standing (start charging ) crouching ![]() ![]() ![]() ![]() ![]() (keep charging ), juggle ![]() ![]() ![]() ![]() |
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|
286 damage, 417 stun (requires two stocks of EX Gauge) |
As detailed in the unique attack section’s descriptions, standing
allows for links afterward in any situation. Simple standing
can link, on normal hit, into standing/crouching
, space depending.
COMBO 6
Charged standing ![]() crouching ![]() ![]() ![]() ![]() (start charging ), juggle ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
292 damage, 471 stun (494 damage with Critical Art) |
Charged standing ![]() crouching ![]() ![]() ![]() ![]() (start charging ), juggle ![]() ![]() ![]() ![]() |
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|
334 damage, 506 stun (requires one stock of EX Gauge) |
Charged standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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|
211 damage, 360 stun |
Charged standing
gives tons of frame advantage even on normal hit, allowing crouching
launcher to link. Of course, faster stuff also works too, and might be necessary if charged standing
hits outside point-blank range. Standing and crouching
link here too, and can be canceled into specials as desired.
The last variant listed shows that charged
can link into Quarrel Punch and Target Combo 2. This is most useful when V-Trigger is available, since Target Combo 2 is a reliable Aegis Reflector setup. The sequence has two overheads just within the three-hit verification string at the beginning, so this checks the opponent’s guard and incentivizes them to stand, making them more susceptible to crouching shorts and sweeps later.
Grounded Counter-Hits
COMBO 7
(While charging ) Counter-hit standing ![]() standing ![]() ![]() ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
146 damage, 294 stun (384 damage with Critical Art) |
(While charging ) Counter-hit standing ![]() standing ![]() ![]() ![]() ![]() ![]() ) |
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|
210 damage, 334 stun (requires one stock of EX Gauge) |
Counter-hit standing ![]() standing ![]() ![]() ![]() ![]() ![]() |
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|
138 damage, 254 stun |
Combos that begin with a counter-hit standing jab. These combos will also work after counter-hit crouching
and
. Standing
doesn’t work because it only grants an advantage of +5 on counter-hit, not enough to link medium-strength moves or better.
COMBO 8
(While charging ) Counter-hit standing ![]() standing ![]() ![]() ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
330 damage, 182 stun (420 damage with Critical Art) |
(While charging ) Counter-hit standing ![]() standing ![]() ![]() ![]() ![]() ![]() ) |
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|
246 damage, 370 stun |
Counter-hit standing ![]() standing ![]() ![]() ![]() ![]() ![]() |
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|
174 damage, 290 stun |
Standing
produces +6 advantage on counter-hit, so it can link into itself. This is a beefier version of linking after counter-hit light attacks, which has the advantage of starting with a higher-priority, farther-reaching poke.
COMBO 9
Counter-hit standing (or charged standing ), immediate dash, ![]() ![]() (Spartan Bomb) |
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|
225/237 damage, 360 stun |
Counter-hit standing (or charged standing ), immediate dash, crouching ![]() ![]() ![]() ![]() (start charging ), juggle ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
300/312 damage, 501 stun (502/513 damage with Critical Art) |
Counter-hit standing (or charged standing ), immediate dash, crouching ![]() ![]() ![]() ![]() (start charging ), juggle ![]() ![]() ![]() , juggle ![]() ![]() ![]() |
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|
302/314 damage, 540 stun (requires one stock of EX Gauge) |
While charging , counter-hit standing ![]() ![]() (start charging ) standing standing ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
284 damage, 517 stun (454 with Critical Art) |
Both standing
and charged
cause a spinning Crush Counter state on counter-hit, leading to very strong combos. These attacks can also function as V-Trigger openers if standing
is simply canceled into Aegis; the Crush Counter reel will send them toward the reflector.
The backward spin that counter-hit standing fierce sends the opponent on can also set up a late Chariot Tackle hit, enabling link combos afterward. After having point-blank standing
blocked, an immediate follow-up
that counter-hits puts Urien in position for meaty LK Chariot Tackle into their spinning hitstun. To set up counter-hit
into MK Chariot Tackle, the tip of standing
has to connect.
COMBO 10
Counter-hit ![]() ![]() ![]() ![]() (Aegis bounce), juggle ![]() ![]() (Aegis bounce), slight pause, juggle ![]() ![]() (Aegis bounce), juggle ![]() ![]() ![]() |
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|
252 damage, 385 stun (requires full V-Gauge) |
Counter-hit ![]() ![]() ![]() ![]() (start charging , Aegis bounce), juggle ![]() ![]() (start charging , Aegis bounce), juggle ![]() ![]() (Aegis bounce), juggle ![]() ![]() ![]() |
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|
276 damage, 460 stun (requires full V-Gauge) |
Quarrel Kick knocks the enemy off the ground on counter-hit, but doesn’t normally allow for juggles without V-Trigger. Canceling Quarrel Kick into far Aegis Reflector kicks the enemy away before the mirror bounces them right back. Going for this kind of juggle with Urien is as much about setting up a post-juggle throw or mix-up as much as piling on juggle damage (unless there’s enough EX Gauge to juggle with Critical Art, of course).
Anti-Air Combos
COMBO 11
Crouching (second hit only) ![]() ![]() ![]() (brief charge; start charging ), juggle ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
166 damage, 285 stun (404 damage with Critical Art) |
Crouching (second hit only) ![]() ![]() ![]() (brief charge; start charging ), juggle ![]() ![]() ![]() ![]() |
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|
(data coming soon) |
Urien doesn’t have catchall anti-air buttons like crouching
for Birdie and R. Mika. He also doesn’t have fast anti-air attacks. 

hits in seven frames, standing
hits an anti-air arc from frames seven through nine, and HP Metallic Sphere launches in 13 frames. Crouching
is in between. It doesn’t hit with decent anti-air priority till the tenth frame, but if it does, it’ll launch the leaping enemy into a jugglable state. For crouching
to launch jumping foes, it must be only the second active period that hits, the upward-jutting launcher elbow. Charge HP Metallic Sphere in this juggle just a moment, not to actually register a powered-up special fireball, but to allow the victim to fall just a bit toward the ground. Begin charging back for the finishing Chariot Tackle juggle just after releasing the upward Metallic Sphere, there’s plenty of time to build backward charge.
V-Trigger
COMBO 12
Charged standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (Aegis bounce) ![]() ![]() ![]() (Aegis bounce) standing (Aegis bounce) crouching ![]() ![]() ![]() ![]() (start charging ), juggle ![]() ![]() (![]() ![]() ![]() ![]() ) |
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|
340 damage, 565 stun (requires full V-Gauge, 507 damage with Critical Art) |
COMBO 13
Charged standing ![]() crouching ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (Aegis bounce) charged standing (Aegis bounce) crouching (Aegis bounce) (while charging ) standing ![]() standing ![]() ![]() ![]() ![]() ![]() (one hit) ![]() ![]() ![]() (Aegis bounce x2) standing (Aegis bounce) crouching ![]() ![]() ![]() ![]() (start charging ), juggle ![]() ![]() ![]() ![]() |
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|
380 damage, 551 stun (requires full V-Gauge, full EX Gauge |
There are seemingly infinite ways to string combos together using Aegis Reflector. Instead of listing out tons of combos that differ in the particulars but not in the approach, this section will explain common modular pieces of larger Aegis combos.
Standing/crouching ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (Aegis bounce), etc. |
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|
(data coming soon) |
This is a cold opener with good range, used in the manner of many character’s blind V-Trigger checks, like the tip of Laura’s standing
canceled to V-Trigger. Hit or block, this puts the opponent into the ringer if they don’t reverse the
poke to begin with. One nice thing about this is that it makes crouching
into a potential low-hitting combo starter.
While charging , crouching ![]() crouching ![]() ![]() ![]() ![]() ![]() (one hit) ![]() ![]() ![]() (Aegis bounce), etc. |
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|
(data coming soon) |
A confirmable hit-check into Aegis Reflector from crouching
, which checks the opponent’s crouching guard. This requires one stock of EX Gauge for EX Chariot Tackle, and EX Tackle must be V-Trigger-canceled from the first hit, so the opponent isn’t floored before the Reflector can bounce them back to Urien. This kind of threat is good to instill in opponent’s minds, because that’ll improve the success of charged standing
and 

as counterpoints to this low-hitting option.
Charged standing ![]() crouching ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() (Aegis bounce), etc. |
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|
(data coming soon) |
A hit-check that begins with Urien’s charged roundhouse overhead. The link into crouching
is then canceled to EX Metallic Sphere, then into Aegis. This can be used to check the opponent’s standing guard, or to eek out extra damage against a dizzied enemy. Don’t follow through with spending meter if the initial overhead is guarded.
Charged standing ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() , etc. |
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|
(data coming soon) |
If there’s time to squeeze off the initial overhead, this is a terrific multilayered Aegis setup, with many places to change it up.
Counter-hit crouching ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() , etc. |
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|
(data coming soon) |
Like the previous sequence, but starting with crouching strong. It requires a counter-hit to combo, and leaves only a two-frame gap if crouching
hits normally, not enough for them to escape without something invincible. Crouching
is a great poke that moves Urien forward and hits relatively quickly in six frames, so it’s good for counter-hit fishing from situations about +4ish, like after a stray standing
connects without special move charge ready to go. If crouching
is blocked, the gap till immediate follow-up Quarrel Punch is active is seven frames.
crouching 



), juggle 
, Aegis bounce), juggle