Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Urien

Normal Throws

Spartan Bomb (or )
Startup

5

Active

2

Recovery

18

Hit Level

Throw

On Hit

D

On Guard

B-VTX on Hit

B-VTX on Guard

F-VTX on Hit

F-VTX on Guard

D-VTX on Hit

D-VTX on Guard

Cancel

Damage

130

Stun

200

Meter Gain

100

Spartan Bomb: Urien hoists the victim up before slamming them down right in front of him. Or, if is used, right behind him. This is the only normal throw that’s (almost) the same whether it’s used in one direction or the other. Against a quick-rising victim, Urien is left at +11, 40 percent of the playing field away. Dashing immediately after Urien recovers will actually put him at -5 up close against a quick-riser, either way. If immediate pressure is desired against the rising defender, either prep a Metallic Sphere to greet them, get a little crazy with Dangerous Headbutt into point-blank range, or walk forward and use far-reaching moves instead of dashing carelessly back in, which will lose to basically anything during their wakeup.

The only difference between forward or backward Spartan Bomb involves post-throw position. The forward version plants them 40 percent of the screen away, while the backward version swaps sides (making it ideal for turning the tables on the enemy when Urien is cornered) while placing the victim about 35 percent screen’s distance.

Throws are important to every character–uh, duh–but they take on extra importance with a deceptively quick mid-range brawler who lacks a cross-up. In the neutral game, matchup permitting, Urien players must have a willingness to dash forward boldly sometimes to go for unexpected normal throws. This syncs up perfectly with his poke range, which rivals that of Chun-Li, with pokes like Quarrel Punch/Kick, standing //, and crouching /.

Normal throws are also an important mix-up when Aegis Reflectors are onscreen. Aegis mirrors don’t disappear if the opponent hits Urien, and any clean hit bouncing them into the reflector might make their next ten or so seconds really lousy. So they’ll naturally be inclined to turtle up, being cautious of Urien’s high/low mix-ups between crouching kicks, charged , and Terrible Smash. Which is a chance to just go ahead and throw them. They’ll actually get launched off an active mirror off the throw, if it’s close enough; depending on the side situation, and whether charge is built during the throw, it may be possible to juggle further with Chariot Tackle or (at worst) .