Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Urien

Unique Attacks

Quarrel Punch
Startup

7

Active

4

Recovery

14

Hit Level

HL

On Hit

2

On Guard

-2

B-VTX on Hit

1

B-VTX on Guard

-1

F-VTX on Hit

8

F-VTX on Guard

6

D-VTX on Hit

-11

D-VTX on Guard

-13

Cancel

Sp, V

Damage

70

Stun

100

Meter Gain

30/15

Quarrel Punch: Urien lunges forward with a high-arcing hook. The attack reaches almost 30 percent of the screen away, with a hitbox that actually extends a tiny bit beyond Urien’s hand, outside his vulnerable hurtbox both in front and above. Quarrel Punch is active in seven frames, and is -2 if guarded. A hit with Quarrel Punch puts Urien up close at +2, in perfect frame position to threaten with an immediate throw that will beat out three-frame jabs. A counter-hit with Quarrel Punch puts Urien at +4, allowing for link combos afterward.

Quarrel Punch is a great long-range poke, and a reliable anti-air against jumps from far away, while standing a bit early is best against jumps closer in. Either anti-air is a little slower than most anti-air normals/unique attacks, and Urien’s height makes him vulnerable to jump-ins earlier than shorter characters, so either shoot enemies down preemptively or rely on EX Dangerous Headbutt or good old fashioned blocking if timing is too tight. When anti-airing with , remember that it’s special-cancelable. Metallic Sphere alone is so variable that it provides plenty of mix-ups from this position, whether to time the release of the shot to greet them as they flip out and land after Quarrel Punch, or whether to hold the Metallic Sphere charge and hopefully coax out something reckless. Like anti-air HP Metallic Sphere, which is charged; if their reaction to air recovering is to jump immediately, release HP Sphere and juggles ensue.

Quarrel Punch has higher juggle potential than Urien’s other grounded attacks, and can be used to intentionally knock floating targets into air recovery. This opportunity occurs most commonly after floating an opponent with crouching or EX Dangerous Headbutt; juggles can be capped off solidly with standing or Chariot Tackle, or a reset can be attempted with . Quarrel Punch can also juggle after unexpected Aegis Reflector bounces, like after pushing an airborne enemy into a mirror with Violence Knee Drop or Chariot Tackle. Since Urien moves forward during the attack, this places him in position to confuse them on landing. Depending on the floating enemy’s altitude when pops them up, dashing forward may pass under them for a confusing grounded cross-up (or faked cross-up), especially in corners. Quarrel Punch can also be canceled into Aegis Reflector, so they’re forced to deal with both a reflector and Urien immediately upon landing.

The only negative thing about this move is that it will lose to quicker, low-profile pokes. Someone spamming a dominant crouching kick, like Karin’s crouching or , can shut this move down. On the other hand, if they’re abusing low pokes to keep Quarrel Punch at bay, they’re more vulnerable to sudden move-in plays with Dangerous Headbutt and Violence Knee Drop. (Or having their footsie recovery blasted with EX Chariot Tackle.)

Quarrel Punch can be chain-canceled into , creating Urien’s Target Combo 2.

Quarrel Kick
Startup

15

Active

3

Recovery

19

Hit Level

HL

On Hit

1

On Guard

-4

B-VTX on Hit

5

B-VTX on Guard

±0

F-VTX on Hit

12

F-VTX on Guard

7

D-VTX on Hit

-7

D-VTX on Guard

-12

Cancel

V

Damage

90

Stun

150

Meter Gain

50/25

Quarrel Kick: Urien takes a tiny hop forward then stretches one leg out to max range, leaning back to do so. It causes a blowback-knockdown Crush Counter on counter-hit, which builds V-Gauge and affords combo opportunities if canceling Quarrel Kick into Aegis Reflector. In terms of speed, Quarrel Kick hits in 15 frames, slower than normal pokes but faster than charged standing / or Terrible Smash. Quarrel Kick is Urien’s longest-reaching poke, hitting 35 percent of the screen away, just a bit farther than standing and crouching . Its particular speed and long reach mean that doing Quarrel Kick immediately after throwing an enemy makes for a built-in super-meaty counter-hit fishing setup. If they get up reversal with anything slower than three frames, they’ll get crumpled.

There’s a price to be paid for the range, though. In leaning back to extend his leg, Urien widens his hurtboxes to make himself, briefly, the biggest target in the game. During the active frames of Quarrel Kick, Urien is vulnerable laterally across 45 percent of the screen’s width, from the crook of his elbow to the tip of his foot. At engagement ranges, if the opponent jumps forward as Urien begins Quarrel Kick, they can fall with a cross-up attack that’ll register from virtually anywhere. Considering how freely some aggressive characters in Street Fighter V can get away with jumping, like Necalli or Cammy, this definitely discourages overuse of Quarrel Kick in mid to long range footsies. Still, a poke with nearly half-screen range that can start combos on counter-hit will always be noteworthy. Quarrel Kick, like Quarrel Punch, also has solid juggle potential, and can be a useful alternative for keeping pressure on a juggled foe.

Terrible Smash
Startup

21

Active

2

Recovery

20

Hit Level

H

On Hit

1

On Guard

-4

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

80

Stun

150

Meter Gain

50/25

Terrible Smash: Urien bashes downward, as if trying to punch the opponent’s shin. This is his standard overhead, forcing the opponent to guard standing, and hitting in 21 frames. He’s left at +1 on hit, and a punishable -4 if blocked. As a command overhead, Terrible Smash stands out for its range, as it hits almost 30 percent of the screen away.

Charged standing is also an overhead, one that does more damage and works as a combo starter, but Terrible Smash is quicker and lower-commitment. The speed advantage (and less obvious visual windup) compared to standing (charged) make this a better overhead for trying to crack the shell of an opponent who clams up when Aegis Reflectors are onscreen. It’s also useful to knock that last little bit of health off a turtling adversary. Combining the concepts works exceptionally well. Like, knock a low-stamina opponent out of an EX Dangerous Headbutt float (assuming there’s not enough meter to just K.O. them with an EX Chariot Tackle juggle or something), then cancel to an Aegis Reflector they’re forced to fall on, so they can immediately be fed after they land blocking low, bouncing them off the mirror toward Urien. (If people get savvy and just start blocking high against most Aegis shenanigans, which is actually a pretty decent idea, then it’s time to bypass juicier options sometimes and just feed them lots of crouching kicks when Aegis overlaps them.)

A version of Terrible Smash serves as the last part of the Target Combo.

Target Combo 1 Standing
Startup

5

Active

3

Recovery

14

Hit Level

HL

On Hit

1

On Guard

-4

B-VTX on Hit

-1

B-VTX on Guard

-6

F-VTX on Hit

6

F-VTX on Guard

1

D-VTX on Hit

-13

D-VTX on Guard

-18

Cancel

Sp, V

Damage

50

Stun

80

Meter Gain

30/15

Target Combo 1: Urien’s standing jab-strong chain. Standing can be canceled into an alternate version of standing . Standing is normally one of Urien’s best normal moves, hitting in six frames and reaching just over a quarter of the screen away, with a hitbox extending all the way to the tip of Urien’s fist, ahead of the hurtbox that begins at his wrist.

Whether standalone standing or the second hit of Target Combo 1, this strong punch can be canceled to Critical Art, V-Trigger, or special moves. The biggest difference is that standing by itself leaves Urien at +3 when blocked, his best (non-meaty) frame trap position. Standing standing leaves Urien at -4 when blocked.

This chain combo is basically a way to make standing into a four-frame startup move (rather than the usual six frames) for punishment or combo verification purposes, at a damage scaling penalty for starting with a light attack. Against the opponent’s blocked poke or special that puts them at -4, they can be punished with immediate standing standing LK/EX Chariot Tackle. (And single-hit EX Chariot Tackle into Aegis Reflector into etcetera can make a seemingly innocent -4 mistake into a round-ender.) That same sequence can also be linked after creating advantage of +4 or better off a successful hit, like after a jab, or crouching . Hit-check with crouching standing or standing standing , only chain-canceling to standing at the end after confirming the hits. (This is like doing a similar R. Mika poke-to-chain verification sequence of standing standing standing ).

In blockstrings, canceling to Chariot Tackle is horrifically unsafe, and canceling to Metallic Sphere may backfire if the opponent squeezes something into the gap between blocked standing and the projectile. When the opening of a combo attempt is blocked, it’s better to just avoid chaining into standing at all; otherwise, EX Metallic Sphere can be used to make the three-hit blocked sequence safe.

Target Combo 2
Startup

17

Active

2

Recovery

20

Hit Level

H

On Hit

1

On Guard

-6

B-VTX on Hit

2

B-VTX on Guard

-3

F-VTX on Hit

9

F-VTX on Guard

4

D-VTX on Hit

-10

D-VTX on Guard

-15

Cancel

V

Damage

60

Stun

150

Meter Gain

50/25

Target Combo 2: Quarrel Punch is the first hit of Urien’s Target Combo 2, which is tremendously useful as a V-Trigger combo starter and extender. The second hit is Terrible Smash, his overhead punch. It retains the normal version’s advantage of +1 on hit and -6 on block. But while regular Terrible Smash can’t be canceled into anything, Target Combo 2 can be canceled into Aegis Reflector. On hit, the far Aegis variant combos naturally off of Target Combo 2, and on block it immediately pins them from behind.

The second hit of this chain combo must be blocked standing. If an opponent does block this chain combo while standing, they can punish Urien with fast attacks. But , the chain’s first hit, is neutral when blocked. into immediate crouching will catch an opponent who is preoccupied with blocking high, looking to punish the chain to Terrible Smash.