Urien by Xenomic
Capcom Fighting Evolution on SuperCheats.com
Urien FAQ


                                 .-----------------------------.
                                 | Copyright 2006 Steven Marr  |
                                 | By Steven Marr (aka Xenomic)|
                                 | xenomic@bigstring.com       |
                                 | kushara@bigstring.com       |
                                 | entity_of_chaos@hotmail.com |
                                 | AIM: Xenomic                |
                                 |                             |
                                 '-----------------------------'


                         ---------------------------------
                                       Legal Script
                         ---------------------------------

All copyrights and trademarks are acknowledged where are not specifically 
mentioned. If you wish to reproduce this document AS IS, you may do so after 
asking my permission, and not for profit. If I see fit, I, however, will 
revoke permission and ask for it to be taken down if necessary.


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                Table Of Contents
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1. The Basis of this Guide
2. Keys
3. Breakdown of Attacks
4. Urien's Moveset
5. Breakdown of Urien's Moves
6. A Few Pointers About Using Urien
7. Credits
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1. The Basis of this Guide

This guide is to help those get acquainted w ith Urien.
This FAQ will also attempt to breakdown Urien in terms of offense and 
defense. 

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2. Keys

Use this Legend to help you understand the different definitions that I will 
be using throughout this FAQ.




u=up
f=forward
d=down
df=down-forward
db=down-back
b=back


qcf=quarter-circle forward
qcb=quarter-circle back
hcf=half-circle forward
hcb=half-circle back
360=360 degree rotation of directional pad
720=720 degree rotation of directional pad
fdp=Forward Dragon Punch (forward, down, down-forward)
bdp=Back Dragon Punch (back, down, down-back)



LP=Light Punch
MP=Medium Punch
HP=Heavy Punch
LK=Light Kick
MK=Medium Kick\
HK=Heavy Kick
PPP=Three punches together
KKK=Three kicks together


Ch.=Charge move
(air)=Move can be done in air.
(AIR)=Must be performed in air




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3. Breakdown of Attacks



Here is a breakdown of what category each attack that each fighter in
this game uses. Consult this chart if you're unsure as to what attack falls
into what category. Moves that meet certain special requirements will be
listed by their name.





-Projectiles-


Moves that can be fired in a fireball-type style, and can hit from across
the screen.


The following attacks fall into this category:


 -Hadoken (Ryu)
 -Shakunetsu Hadoken (Ryu)
 -Shinku Hadoken (Ryu)
 -Hadoken (Sakura)
 -Shinku Hadoken (Sakura)
 -Gou Hadoken (Shin Akuma)
 -Messatsu Gou Hado (Shin Akuma)
 -Chaos Flare (Demetri)
 -Demon Billion (Demetri)
 -Sonic Boom (Guile)
 -Ichimonji (Kenji)
 -Bakuryusho (Kenji)
 -Soul Spark (Rose)
 -Aura Soul Spark (Rose)
 -Dio-Cega (Jedah)
 -Sunshot (Ingrid)
 -Sunburst (Ingrid)
 -Metallic Sphere (Urien)
 -Temporal Thunder (Urien)
 -Aegis Reflector (Urien)
 -Arctic Stream (Tornado Mist) (Hydron)
 -Kikouken (Chun-Li)
 -Kikou-Shou (Chun-Li)
 -Zanku Hadoken (Shin Akuma) [Also classified as Air]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Air]
 -Soul Smasher (Pyron)



-Anti-Air-


Moves that are used to counter air attacks and jumping opponents. Typically
bad when blocked or when they miss.


The following attacks fall into this category:


 -Shoryuken (Ryu)
 -Shin Shoryuken (Ryu)
 -Gou Shoryukne (Shin Akuma)
 -Messatsu Gou Shoryu (Shin Akuma)
 -Somersault Kick (Guile)
 -Aerial Russian Slam (Zangief)
 -Demon Cradle (Demetri)
 -Somersault Strike (Guile)
 -Air Knee Grapple (Alex)
 -Sunrize (Ingrid)
 -Sunarch (Ingrid)
 -Sunshine (Ingrid)
 -Delta Kick (Felicia)
 -Hydro Spin (Hydron)
 -Venom Funnel (Hydron)
 -Tempest Fall (Hauzer)
 -Hoyoku-Sen (Chun-Li)




-Air-


Moves that are done while in the air. Great against Rush attacks and some Other
attacks, but bad when against Anti-Air attacks.


The following attacks fall into this category:


 -Flower Kick (Sakura)
 -Royal Judgment (Anakaris)
 -Bat Spin (Demetri)
 -Head Stomp (Alex)
 -Devil Reverse (M. Bison)
 -Head Stomp (M. Bison)
 -Zessho Hohou (Yun)
  -Nishou Kyaku (Yun)
 -Sun Dive (Ingrid)
 -Violence Knee Drop (Urien)
 -Dangerous Headbutt (Urien)
 -Bushin Hasso Ken (Guy)
 -Sakura Otoshi (Sakura)
 -Hazan Shu (Chun-Li)
 -Zanku Hadoken (Shin Akuma) [Also classified as Projectile]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Projectile]
 -Hyakkisu (Shin Akuma)
 -Orbital Blaze (Pyron)




-Rush-


Moves that force the character to dash and attack at the same exact time. These
are vulnerable to a lot of attacks, those being Projectiles, Anti-Air, and Air, 
but can be useful against Other attacks. These also help the character get 
across the screen faster.


The following attacks fall into this category:



 -Ransetsu Jin (Kenji)
 -Flash Chop (Alex)
 -Dashing Elbow (Alex)
 -Boomerang Raid (Alex)
 -Stun Gun Headbutt (Alex)
 -Jumonji (Kenji)
 -Achilles Rush (Leo)
 -Chronos Rush (Leo)
 -Hercules Rush (Leo)
 -Flying Powerbomb (Zangief)
 -Chariot Tackle (Urien)
 -Tyrant Slaughter (Urien)
 -Rolling Buckler (Felicia)
 -Dancing Flash (Felicia)
 -Hayakage (Guy)
 -Bushin Gorai Kyaku (Guy)
 -Hydro Spin (Hydron)
 -Psycho Crusher (M. Bison)
 -Mega Psycho Crusher (M. Bison)
 -Deluge Assualt (Hauzer)
 -Deluge Crisis (Hauzer)
 -Sakizakura Ken (Sakura)
 -Midare Zakura (Sakura)
 -Zodiac Fire (Pyron)




-Other-


These are moves that don't really fall into any one category, and can be 
classified by their own self. How these moves work against others 
depends on the situation at hand. 


The following attacks fall into this category:



 -Tatsumaki Senpukyaku (Ryu)
 -Tatsumaki Zankukyaku (Shin Akuma)
 -Shunpu Kyaku (Sakura)
 -Bushin  Senpu Kyaku (Guy)
 -Pharoah Magic (Anakaris)
 -Hole of Hell (Anakaris)
 -Midnight Pressure (Demetri)
 -Midnight Bliss (Demetri)
 -Total Wipeout (Guile)
 -Knee Press (M. Bison)
 -Knee Press Nightmare (M. Bison)
 -Rasen Kyaku (Kenji)
 -Flying Powerbomb (Zangief)
 -Enmazuki (Kenji)
 -Soul Reflect (Rose)
 -Soul Throw (Rose)
 -Aura Soul Throw (Rose)
 -Soul Spiral (Rose)
 -Nero Fatica (Jedah)
 -Spreggio (Jedah)
 -Ira Spinta (Jedah)
 -Prova-Del-Cervo (Jedah)
 -Powerbomb (Alex)
 -Double Lariat (Zangief)
 -Punishing Flat (Zangief)
 -Tetsuzankou (Yun)
 -Kobokushi (Yun)
 -Sourai-Rengeki (Yun)
 -You-Hou (Yun)
 -Guren Ken (Karin)
 -Hosho (Karin)
 -Mujin Kyaku (Karin)
 -Rasen Cho (Karin)
 -Ressen Ha (Karin)
 -Yasha Gaeshi (Karin)
 -Kanzuki-Ryu Shinbi Kaibyaku (Karin)
 -Kanzuki-Ryu Ko'ou Ken (Karin)
 -Sunupper (Ingrid)
 -Sunlower (Ingrid)
 -Sun Delta (Ingrid)
 -Cat Spike (Felicia)
 -Mars Slash (Leo)
 -Hozanto (Guy)
 -Tadpole Spawn (Hydron)
 -Lightning Mast (Hydron)
 -Strangling Spark (Hydron)
 -Haru Ichiban (Sakura)
 -Spinning Bird Kick (Chun-Li)
 -Hyakuretsu Kyaku (Chun-Li)
 -Negative Stolen (Demetri)
 -Gigas Driver (Leo)
 -Gaia Driver (Leo)
 -Spinning Pile Driver (Zangief)
 -Hyper Bomb (Alex)
 -Final Atomic Buster (Zangief)
 -Atomic Suplex (Zangief)
 -Finale-Rosso (Jedah)
 -Zenpu Tenshin (Yun)
 -Arakuma Inashi (Karin)
 -Sand Splash (Felicia)
 -Please Help Me! (Felicia)
 -Hellcat (Felicia)
 -Bushin Flip (Guy)
 -Volcano Breath (Hauzer)
 -Gust Flame (Hauzer)
 -Planet Burning (Pyron)
 -Piled Hell (Pyron)
 -Cosmo Disruption (Pyron)






-Teleport-


These moves can move the character across the screen, and at
anywhere on the screen, depending on which version and button
the player used to initiate the move.


The following attacks fall into this category:




Teleport moves
 -Ashura Senku (Shin Akuma)
 -Teleport (M. Bison)
 -Psycho Vanish (M. Bison)
 -Kagerou (Kenji)
 -Utsusemi (Kenji)
 -Galaxy Trip (Pyron)






-Miscellaneous (Misc.)-


These are attacks that hold one or more properties.


The following attacks fall into this category:


 -Zanku Hadoken (Shin Akuma) [Also classified as Air and
Projectile]
 -Tenma Gou Zanku (Shin Akuma) [Also classified as Air
and Projectile]
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4. Urien's Moveset


-Normal Moves-

Quarrel Punch.......................................F + MP

Terrible Smash......................................F + HP

Quarrel Kick..........................................F + MK


-Special Moves-

Metallic Sphere...................................QCF + P

Chariot Tackle.....................................Ch. B, F + K

Violence Knee Drop...........................Ch. D, U + K

Dangerous Headbutt.........................Ch. D, U + P


-Super Special Moves-

Tyrant Slaughter................................QCFx2 + K

Temporal Thunder.............................QCFx2 + P

Aegis Reflector..................................QCBx2 + P
(Press Px2 for upwards)
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5. Breakdown of Urien's Moves


Note that once again, the names of these moves (aside from the 
Special Normal Moves) are my own names, and not the official ones.



-Normal Moves-

-Standing Moves-

LP (Quick Jab)

-The standard LP of most of the fighters. Very quick and great for combos, but
has low damage as expected. You can probably pull of about 10-12 of these in
5 seconds, but who wants to do that?


MP (Normal Punch)

-Not much special about this move. It does have a tiny bit of a slow start-up,
but nonetheless, it's decent to combo off into a Metallic Sphere to Tyrant
Punish.


HP (Strong Chop)

-Pretty strong move, but a bit slow. Don't bother trying to combo off of 
this move, as you'd have to be pretty fast to do so, unless you want 
to try an EX Metallic Sphere to Tyrant Punish.


LK (Shin Kick)

-A kick to the shin. It's like the LP in every way, shape, and form....except 
that it's a kick. 


MK (Normal Kick)

-Just as with the MP. Nothing special here at all.


HK (Round Heel Kick)

-This move is a little slow on start-up, but can be used somewhat for 
Anti-Air purpose. It's also decent on crouching opponents too.


-Crouching Moves-

LP (Quick Punch)

-Same as the Standing LP.


MP (Elbow)

-Urien attacks with his elbow. Nuff said here. Nothing special at all 
about this move.


HP (Rising Elbow)

-This is great for Anti-Air purpose, as Urien rises up with his elbow. Pretty 
fast too, considering that it's a HP move. It's a bit unsafe on block 
though, so be careful for that.


LK (Foot Kick)

-Same deal here as with the Standing LK.


MK (Extended Foot Kick)

-Reaches a bit farther than the LK, but has slower start-up time. 


HK (Forceful Foot Kick)

-This is Urien's trip move. It has a little more of a reach than the MK, and
is a little slower than the MK as well.



-Jumping Moves-

LP (Falling Elbow)

-Lasts the whole time that Urien is in the air. You can even combo off of this
move once you hit the ground again.


MP (Air Punch)

-A punch in the air. Simple enough. It lasts about 1-2 seconds, then Urien is
left open. Use it wisely. Great for knocking opponents out of moves in the
air.


HP (Air Chop)

-Pretty fast, just as with the Standing HP. Nothing else to say about this move.


LK (Falling Knee)

-Same as with the LP.


MK (Air Kick)

-Same as with the MP.


HK (Air Spin Kick)

-Very fast, and doesn't have any start-up time. It leaves him open, however, 
when the move is done, so watch out.




-Special Normal Moves-


-Quarrel Punch-

-This is a pretty decent move as a poke. It's not as potent as most other moves,
though, so I'd recommend not using this too much, as it does have some
slow start-up and recovery time, though not that much.


-Terrible Smash-

-This is good for mix-up games, as it hits low instead of high. You can even
throw out some Chariot Tackles or Metallic Spheres after this to confuse
your opponent even more.


-Quarrel Kick-

-Not bad in the sense that it has some defense against Rush attacks. Though
the recovery time is a bit lagging (as is the start-up time), it's good for 
mix-up games.




-Throws-

LP + LK + <- or -> (Strangle Hits)

-Don't let the name fool you. I just couldn't think of anything to suit it.
Urien picks up the opponent and constantly hits him or her with....something...
It hits up to 8 times max.



<- or -> + LP + LK (DDT)

-Urien picks up the opponent and slams them headfirst into the ground. 
The opponent stays in the same spot that he DDT'ed them at.



-Special Moves-



-Metallic Sphere-


STRONG VS.

Air attacks (excluding Zanku Hadoken)
Anti-Air attacks
Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves (as expected)
Projectile attacks (cancels out with them)


WEAK VS.

Super Special Projectile attacks



-Pretty good move for Urien. It can stop a ton of attacks without 
any retalliation, and you can hold it down before firing it off. To top 
it off, you can fire it either straight or upwards, making it even more 
versatile. The EX version is very good as well; it hits twice in one go, 
which leaves you the opportunity to combo into something like
Tyrant Punish or Temporal Thunder.




-Chariot Tackle-

STRONG VS.

Most Rush attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks
Some Other attacks



-A decent and powerful move overall. It's a bit unsafe on block though, so watch
out for that. The EX version is nifty as well, but you'll want to save your 
Super Meter for something more useful.




-Violence Knee Drop-


STRONG VS.

Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks
Other attacks
  -Hole of Hell (Anakaris)



-A pretty fast move for someone as big as Urien, and the EX version is even 
faster. However, you might choreograph this move a lot, so you'll have to 
find ways to disguise so that your opponent doesn't see it coming. Try using 
it off of something like Chariot Tackle or a Held Metallic Sphere.




-Dangerous Headbutt-


STRONG VS.

Rush attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Air attacks
Anti-Air attacks
Other attacks



-Even though it doesn't work well against too many moves, it's still a pretty 
good attack. The EX version stuns the opponent with electricity and hits 
twice, which is a good setup for Temporal Thunder. Not bad at all, and it 
does good damage to boot.




-Super Special Moves-


-Tyrant Slaughter-


STRONG VS.

Rush attacks
Other attacks


NO EFFECT VS.

Teleport moves


WEAK VS.

Projectile attacks
Anti-Air attacks
Air attacks
Other attacks
  -Hole of Hell (Anakaris)


-The most powerful Super Special that Urien possesses. If you can chain
into this attack, there's no doubt that you'll cause over 60% damage to your
opponent's life bar. It can probably even bypass the weaknessess that it
has if you do it right. However, this isn't completely sure at the moment.
More testing needs to be done to see if this is true.




-Temporal Thunder-


STRONG VS.

All Rush attacks
All Anti-Air attacks
All Air attacks
All Other attacks


NO EFFECT VS.

Teleport moves
Super Special Projectiles (cancels out with them?)


WEAK VS.

None....



-A pretty devastating move in itself. It can stop almost anything that
comes it's way, and it does quite a bit of damage. It'll also stun the opponent
with electricity and leave them wide open to a combo or another Super Special.
I'd suggest Tyrant Punish to finish it off, if you have the Super Meter for it.




-Aegis Reflector-


STRONG VS.

Projectile attacks
Other attacks are depending....


NO EFFECT VS.

Teleport moves


WEAK VS.

Anything if used wrong...



-This move is pretty useful, but it can be used against you in so many ways.
It reflects all projectiles back at the opponent, so if you're going for just 
that, use the LP version, as it puts the shield right in front of Urien. 
However, if you want to do a mix-up game, use the HP version and try to 
push the opponent back into the shield, which will cause electricity damage 
and stun them for a short time, leaving them open to attack.


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6. A Few Pointers About Using Urien


First off, Urien uses the Street Fighter III system, as described below:

Data from psychochronic's faq.

Link to faq:

http://db.gamefaqs.com/console/ps2/file/capcom_fighting_evolution_a.txt

2 Super Meters, Leap Attack to break their crouching
guard, Dashing to rush opponents down, Quick Standing
to get right back up, Parrying to build meter and turn the
match around, Super Jump, Super Cancels to cancel a
special move into a Super Art and EX Special Moves to
create uggle your own juggle combos.

*Dashing: Fx2 or Bx2:
A great tactic to add speed and mobility. Pressing forward
twice commands to dash forward and pressing backward
twice commands to dash backward.

*Leap Attack: MP + MK:
An overhead attack which must only be blocked standing.
Great for mix-ups and to attack opponents who use crouch
excessively in their gameplan. Has a very quick startup but
hits later down the animation and is extremely difficult to
link an attack after.

*Parrying:
-High: Tap F before a high attack hits
-Low: Tap D before a high attack hits
-Air: While jumping, tap F before an attack hits
The known sub-system which made 3S famous around
the world and seen in CvS2 playing under the P-Groove.
Parrying is another form of blocking which enables to
react from a regular block and attack instantly. The
opponent freezes for a split-second which makes the
player to freely strike in that opportunity. Instead of
losing damage, a parry gains meter in return. This effects
all forms of attacks, whether it's normals, projectiles and
even supers. As it's past counterpart, parrying is for the
risky-type players, allowing to have sorts of blind guesses
of the opponents attack patterns throughout the match.
Parries are also vulnerable to throws, making it more harder
at a close-range game so use it strategically as it's one of
the most risky sub-systems out there.

*EX Moves: Any Special Move using Multiple Buttons
instead of one:
Uses 50% of 1 gauge, this enables to extend the damage
and hits of the move, similar to ES moves for the DS cast.
Some EX moves can juggle which can leading to long
combos and some characters' moves don't have it EX
classified so watch the timing and the move as it costs
meter.

*Quick Standing: Tap D as you touch the ground before
getting knocked down:
Seen in the SFIII series and uses the CvS2 Safe Fall sub-
system. This ability allows the player to simply bounce
back from a knockdown attack before hitting the floor.
A quicker way to get right back up, a defensive purpose
and to avoid follow-up attacks. Be careful as each
character has their own animation frames for this
ability.

*Super Cancel: Doing a Super Art after a Special Move:
SFIII characters have the ability to do a Super Art right
after a Special Move and it works exactly like a normal
attack cancel. Even EX moves can be cancelled too.

*Super Meter: 2 Gauges:
SFIII characters has 2 gauges as their meter. When the
meter reaches "1/2",  it indicates that they are available
to execute a Super Art. Each character has 2-3 Super Arts
in their move list, which gives multiple options to strike.
The ability to have 2 gauges gives the opportunity should
that one attempt misses, you're safe to attempt another one
and few characters having to use the whole meter in one
combo.

*Super Jump: D then UB, U or UF:
This action enables the character to jump slighty higher
and further than a normal jump. It can be used for far
crossup attempts and increasing the chances of avoiding
projectiles.



Now, for Urien....


First thing to note is that Urien doesn't really have any weak match-ups
at all.....even against Shin Akuma! His strength and speed make him a
formidable opponent against anyone and everyone, and his mix-up
game and comboality makes him even more versatile.


So, where to begin learning to use this beast? 

1) Practice is the first step. You'll never get anywhere without this.

2) Learn how to mix-up Urien's moves, such as mixing up his
Violence Knee Drop with Metallic Sphere.

3) Learn how to do Urien's combos! This is a big part of Urien's
gameplan.

4) Learn how to mix-up Urien's combos with his other moves.
This will give you more versatility against your opponents.


Now, what combos work with Urien? Well, I've found 4 thus far,
and I'm pretty sure there's more to be discovered. Here's what
I've dug up thus far:


1) Electrical Madness!

Combo: Jumping LP, Standing LP, Metallic Sphere, Temporal Thunder
Opinion: Something that'd be good for beginners to use, but is also
decent for experts to use as well. The Metallic Sphere will give just
enough time to pull out the Temporal Thunder (also called Jupiter
Thunder in this game), but if you really want to maximize this combo,
do the motion for th Temporal Thunder right AFTER you do Metallic
Sphere, so that it comes out right when Metallic Sphere hits the opponent.



2) Corner Battle

Combo: MP + MK, Metallic Sphere, Crouching HP, Metallic Sphere or
Temporal Thunder
Opinion: This only works in a corner, as if you try it anywhere else,
the crouching HP will miss, thus messing up the entire combo. This
pressures the opponent with the first part of the combo, as it can break
through crouching guards. The Metallic Spheres will stun the opponent,
which will give you the opportunity to hit with the Crouching HP or a
Temporal Thunder.


3) Jupiter Chariot!

Combo: MP + MK, Metallic Sphere, Chariot Tackle, Temporal Thunder
Opinion: An easy combo to pull off, and it does some decent damage
as wel. However, you'll have to charge the Chariot Tackle while
doing the Metallic Sphere in order to get the rest of the combo
to work.


4) Ultimate Special Combo!

Combo: Jumping HK, Metallic Sphere, Chariot Tackle, Jumping HK,
Crouching HK, Violence Knee Drop, Dangerous Headbutt, Aegis
Reflector, Tyrant Punish
Opinion: This combo is actually a lot harder to pull off than you'd
think. You have to make sure that every hit connect, otherwise the
whole combo is ruined. With the Aegis Reflector, you'll want to fire
it behind the opponent, so that when you use Tyrant Punish, it'll
push the opponent right into it, which will hopefull stun them for
a short while.

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7. Credits

Thanks to Gamefaqs, for hosting this faq.

Thanks to psychochronic, for letting me do these faqs.

Thanks to assassin17, for giving me ideas on how to do these faqs.

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