---------------------------------------------------------- Urien FAQ- Version 0.3 "This thong is for snappin', not for washin'!" edition ---------------------------------------------------------- Let me preface this FAQ by saying that I've never written one before, but the need presented itself. How many times have you been playing the Speedo Guido and wondered, where the hell is a FAQ on this bastard?! Well, it's time...oh yes. ---------------------------------------------------------- Revision History: ----------------------------------------------------------
0.3- "This thong is for snappin', not for washin'!" edition. Added Urien's bio, some more combos, taunt combos, exciting info about the Aegis Reflector. 0.2- Super Turbo Hyper Sexy Butterknife Armored Gun Cat edition- Edited some grammatical errors, some mess-ups on the special moves, made FAQ Ascii-friendly, some GREAT combos added, added parry strategies, snazzy table of contents created! 0.1- First revision, I have nothing to declare except for my genius!
Future revisions will include more combos, Urien's colors, some 2nd strike coverage and additional Vs. strategies. If anybody has some good strategies for the Aegis Reflector, lemme know. If you see anybody ripping off my FAQ, email me at deltakid@ucla.edu! I spent a lot of time and quarters on this behemoth.
---------------------------------------------------------- Table of Contents: ----------------------------------------------------------
1. Legal Blather (Important for keeping the man out of my hair.)
2. Urien's history
3. Punches: (Because the big U doesn't take no shoto lip.) A. Standing B. Jumping C. Crouching
4. Kicks (His long legs are really augmented by that great THONG.) A. Standing B. Jumping C. Crouching
5. Special Moves (Gets Urien where he wants to be)
6. Supers (Not the best supers in the game, but useful if comboed)
7. Taunt (Though his taunt really should be the removal of the thong)
8. Throws (Warning: Illegal on the east coast.)
9. Strategies (General Strategies for the Thong-ed one)
10. Combos (Make the best out of any attack)
11. Parry Strategies (What to do after you've parryed that DP for the 100th time)
12. VS. Strategies (No, not MVC you scrub.)
13. Owari (I need closure before I can move on...)
Unpublished work Copyright 1999 Jon Rodgers. This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written permission of the author, myself. This FAQ was created and is owned by me, Jon Rodgers. All copyrights and trademarks are acknowledged and respected that are not specificially mentioned in this FAQ. To continue, this FAQ and everything included herein is protected by International Copyright Law. Failure to adhere to any of the above will result in violation of the aformentioned law, and consquently, may be the cause of legal action against prepetrators. Remember that breach of copyright (not to mention plagiarism) is a crime. If you disagree with any part of this disclaimer, you must promptly delete / destroy this FAQ. To put it simply, don't try and make a living off of my work, since I have every right to take legal action against you if you do so. FAQ ripping, plagiarism and misuse is sadly blatant in today's world. However, if it happens to you, remember that anything you create is automatically protected by copyright, and that gives you the right to take legal action, assert your rights, and punish transgressors to the fullest extent of the law. As an added reminder, this FAQ is _not_ to be used by any freelance writer for, or staff member of, the Ziff-Davis Video Game Group, nor can it appear any of their publications (EGM, Expert Gamer, etc.) The Street Fighter game series is (c) Capcom of Japan and (c) Capcom of America.
---------------------------------------------------------- Urien, the man, the thong, the legend ----------------------------------------------------------
Urien is Gill's younger brother and acts as his secretary. He has a burning ambition to lead and usurp Gill. Urien has been created to be a conqueror and a leader and has special powers under his control which he will use to ultimately destroy those above him or destroy himself. Stage - An archaeological dig site in Cairo with pyramids and artefacts in the background. Rival- Alex, who asks him about Tom, his mentor....I think this is only in 2nd impact though. Boss- Gill
---------------------------------------------------------- Punches: (Rated on a scale of 1-10) ----------------------------------------------------------
Standing:
Light punch: 7.5- Useful for stopping rushers and anybody who's trying to throw you, can combo into another LP and then into MP. Medium punch: 8.0- Decent anti-air, good rush stopper, decent damage. Hard Punch: 9.0- This thing knocks a lot of shit. If anybody's flying at you, i.e Yang, another Urien, sometimes Elena, the priority on this move will usually take care of them. It can also be used as a finisher to a juggle, damage is quite good.
Jumping:
Jumping LP: 5.5- the problem with this punch is that its hit box is simply too small and you are not likely to hit anyone except a ducking opponent (via MP+MK) or a vulnerable airborne opponent. Jumping MP: 8.5- Good priority, can be used in certain combos and as a finisher to a juggle. Jumping HP: 9.5- Again, like the jumping MP, this thing has high priority and high damage, also can occasionally be chained into a crouching LP to start a juggle.
Crouching:
Crouching LP: 7.5- Pretty much the same as the regular light punch, can be chained into another CLP, and MP. Crouching MP: 9.5- it doesn't get much better than this. This little bugger has REACH. The extension you gain can get you across the screen if you do it enough, it can be chained too, great punch. Crouching HP: 9.7- This is THE Urien move. This two hitter has pretty high priority and is the main man's launcher. This leads to his breadnbutter combos and lots of possibilities. It CAN be chained, but is a bit difficult to do so, see the combos section.
---------------------------------------------------------- Kicks: ---------------------------------------------------------- WK: 7.0- This one has pretty limited use, you can combo it, but the range on it kills it for usefullness. MK: 9.0- This baby is SWEET! Use it while backing away from people, it comes out pretty darn quick and can be put into some combos. HK: 7.5- This axe kick, while it appears to be good from the onset, has very little priority and will wind up at the most getting both you and the opponent hit. Not very useful in the long run....
Jumping kicks:
WK: 4.0- I rarely use this kick. It has almost no range, very little damage and doesn't combo unless you hit the opponent with it VERY deep. MK: 8.0- Good flying kick, useful for mixing up the constant knee drops you'll be performing and screwing the opponent's strategy. HK: 6.0- Not very good at all, takes too long to come out, weak priority, though if you hit the opponent with it VERY deep, can be comboed into the breadnbutter combo.
Crouching kicks:
WK: 8.5- This little bugger shoots out really fast and is good for playing keep away with. If you get cornered, you're going to need this one! It can also be linked into an EX Chariot Rush. MK: 9.0- This guy is good for playing keep away with, it's pretty fast and also has good priority. Use it after a chariot rush for some extra damage, though it doesn't combo, opponents rarely block it. HK: 8.5- Though this guy can screw you if you wiff with it, it is quite good when an opponent is getting up, or when an ARK has just missed a sweep. Use it sparingly, it has some lag.
---------------------------------------------------------- Special moves: ----------------------------------------------------------
Urien's special moves are his greatest strength. These guys keep him at every corner of the screen, and allow him to monopolize on a mistake by his opponent.
Stab Kick (Forward + MK): 6.5- I don't like this one very much, it's decent, and can sometimes surprise an opponent, but the startup on it, as well as its easy parryability makes you bait for a super.
Uppercut (Forward + MP): 7.5- A decent "Bam! Right in your eye!" attack. This sometimes will surprise a big character, though its anti-air is pretty limited. Can be comboed with the overhead HP, for a pretty snazzy 15% or so.
Overhead (Forward + HP): 9.0- This is a great move, it hits twice, and does some good damage. The only disadvantage to it is its slowness, which makes it pretty easy to parry. Therefore, combo it with an uppercut after a jump-in or some such. This attack is also good for after an EX chariot rush, when the opponent is turtling.
Overhead (MP+MK): 7.5- Unfortuately, the weak range on this little attack makes it pale in comparison to overheads like Ryu's. It is also a bit slow. Useful for waking up turtlers and mixing up your ground game, of course.
Chariot rush (Charge back 2 seconds, forward + Any kick): 9.5- You're going to need this one a lot. When you block/parry any medium/hard attack, a weak chariot rush will usually hit without fail. Thus, this is a very good counter move. Also, when an opponent is landing after a jump attack, you can usually catch them as they come down with a CR. Make sure to use the range to your advantage! When an opponent is very close, DON'T do a roundhouse CR, it will result in a block/quick recovery by the opponent. Use whatever is appropriate for the distance between you and the opponent.
EX chariot rush (Charge back 2 seconds, forward + Any two kicks): 9.7- This little rusher is ALWAYS useful. After a fireball? Use a WP/MP EXCR! It'll catch that dirty shotokan right in his tracks! I usually use the WP/MP EXCR instead of the MP/HP EXCR, because the WP/MP comes out very quickly. Use the EXCR a LOT, it's painful and quick.
Violence Knee Drop (Charge down 2 seconds, up+ Any kick): 9.0- This move has improved tremendously from Giant Attack, it now comes out faster and tends to trick most people into believing it's a jump. With the knee drop, you HAVE to use the range. This keeps your opponent guessing. The following tactic usually confuses people: After a couple of long range knee drops, do some short range ones and then resume the long range ones. BE random.
EX violence knee drop (Charge down 2 seconds, up + Any two kicks): 9.0- Fireball? BLAM! Two hits! Good dizzying! Oh yes, this EXKD is a bitch! Whenever somebody's ducking, pop one of these off!
Head butt (Charge down 2 seconds, up + Any punch): 8.0- If this move had more priority, it would be a lot better, unfortunately, it doesn't, and doesn't work well as anti-air. One of the best uses of the head butt is corner pressure. Even if it doesn't hit someone in the corner, it keeps your opponent afraid of the air and gives them borders. FEAR.
EX head butt (Charge down 2 seconds, up + Any two punches): 9.0- This move is good for combos, especially his bread and butter. It also has decent anti-air priority unlike the regular head butt. You can pick on big opponents like Hugo with this move, and back them into the corner.
Metallic Sphere (Down, down-forward, forward + Any punch): 8.5- This is a decent fireball, it has some harsh lag after you fire, but the ability to charge the fireball will allow you to rarely miss a shot. It's possible to hit a falling character with the fireball after a launcher.
EX Metallic Sphere (Down, down-forward, forward + Any two punches)- 8.7- This guy's a bit better, now that it's a two-hitter in 3rd strike, it gains a lot of use. It can be used to hit jumping opponents who have already committed to an attack, or to hit falling bodies.
Tyrant Slaughter (Two fireball motions + Any punch)- 8.5- This is a pretty good move, that still doesn't do as much damage as it should, IMO. Urien rushes forward and clobbers the opponent, doing about 20-30% damage. Can be comboed and of course, super cancelled, so it has some uses, still, the EX chariot rush seems to be a lot quicker and damaging for the super energy.
Aegis Reflector (Two fireball motions + Any punch)- 7.5- Although I don't use this much myself, I've seen it mess people up. Two reflectors and some decent pressure tactics will screw an opponent. However, it's not always reliable, AND it's been toned down in 3rd strike. When using the reflector, your enemy is going to KNOW you want to press him into it, therefore it's best to do it in the corner, or if you do it anywhere else, to use unconventional tactics (such as varying the ranges on your attacks) to psych out your opponent. The following info comes from A8I6V@aol.com: "I like to do a lot of low shorts and low forwards to try and pressure the opponent into the corner and try and get them between two Aegis Reflectors." A good strategy indeed, basically, your best bet is to corner your opponent with the reflector and just keep the pressure on, but not how they expect it to come. Using overheads (Forward+HP or MP+MK) are good options as well as some EX Violence Knee Drops since they pop out so quick. Additional info! If you hit all three punches when doing your super motion, your reflector will come out diagonally upwards. A good idea is to launch with crouching fierce, then AR with PPP, then hop forward (getting past the frozen opponent above) and AR from the opposite direction. This creates a bouncing effect that truly can break a character's life bar in two.
Temporal Thunder (Two fireball motions + Any punch)- 7.0- This super has combo options, but frankly, the damage it does will not merit its use. It can do about 20-30% damage depending on how much the opponent gets hit by it. A good combo for this bloke is Crouching HP, EX headbutt, Crouching HP, Temporal Thunder. The timing's hard to get (Do the super motion the second your first hit on the second HP hits). The TT is also good characters that are jumping in with an attack that you'll have problems parrying and then countering. An example is Ryu's jump in HK. Treat TT like Blanka or Necro's electricity and use it whenever they jump in and you can't get a Crouching HP off.
Urien's taunt is useful for gaining super energy and increasing his attack power (but not for throws). It also knocks people down if they are close by. These combos come from Mel (mel.boyce@dse.co.nz): Ducking HP, taunt. Same as; Ducking HP, [any special or super]. You should only get 1 hit out of the ducking HP.
Body Slam- Forward/Back+WK+WP- A good damaging move with some decent range, useful for after a block or a parry, sometimes catches rushers such as other Uriens, Alexes or Hugos.
Dork Choke- Forward/Back+HK+HP- Not the best throw in the world, takes a long time and doesn't do great damage, body slam is a bit better.
1. Mix up your attacks, the problem with Urien is that too many of his moves are not comboable and hit only once if not EX-ed (Violence Knee Drop is a good example). So try the following: Once your opponent has the timing of your VKDs down, start doing short VKDs, he'll try to counter what he expects will be a long-range VKD. Instead, you'll land far away from him, and, having charged back while you were in the air, you can launch forward with an EX Chariot Rush.
2. Always hold back on the joystick! Never be without a charge. Once you expend a charge, immeadiately charge again. Doing an EX Chariot Rush? As soon as you hit Forward and Kick, hit back again, and prepare for the next move. With Urien, every move needs to be ready at every moment.
3. Don't forget your LPs, MPs, LKs and MKs. They help a lot! Your ground game NEEDS them, for grappling characters like Hugo and Alex, they will save you from a 70% life-munching super combo. Though they don't combo very well, you will need them for ranging and baiting your opponent.
4. Mess with your opponent's head! Try the following: While charging back, throw a couple of MKs or HPs, they will charge your meter as well as making your opponent think you are vulnerable, when they come charging in, either parry, block or EX Chariot rush 'em. Optional: Then step back from the machine and say "Foolish scrub! Do you think I would allow you to hit me?"
5. Taunt like a jerk! Urien's taunt is quick and helpful, do it as much as you can!
6. Against dorky fireballers, the VKD is ok. But the EX VDK tends to either: hit them twice (decent damage) or hit once and land you behind them (where you can wreak havok with a launcher or otherwise).
7. For air battles, the best choice is to parry (duh) followed by an HP, which is Urien's best air move.
8. Against advanced players, the VKD is a risk to use, it can be parried pretty easily and is easy to see coming. Thus, it is best to use in pressure situations (for example, EX Chariot rush, then some low attacks, then some EX chariot rush, basically just establish that you are going to be rushing, and then out of nowhere, pop a VKD off and freak 'em out.)
9. Use Urien's mobility to your advantage!! Urien can be anywhere, anytime. Shotokan pressuring your ass? Roundhouse VKD to the other side of the the screen. Annoying jumper that you can't parry? Chariot rush under them!
10. Never acknowledge that the name Urien is in anyway similar to Urine. This scatological misnomer is the bane of every "thong-boy" player in English speaking countries. Control the menace!
11. Use your fireballs to their maximum potential. Charge 'em up, don't let em know when they're coming, and never do a FB when you know it'll get parried or jumped over, cuz your lag will get you comboed.
12. If someone parries your VKB, just get ready for a low attack and parry down, you can usually avoid getting hit once you have the timing.
Standing LP, MP-(2 hits) Not extremely useful, but can surprise rushers. Standing Forward + MP, Forward + HP- (3 hits) A great combo that does some good damage and some decent dizzy. Deep Jump-in HP, Standing HP- (2 hits) This guy's a bit hard to pull off, but it can be done if you parry or if the other character is dizzy.
|||Bread and Butter combo||| Deep Jump-in LP, Crouching LP, Dangerous Headbutt- (4 hits) Again, hard to pull off, you've gotta be DEEP to link the first two attacks. After the crouching LP, you can take the combo into any of the following:
EX Dangerous Headbutt, Crouching HP (7 hits, or without the jump-in, 6 hits)(Unfortunately, Urien's Crouching HP, EXHB, Crouching HP, EXHB combo was removed from 3rd strike, eliminating the best dizzying combo that Urien has. In addition, Crouching HP, EXHB, Crouching HP, regular headbutt is no longer possible. In third strike, you will also have to walk forward after the EXHB to nab those last two Crouching HP hits.) EX Dangerous Headbutt, Crouching HP, Temporal Thunder- (13 hits if all of the fireball connects, 12 hits w/out jump-in LP) EX Dangerous Headbutt, Crouching HP, Tyrant Slaughter (11 is the max that I've gotten, 10 without jump-in LP)
Ducking HP, taunt. (Do this right as your first hit connects). Ducking HP, any super. (Ditto). When opponent is in the air: EXVKD, charge back, once you reach the ground, EXCR. Now....I believe that if you launched the opponent, then EX headbutted them, then launched again and immeadiately EXVKD, you should be able to catch them high enough, and land to perform the EXCR. Deep Jump-in HK, Crouching HK- (2 hits) Deep Jump-in HK, LP Chariot rush (2 hits) Deep Jump-in HK, EX Chariot rush (3 hits) EX Chariot Rush, Crouching WK, EX Chariot Rush ad infinitum? I can't get the timing on this personally, though it does link. EX Chariot Rush, Tyrant Slaughter (7 hits) MP metallic sphere, Chariot Rush (2 hits) (Though I think that Urien will have to do a HP metallic sphere and hit them high because the MSphere recover is VERY long.) Crouching HP, WK Chariot Rush and quickly into the Temporal Thunder(timing is really rough on that one)(In the corner) MP Metallic Sphere into a WK Chariot and on the way down a standing HP If you time it right you can get someone to bounce back and forth between a LP Aegis Reflector and MP Aegis Relector. They have to be in the air for that one but it looks really funny.
Urien tends not to be a combo man unfortunately, more hit and run if you ask me. If anyone has any other info on combos, check my contact info at the bottom of the FAQ.
---------------------------------------------------------- Parry Strategies: ---------------------------------------------------------- On the ground: First off, your best best for your attack after parrying is some sort of quick rushing attack. Good choices are WK chariot rush, EX chariot rush or a Tyrant Slaughter. I would advise against attempting a crouching HP after a parry due to some start up on it. Don't forget that it is generally a good idea to either parry all of a multiple hit move or red parry the last hit to have the most time to counterattack. Moves such as Dudley's machine gun blow and Q's "spazzy hands" attack will not be counterable until the last hit. Here's some advice from Fredo: "Basically Urien can go from a Parry into a Chariot Rush. If you are charging back or down-back and see or anticipate an attack tap forward on the joystick to Parry the attack and then press any kick button to activate the Chariot Rush to hit the opponent while they are stuck in their attack pose. It would be wise not to attempt this against multi hitting for obvious reasons."
>From the air: If someone's jumping in and you parry their attack, you've got a decent chance at getting a crouching HP off. Also, a WK Chariot Rush is a good knocker and quick. Sometimes a standing roundhouse is a good choice because it hits twice and does great dizzy.
In the air: As stated above in the strategies section, it seems best to use an HP since you're probably only going to get one hit off. However, if you land the HP deep enough, you can chain to a crouching HP and begin your juggle mayhem of choice.
---------------------------------------------------------- Vs. Strategies: ----------------------------------------------------------
Ryu- With Ryu, you basically want to counter everything he does on the ground with a WP Chariot Rush. The lag that slow old Ryu gets after an HK is enough to connect the Chariot Rush. Keep him guessing, he'll try to counter your VKD with a Dragon Punch, but just change up your VKD ranges and you'll be ok. If he jumps in, you want to parry the inevitable roundhouse, and then crouching HP the bitch. Don't let him Shin-shoryu you, and if he's gonna throw a Denjin Hadoken, just EX VKD him.
Ken- Same as with Ryu pretty much except watch for his fake-outs with his overhead kicks. If he starts to do his overhead kick, you can usually get an EX Chariot Rush off.
Akuma- Ugh. Watch for the Raging Demon of course. Wait for him to throw the air fireball, THEN pop a VKD or EXVKD. Remember to wait for a bit after the air fireball, otherwise you'll wiff. Try to get him into the bread and butter combo, since Akuma will take a lot of damage from it. Don't play in the air with Akuma, his Hurricane Kick is difficult to Parry. Stay on the ground and counter.
Sean- Basically don't throw too many fireballs, as he will sean tackle you. His uppercut is easy to parry as is his flying kick move. He has some recovery after his pseudo-hurricane kick, so use that to EXCR or Tyrant Slaughter him. Temporal Thunder is also a good pick because if Sean has committed to the flying kick move, you can TT him.
Oro- Oro can be a pain to fight with Urien. This is because of Oro's flying head tap move, which disables the bread and butter combo almost completely. Try to learn to parry this move, also watch for the throw super, which can end a fight quite quickly. Don't jump in too much, because Oro's uppercut move is difficult to parry.
Remy- If he "sonic-booms", VKD him. If he flash kicks and doesn't hit, nail him with a chariot rush, tyrant slaughter or VKD him if he's still in the air. Parry the horizontal flying kick and start the bread and butter combo. Don't worry, it's just Guile in drag.
Hugo- With this guy, don't VKD too much! He can grab you right afterward and screw your life bar. Whenever you find yourself waking up next to a hungry Hugo, just use your crouching WK and WP, they can sometimes save you. Counter-throwing is risky, but sometimes works. Parry the rushing punch attack and throw or Tyrant Slaughter. Don't jump too much, because of Hugo's air grabbing attacks.
Necro- Necro can be a bitch because of his jumping punches which will strike downward and disable the bread and butter combo. Just parry those moves though and you should be able to start the combo. After blocking a spinning punch, tyrant slaughter or counter in whatever way you want to.
Twelve- Be ready for Twelve's anti-air HP move where his arm turns into a swinging axe. This is almost always what is used when you jump in. Just parry it and deep HP, crouching HP into whatever you want. If Twelve tries the tentacle attack, just EX Chariot Rush him. If he goes invisible, EX VKB or Chariot Rush him, use Urien's speed. When Twelve flies around, use Urien's HP Metallic Sphere to knock Twelve out of the sky.
Dudley- Watch for any rush attacks and counter them. Jump in and anticipate the uppercut, parry, then have some English blood for tea. Your VKD will not be countered by Dudley's counter move, so feel free to abuse that. When Dudley jumps in with his flopping elbow attack, parry and crouching HP him. When he taunts and throws his dainty flower, ex chariot rush him as he throws it, or WK VKD as he rushes towards you after tossing the rose.
Alex- Don't jump very much, because of the flying knee catch. Basically play the ground game, parry the elbow rushes, throwing, EX Chariot rushing, or Tyrant Slaughtering afterwards. Keep Alex away from you with fireballs, limit his range, and when he finally does rush in, be ready for him with a Chariot Rush or other goodie.
Elena- Block high or parry high. EVERYONE uses Elena's high attacks and rarely her lows. After that spinning kick where she moves towards you on the ground, after the third kick, EX Chariot rush her or Tyrant Slaughter. Parry the scratch wheels and crouching HP her.
Ibuki- Don't let her get close! If she does, she will hop over you and snidely yoroi-doshi you, keep her away with parries, fireballs, EX chariot rushes and some EX headbutts for anti-airs. Be ready for the sliding grab move, WK VKD will put you in the air and bring you down right on top of her.
Yun/Yang- I don't care if they're two separate characters. Just watch for the traditional combo starters, such as that rushing punch thing, if you can parry or block that, an EX chariot rush will hit them. Also, WP Chariot Rushes work as counters. Throw them to discourage getting too close to you. Temporal Thunder is a good choice because it will stuff any jumping-in combo starters.
Makoto- Watch for her rushes, if you can block one or parry one, you can EX chariot rush and tyrant slaughter to hell. If she tries the flying-at-you super, just VKB to either hit her or to a safe distance away where you can Tyrant Slaughter or EX Chariot Rush her.
Chun Li- Watch for a spinning bird kick, which is almost always followed by the lightning kick. As the lightning kick stops, rush the helpless hottie and beat her mercilessly. Watch for her flip-over roundhouse reversal, if you can, parry it, if not, block and HP her. Be looking for her rushing kick super, and try to stay away from her, if she does manage to pull it on you, block all except the last hit, parry the last hit and Crouching HP her.
Q- Watch for the EX rush, try to stay away from Q, since all his power is in close range. VKB a lot and fireball a lot, when he jumps in, fireball or parry his attack. Don't forget that the rushing punch super has a low hit also! So when he does that one, just block low for the whole time and then recover and beat his dork-superhero ass.
Urien- Screw with the other player's mind. Do things that aren't kosher in the Urien world. But be safe as well. Parry any VKDs and crouching HP after that. Fireball his VKDs too.
---------------------------------------------------------- Thanks to: ---------------------------------------------------------- A8I6V@aol.com (Fredo) who helped me out with some parry strategies and combos.
Kao Megura, who's 3rd Strike FAQ gave me the groundwork for this FAQ and whose copyright text at the top I blatantly copied!
Rec.games.sf2 is a good resource which has helped my game greatly.
Aoiryuu helped me out with some embarassing omissions. O_o
MrGrimm280@mindspring.com, who sent me a bunch of GREAT combos, with a lot of juggles I hadn't thought of before.