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Urien FAQ- Version 0.3 "This thong is for snappin', not for washin'!" edition
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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.
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Revision History:
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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.

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Table of Contents:
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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...)

14. Thanks to: (Non-scrubs who help me out)

15. Revision History (What would Foucault say?)

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Legal Blather:
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Unpublished work Copyright 1999 Jon Rodgers.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.

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Urien, the man, the thong, the legend
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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

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Punches: (Rated on a scale of 1-10)
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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.

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Kicks:
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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.

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Special moves:
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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.

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Supers:
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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.

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Taunt:
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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.

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Throws:
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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.

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Strategies:
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In general, follow the following guidlines:

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.

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Combos:
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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.

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Parry Strategies:
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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.

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Vs. Strategies:
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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.

----------------------------------------------------------
Owari:
----------------------------------------------------------

Well, that's it for now!

----------------------------------------------------------
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.

pingu@actrix.co.nz <mailto:pingu@actrix.co.nz>- Mel Boyce, for the taunt
combos.

The UCLA Ackerman and Sunset Village Arcades for being the greatest arcades
I've ever set foot in, as well as having some TOP competition.

Any questions? Comments? Additions? Email me at deltakid@ucla.edu.

Unpublished work copyright 1999 Jon Rodgers

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