Urien -- Central Discussion

Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:18 am

Urien, aka That guy in the thong, discussion thread.

My goal here is to go into as much detail as I can about every single thing Urien can do. So expect this guide to be your Bible if you plan on picking up Urien. Don't hesitate to post anything I might have forgotten or something you've found. I shall add them in here and give you credit for it.

Release notes:
28-11-2011 - Oh damn guide of the month. I need to continue this guide.
05-09-2011 - Update!!! Completed the normal analysis section. Currently working on the strategy section.
30-07-2011 - I have two Chapters of the strategy section written. Super Art Selection and Charge Partitioning. They'll be up at the same time I finish writing the normal analysis section.
19-07-2011 - HOLY CRAP! EH Frontpage and over 2500 views! Thank you everyone for the support. This motivated me to continue with this. Expect updates soon!
11-07-2011 - Added some new combos. Will have descriptions for all normals and possibly Chapter 1 of strategy up in the next days.
06-07-2011 - Unique Attack and Grab descriptions. I also added a bunch of combos. Will note later on which characters they work.
05-07-2011 - Overview info, Color Chart, animations for every move, Special Move and Super Art descriptions, target combos and some mid-screen combos.
05-07-2011 - Created this thread, info will be added later since I'm at work right now.

Table of Contents:
1. Overview
--- 1.1 Basic Info
--- 1.2 Strengths
--- 1.3 Weaknesses
--- 1.4 Color Chart
2. Character analysis
--- 2.1 Normal Moves
--- 2.2 Unique Attacks
--- 2.3 Grabs
--- 2.4 Special Moves
--- 2.5 Super Arts
3. Combos
4. Strategy
5. Essential Videos

Frame Data:
http://ensabahnur.free.fr/Baston/index. ... d%20Strike

Credits:
http://www.zweifuss.ca/urien/urien.htm - For colors and some animations
http://www.fightersgeneration.com - For some animations
Last edited by SilentBob on Mon Nov 28, 2011 12:12 pm, edited 20 times in total.
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Re: Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:18 am

1. OVERVIEW

Urien is a damage powerhouse. He's the less broken version of Gill, even though he still is broken thanks to Aegis Reflector. He is very hard to play as, but in the right hands he's the equivalent to Batman, a force to be feared. Most, if not all of his tricks involve charge partitioning therefore making him very hard to pick up and master. If you think you have the patience to control this machine, do it and strike fear in the hearts of your opponents.

1.1 Basic info

Base Stamina: 1285 (Above Average)
Stun: Normal bar
Taunt: Damage increase on the next hit or combo (Cannot be stacked).

1.2 Strengths:
- Normals have a lot of range, priority and damage.
- Aegis Reflector is arguably one of the best Super Arts in the game.
- Monstrous damage on his combos.
- His dash has amazing speed and range.
- Great range on his grabs.

1.3 Weaknesses:
- His normals are quite slow which makes them easy to parry.
- It can be quite difficult to get out of pressure situations.
- He has a very steep learning curve.
- His projectile has a lot of startup and recovery.
- Lacks a proper anti-air.

1.4 Color Chart:

Arcade Colors

Image :punch-light:
Image :punch-medium:
Image :punch-hard:
Image :kick-light:
Image :kick-medium:
Image :kick-hard:
Image :punch-light: :plus: :kick-medium: :plus: :punch-hard:

Console Extra Colors

Image :punch-light: :plus: START
Image :punch-medium: :plus: START
Image :punch-hard: :plus: START
Image :kick-light: :plus: START
Image :kick-medium: :plus: START
Image :kick-hard: :plus: START
Last edited by SilentBob on Wed Jul 06, 2011 12:15 pm, edited 10 times in total.
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Re: Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:18 am

2. CHARACTER ANALYSIS

2.1 Normal Moves

Standing

Image
Jab :punch-light:
An ok poke that can chain into itself or be canceled into standing strong. The poke itself is quite fast and has impressive range for a jab and can be a good option as an anti-air. Be careful using this normal, it will whiff against crouching opponents except for Urien at certain animation frames, Q at certain frames of animation and Hugo.

Image
Strong :punch-medium:
Definitely Urien's best standing normal. It can be cancelled into from standing jab, it can easily be hit confirmed into Short. Forward or EX Chariot Tackle, EX Dangerous Headbutt or Super and can be used as an anti-air. It does decent damage and it's Urien's best normal to whiff in order to build up meter. It will whiff against crouching opponents except for Urien, Q, Dudley at a certain range and frames of animation and Hugo.

Image
Fierce :punch-hard:
A good poke that has good range does a lot of push back to prevent opponents from pressuring you, it does good damage and it will cause a knockdown against airborne opponents. It has a lot of start-up so use it wisely.

Image
Short :kick-light:
Definitely not one of Urien's good normals, since it doesn't have much range and can be special or super cancelled. Though it can be used as a quick punish at close range, standing strong is a better option since it has the same start-up and can be followed up with a combo.

Image
Forward :kick-medium:
One of Urien's best ranged standing pokes since it does decent damage and has a lot of range. Just don't abuse it because it's quite slow and has a lot of recovery. It will whiff these crouching characters: Yun, Ryu depending on animation, Necro, Oro, Ibuki, Chun-Li, Makoto, Elena, Twelve, Yang, Ken.

Image
Roundhouse :kick-hard:
This normal is surprisingly good in some situations. It will cause a knockdown against airborne opponents, it's an overhead and it causes some attacks to whiff due to Urien's hitbox becoming thinner. Just don't abuse this normal. It has a ton of start-up, a ton of recovery and you can even be punished on hit. Try to stick it out when needed and do so from its max range to reduce your opponents punish options.

Crouching

Image
Jab :punch-light:
A fast punch that can chain into itself, special and super cancelled. Definitely one of Urien's best normals to punish and combo. Just make sure you don't use it all the time or your opponent will predict it and parry. Be careful when comboing into short tackle because it will not combo unless you are very close.

Image
Strong :punch-medium:
Do not use this normal unless you have a good situation for it. It is slow, it advances towards your opponent and cannot be cancelled. Only use it for pressure or to move under air attacks. Otherwise it's not very useful.

Image
Fierce :punch-hard:
Urien's launcher and main combo starter. The first hit is special and super cancelable. Your main goal as an Urien player is to land this normal, especially in the corner, because all of his most damaging combos start with it. On block it is easily punishable, so you want to land this when you are sure you can punish with it, using your Aegis setups or after a parry.

Image
Short :kick-light:
One or Urien's best close range normals along with crouching jab. It's a little slower than crouching jab, but has a little more range and can also be special or super cancelled. Just be careful, because special moves won't combo unless you land it up close.

Image
Forward :kick-medium:
A good poke from range. It has a little less range than standing forward, but it comes out a frame faster. It is quite useful, but don't abuse it. Keep in mind that you cannot cancel this normal.

Image
Roundhouse :kick-hard:
A sweep with spectacular range. It isn't the fastest sweep, but it's relatively safe from a distance so it's one of Urien's better crouching normals. Also due to the way Urien bends down when sweeping, some normals will whiff against it.

Air

Image
Jab :punch-light:
Not one of Urien's best air to air normals. It doesn't have much range, but it stays out during the whole air time. You're better off using short for air-to-air.

Image
Strong :punch-medium:
Ok in air-to-air. It's better than short for range, but it comes out slower. It's not very useful for jump ins either.

Image
Fierce :punch-hard:
I personally never use this air normal. Strong has better range, it's faster and is active longer. It's better than strong for jump ins, but you're better off using roundhouse.

Image
Short :kick-light:
Better air-to-air move. Ok range, fast start up and is active for quite some time.

Image
Forward :kick-medium:
Good range, ok for air-to-air at a certain distance, but still not very good especially for jump ins.

Image
Roundhouse :kick-hard:
Your main air normal. It has insane priority and range, does good damage, but don't stick it out too late during air-to-air because it has quite a lot of start-up.
Last edited by SilentBob on Mon Nov 28, 2011 5:07 pm, edited 8 times in total.
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Re: Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:19 am

2.2 Unique Attacks

Image
Quarrel Punch :joystick-right: :plus: :punch-medium:
A decent anti-air against deep jump-ins and it can also be used as a decent poke against larger characters. This move can be cancelled into st. Fierce Punch which will result in a Terrible Smash overhead follow-up. You can use this move to perform a corner reset. It will whiff on crouching opponents except Hugo.

Image
Terrible Smash :joystick-right: :plus: :punch-hard:
A fast overhead. I personally prefer to use this one over the Universal Overhead. It is quite fast so it can be hard to react to. A good move to use in block strings and when your opponent is waking up.

Image
Quarrel Kick :joystick-right: :plus: :kick-medium:
Not one of Urien's best pokes, but it allows him to travel forward giving his kick a lot of range. Do not use this move too often because it is very slow and easy to parry. Quarrel Kick is also useful to push your opponent into an active Aegis Reflector.

2.3 Grabs

Image
Destroy Claw :punch-light: :plus: :kick-light:
Urien grabs the opponent and will squeeze the opponent while you mash the buttons for more hits. While it does do some good stun, you will never be able to land the maximum number of hits which will result in you doing less stun and damage than the Spartan Bomb grab.

Image
Spartan Bomb :joystick-left: OR :joystick-right: :plus: :punch-light: :plus: :kick-light:
This is the grab you want to use. It does good damage and it keeps the opponent at your feet so you can apply more pressure. It is very effective in corners. All you need to do is to aim the grab towards the corner and once you get up, unleash a Aegis Reflector over him.
Last edited by SilentBob on Mon Sep 05, 2011 10:09 am, edited 9 times in total.
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Re: Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:19 am

2.4 Special Moves

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Metallic Sphere (EX) :joystick-down: :joystick-down-right: :joystick-right: :punch:
Urien's projectile. It has very slow start up and recovery so you need to use it wisely. The harder the punch button is, the less recovery the projectile will have. The Jab version shoots it horizontally. The Strong version shoots it at a 30 degree angle. The Fierce version shoots at a 45 degree angle. The EX version is like the Jab, except slower and it hits twice. The Fierce version actually leaves you at advantage if blocked!

Overall it's an OK projectile at range, but do not abuse it. It is way too slow so it leaves your opponent a lot of time to read out and either parry or punish you. The Strong version is great to beat jumpers and it allows you to follow up into Roundhouse Chariot Tackle ( :joystick-charge-left: :joystick-right: :kick-hard: ). Avoid the EX version at all costs because it is an horrible projectile and it wastes precious meter. Only use it if your opponent can't parry EX fireballs.

Metallic Sphere can be Super Canceled.

Image
Chariot Tackle (EX) :joystick-charge-left: :joystick-right: :kick:

Urien's main special move. The harder the kick button, the further he'll travel across the screen. The light version does not have much range, but it is quite fast and can be comboed into. It deals a lot of damage and it can be used to juggle your opponent in the corner. The EX version is lighting fast and is a lot easier to use in corner combos than normal Tackles. You can also use this to get out of corners if your opponent is jumping at you.

Avoid doing this move randomly because it has a lot of recovery.

Chariot Tackle can be Super Canceled (Only the first hit on EX).

Image
Dangerous Headbutt (EX) :joystick-charge-down: :joystick-up: :punch:
A hop special. The harder the punch, the higher Urien will travel. The Jab version is the best one to use as pokes. It is really fast, hard to punish and since it's a hop move, it will jump over low attacks and beat grabs. The Strong version is useful because it will allow you to cross over grounded opponents. The Fierce version travels high, but it is slow so try to avoid using it. The EX version is very fast, allows you to juggle afterwards and causes a lot of stun. Dangerous Headbutt can somewhat be used as an anti-air, but it gets stuffed in most cases. This move can also be used to get in close to your opponent for a grab.

Image
Violence Knee Drop (EX) :joystick-charge-down: :joystick-up: :kick:
I'll say this right now, this special sucks. It is so slow that your opponent can probably make himself a sandwich, come back and parry the move and if he blocks, he can easily punish you. Fortunately, it has some advantages. It can allow you to get closer to your opponent, you can bait someone by purposely whiffing it, it will punish fireball happy opponents and the EX version is a lot faster and aims at your opponent. I will say one thing though, you can definitely surprise someone if you can get them to forget about this move by rarely ever using it. It can also beat some moves in air-to-air.

Note: The rising part of the animation is faster than the GIF. Somehow it didn't save the fixes I did to it so I'll try to fix that.
Last edited by SilentBob on Mon Mar 19, 2012 4:44 pm, edited 7 times in total.
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Re: Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:19 am

2.5 Super Arts

Image
I - Tyrant Slaughter :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :punch: (2 Stock)
Triple Tackle to Clothesline like a boss. This is the recommended Super for beginners or if you want to do quick punishes. Is is fast, does good damage and can easily be comboed into or punish your opponent's whiffed moves. More on this in the Strategy section.

Image
II - Temporal Thunder :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :punch: (2 Stock)
Do not use this Super. It does massive stun, but only does decent damage up close and has horrible recovery. It has it's uses, but they really aren't worth it. I'll explain more in the Strategy section.

Image
III - Aegis Reflector :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :punch: OR :punch-2x: (2 Stock)
Aegis Reflector, one of the most broken Supers in the game. Urien creates a shield in front of him that will reflect projectiles and damage any opponent who touches it. The harder the punch, the further the shield will travel. If you press two punches, it will go at Jab distance, but it will rise up in the air. If the opponent is behind the shield, on hit he will be pushed back, but if your opponent is on the side of the screen you shot it from, each hit will push your opponent into the shield and make him bounce off it so you can hit him some more. In the corner, it allows you to setup 50/50 situations that setup massive damage combos if not blocked. In some situations, it can also be unblockable. More info about this Super in the Strategy section.
Last edited by SilentBob on Mon Jul 11, 2011 11:56 am, edited 6 times in total.
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Re: Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:20 am

3. COMBOS

NOTE THAT NOT ALL OF THESE WILL WORK ON EVERY CHARACTER. I WILL NOTE WHICH WORK ON WHO.

Chart:
Bold - Can easily be done on this character
Underline - Strict, but can be landed
Italic - Cannot be landed

cr. Jab > Jab Dangerous Headbutt
:joystick-down: :plus: :punch-light:, :joystick-charge-down: :joystick-up: :punch-light:

cr. Short > Short Chariot Tackle
:joystick-down: :plus: :kick-light:, :joystick-charge-left: :joystick-right: :kick-light:

cr. Fierce > Roundhouse or Forward Chariot Tackle
:joystick-down: :plus: :punch-hard:, :joystick-charge-left: :joystick-right: ( :kick-hard: OR :kick-medium: )

cr. Fierce > Strong Dangerous Headbutt
:joystick-down: :plus: :punch-hard:, :joystick-charge-down: :joystick-up: :punch-medium:

Meter Combos

cr. Fierce > EX Dangerous Headbutt > Forward or Roundhouse Chariot Tackle
:joystick-down: :plus: :punch-hard:, :joystick-charge-down-left: :joystick-up: :punch-2x:, :joystick-charge-down-left: :joystick-right: ( :kick-medium: OR :kick-hard: )

Target Combos

Jab > Strong
:punch-light: , :punch-medium: (Last hit is cancelable into Special or Super)

Quarrel Punch > Terrible Smash
:joystick-right: :plus: :punch-medium: , :punch-hard:

Corner

cr. Fierce > Roundhouse or Forward Chariot Tackle > st. Fierce
:joystick-down: :plus: :punch-hard:, :joystick-charge-left: :joystick-right: ( :kick-hard: OR :kick-medium: ), :punch-hard:

cr. Fierce > Roundhouse or Forward Chariot Tackle > Forward or Short Chariot Tackle > st. Fierce
:joystick-down: :plus: :punch-hard:, :joystick-charge-down-left: :joystick-right: ( :kick-hard: OR :kick-medium: ), :joystick-charge-down-left: :joystick-right: ( :kick-medium: OR :kick-light: ), :punch-hard:

cr. Fierce > Roundhouse or Forward Chariot Tackle > Forward or Short Chariot Tackle > Any Dangerous Headbutt
:joystick-down: :plus: :punch-hard:, :joystick-charge-down-left: :joystick-right: ( :kick-hard: OR :kick-medium: ), :joystick-charge-down-left: :joystick-right: ( :kick-medium: OR :kick-light: ), :joystick-charge-down-left: :joystick-up: :punch:

cr. Fierce > Roundhouse or Forward Chariot Tackle > EX Chariot Tackle > Forward Chariot Tackle
:joystick-down: :plus: :punch-hard:, :joystick-charge-left: :joystick-right: ( :kick-hard: OR :kick-medium: ), :joystick-charge-left: :joystick-right: :kick_2x:, :joystick-charge-left: :joystick-right: :kick-medium:

cr. Fierce > Roundhouse or Forward Chariot Tackle > Reset 1
:joystick-down: :plus: :punch-hard:, :joystick-charge-left: :joystick-right: ( :kick-hard: OR :kick-medium: )

cr. Fierce > Roundhouse or Forward Chariot Tackle > Forward or Short Chariot Tackle > Reset 1
:joystick-down: :plus: :punch-hard:, :joystick-charge-left: :joystick-right: ( :kick-hard: OR :kick-medium: ), :joystick-charge-left: :joystick-right: ( :kick-medium: OR :kick-light: )

Mid-Screen

Strong Metallic Sphere > Roundhouse Chariot Tackle > Fierce Aegis Reflector > Roundhouse Chariot Tackle > Reset 2
:joystick-down: :joystick-down-right: :joystick-right: :punch-medium:, :joystick-charge-left: :joystick-right: :kick-hard:, :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :punch-hard:, :joystick-charge-left: :joystick-right: :kick-hard:

cr. Fierce > Forward Chariot Tackle > Fierce Aegis Reflector > Roundhouse Chariot Tackle > Reset 2
:joystick-down: :plus: :punch-hard:, :joystick-charge-left: :joystick-right: :kick-medium:, :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :punch-hard:, :joystick-charge-left: :joystick-right: :kick-hard:

cr. Fierce > EX Dangerous Headbutt > Roundhouse Chariot Tackle> Fierce Aegis Reflector > Reset 2
:joystick-down: :plus: :punch-hard:, :joystick-charge-down-left: :joystick-up: :punch-2x:, :joystick-charge-down-left: :joystick-right: :kick-hard:, :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :punch-hard:

Jab Dangerous Headbutt > Jab Aegis Reflector > Strong Dangerous Headbutt or Forward Violence Knee Drop > Quarrel Kick > Combo Follow Up
:joystick-charge-down: :joystick-up: :punch-light:, :joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :punch-light:, :joystick-charge-down: :joystick-up: ( :punch-medium: OR :kick-medium: ), :joystick-right: :plus: :kick-medium:
NOTE: This combo allows you to set the Reflector over your opponent and use the Headbutt or Knee Drop to cross over your opponent and push him into the Reflector using Quarrel Kick while he wakes up. Every time he hits the Reflector, he will bounce back towards you and allow you to combo into cr. Fierce once the Reflector dies. Chose the best combo to follow up the cr. Fierce with depending on if the combo will end mid-screen or in the corner.

Resets

Reset 1: After the combo, you can do a Quarrel Punch ( :joystick-right: :plus: :punch-medium:) to reset your opponent. Immediately after doing the Quarrel Punch, do a Jab Metallic Sphere and cancel it into Jab Aegis Reflector ( :joystick-down: :joystick-down-right: :joystick-right: :punch-light: :joystick-down: :joystick-down-right: :joystick-right: :punch-light: ). This will force your opponent to block the Metallic Sphere and instantly be trapped in your Reflector. You can then follow up with a low or overhead attack and follow up with a combo on hit. This can easily lead to 60% to 75% damage if not more depending on your opponent's stamina.

Reset 2: After the combo, you can do a Roundhouse Violence Knee Drop ( :joystick-charge-down: :joystick-up: :kick-hard: ) to get close to your opponent and follow up with a Strong Dangerous Headbutt ( :joystick-charge-down: :joystick-up: :punch-medium: ) to cross over your opponent while he is waking up. You can then follow up with a grab or try another combo. Risky reset because if an opponent suspects it, he can spot the Knee Drop and either block and punish or tech your throw. Though if you do land it, it deals 50%+ damage including the combo on characters with Average stamina. If after the Knee Drop you are between the opponent and the Reflector, you can follow up your Headbutt cross over with a Quarrel Kick ( :joystick-right: :plus: :kick-medium: ) to push your opponent back into the reflector, which will cause him to bounce back towards you.
Last edited by SilentBob on Mon Sep 05, 2011 8:55 pm, edited 27 times in total.
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Re: Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:20 am

4. STRATEGY
Last edited by SilentBob on Tue Jul 05, 2011 10:46 am, edited 2 times in total.
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Re: Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:20 am

4. STRATEGY (PART 2)
Last edited by SilentBob on Tue Jul 05, 2011 10:46 am, edited 2 times in total.
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Re: Urien -- Central Discussion

Postby SilentBob » Tue Jul 05, 2011 9:21 am

4. STRATEGY (PART 3)
Last edited by SilentBob on Tue Jul 05, 2011 10:47 am, edited 3 times in total.
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