2. CHARACTER ANALYSIS2.1 Normal MovesStanding
Jab
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.

Strong
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.

Fierce

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.

Short
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.

Forward
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.

Roundhouse
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
Jab
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.

Strong
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.

Fierce

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.

Short
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.

Forward
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.

Roundhouse
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
Jab
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.

Strong
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.

Fierce

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.

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

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

Roundhouse

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.