The Situation:
When Urien juggles you in the corner with a tackle and cancels into Aegis reflector, he hits you with a cross up knee drop while the reflector hits you from the front to cause an unblockable situation. From there he gets to launch you again, and if he has meter, set up another unblockable which will most likely give him the round.
Damage Limitation:
There is no way of really getting out of this cleanly, but there is some damage limitation. If you down parry the reflector on wake up, the knee drop will cross you up and hit you high during the low parry. Since both hits happen at the same time, you can only parry one of them, so you get hit by the knee drop. However, since you parried the reflector, that hit is nullified and the knee drop hits you cleanly. The knee drop causes a knock down so you escape being hit by the reflector.
After being knocked down, don’t quick recover. Stay down, and when you get up, even if Urien hits you high or low, the reflector does not stay out long enough for him to continue and launch you again. This is by no means perfect, but you limit the damage by only taking the knee drop, rather than a whole Aegis and a second set of shoulders.
After being knocked down, don’t quick recover. Stay down, and when you get up, even if Urien hits you high or low, the reflector does not stay out long enough for him to continue and launch you again. This is by no means perfect, but you limit the damage by only taking the knee drop, rather than a whole Aegis and a second set of shoulders.
However this only works in the corner. Mid-screen, Urien doesn’t need the knee drop to crack his unblockable out, so you have to guess parry. Urien generally only does stand forward, or low short, so the timing is generally 3 parries and then throw out of the reflector. as tough as that’ll be anyway, you have to guess whether he goes high or low. and further if you escape the mid-screen set up a few times, Urien might smarten up and just throw you into the reflector.
Mid-screen unblockables are only really going to happen unless you fucked up enough for it. Corner Aegis however happens much more often. the surefire way of escaping an Aegis setup is prevention, much like against Yun. Locking out all doors of opportunity for their meter gain gets you out of the situation entirely, but if it happens its good to know you don’t have to eat the whole of it.
Translated Terminology:
here’s a list of things to look out for when a Japanese player kicks the shit out of you and starts talking in moonrunes on GGPO or otherwise:
- 360 一回転 (いっかいてん)
- 720 二回転 (にかいてん)
- air throw 空中投げ (くうちゅうなげ)
- anti air 対空 (たいくう)
- block reversal 確定反撃 (確反) (かくていはんげき)
- body hit 腹やられ (はらやられ)
- command throw コマンド投げ (コマンドなげ)
- charge 溜め (ため)
- charge partitioning 溜め分割 (ためぶんかつ)
- chip damage 削り (けずり)
- corner 画面端 (がめんばし)
- cross up めくり
- crouch, low しゃがみ
- double hit (both players) 相打ち (あいうち)
- footsies 足払い (あしばらい)
- ground-air state 空中判定状態 (くうちゅうはんていじょうたい)
- ground combo 地上コンボ (ちじょうコンボ)
- ground crossup (over body) 裏周り (うらまわり)
- ground crossup (under jump) 潜る (くぐる)
- head hit 頭やられ (あたまやられ)
- hit confirmation ヒット確認 (ヒットかくにん)
- hold (ex forward) 入れっぱ(なし) (いれっぱ(なし))
- instant air parry 昇りプロッキング (のぼりブロッキング)
- joystick back レバー後 (レバーうしろ)
- joystick down レバー下 (レバーした)
- joystick down back 斜め後下 (ななめうしろした)
- joystick down forward 斜め前下 (ななめまえした)
- joystick towards レバー前 (レバーまえ)
- joystick up レバー上 (レバーうえ)
- joystick up back 斜め後上 (ななめうしろうえ)
- joystick up forward 斜め前上 (ななめまえうえ)
- juggle combo 空中コンボ (くうちゅうコンボ)
- jump back 後ろ斜めジャンプ (うしろななめシャンプ)
- jump forward 前斜めジャンプ (まえななめシャンプ)
- jump up 垂直ジャンプ (すいちょくジャンプ)
- kara throw 移動投げ (いどうなげ)
- kara UOH 移動リープ (いどうリープ)
- kara Shoryuken 移動昇龍 (いどうしょうりゅう)
- knocked back 横吹っ飛び (よこぶっとび)
- knock down ダウン
- knocked up in the air 上吹っ飛び (うえふっとび)
- land (from a jump) 着地 (ちゃくち)
- life bar 体力ゲージ (たいりょくゲージ)
- link combo ノーキャンセル
- low attack 下段 (げだん)
- meaty attack 持続当て (じぞくあて)
- mid attack(block high/low) 上段 (じょうだん)
- mix up/trick フェイント
- mix up(two choices) 二択 (にたく)
- mix up(three choices) 三択 (さんたく)
- neutral (ex throw) ニュートラル
- normals attacks 通常技 (つうじょうわざ)
- overhead attack 中段 (ちゅうだん)
- projectile 飛び道具 (とびどうぐ)
- psychic/random ぶっ放し (ぶっぱなし)
- recovery/advantage 硬化差 (こうかさ)
- read/predict 読み (よみ)
- rushdown (super offensive) ガン攻め (ガンぜめ)
- scrub パンピー
- setup, trick 連携 (れんけい)
- special attacks 必殺技 (ひっさつわざ)
- stand close 近距離立ち (きんきょりたち)
- stand far 遠距離立ち (えんきょりたち)
- standing (720) 立(ギガス) (たち)
- start up 攻撃発生 こうげきはっせい
- stun bar スタンゲージ
- super arts SA
- super bar (meter) SAゲージ
- super bar amount ストック数 (ストックすう)
- super flash 画面暗転 (がめんあんてん)
- super jump cancel ハイジャンプチャンセル
- tap back 後々 (うしろうしろ)
- tap forward 前々 (まえまえ)
- throw 投げ (なげ)
- throw whiff 投げスカリ (なげスカリ)
- tick (with short to jab) 小パン (しょうパン)
- trap/can’t move カタメ
- trip guard (can’t block) 着地の隙があり (ちゃくちのすきがあり)
- trip guard (can block) 着地の隙がない (ちゃくちのすきがない)
- turtle (block all round) ガンガード
- turtle (wait, just stand) 待ち (まち)
- unblockable ガード不能 (ガードふのう)
- vulnerable/can’t block スキ
- wakeup (get up) 起き上がり (おきあがり)
- whiff 空振り (からぶり)
- whiffed hits(not all hits) カス当たり (カスあたり)

