Overview
Jump Speed |
1.224 |
Jump Duration |
50 |
Jump Distance |
82 |
Forwards Speed |
2.096 |
Backwards Speed |
1.224 |
Backdash |
15f, invuln 1~>14 |
Backdash Distance |
154 |
Uranus abuses her forward dash (especially with the player port 2 invincible reversal bug) to score infinite confirms or full screen throws.
- Game-Breaking Forward Dash: Forward dash that takes only 15 frames to traverse the entire screen and is almost fully invincible if done as a wake up option (completely invincible on P2 side, actionable afterwards).
- Infinite: Has a rather easy infinite that works on every character.
- Diving Gaia Crash: Command grab that takes 1/3 of the opponent's health, which becomes absolutely terrifying when paired with her lighting speed forward dash.
- Amazing Match-Ups: Uranus wins against the entire cast and completely invalidates half of them at high level of play.
- Controversial: Banned at most tournaments, especially high profile ones.
Normal Moves
f.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +6 | 2 | 3 | 3 | 3 |
Standard standing light punch. Not really something you use.
Total Duration |
---|
14 |
- At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash
c.LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +6 | 3 | 4 | 5 | 5 |
Proximity normals on lights are kinda interesting, but this one isn't interesting or particularly useful at all.
Total Duration |
---|
14 |
- At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash
f.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 12 | 12 | 15 | +2 | 8 | 10 | 12 | 14 |
Typically a misinput of some kind. Not a useful button.
Total Duration |
---|
38 |
c.HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 8 | 12 | 9 | +8 | 9 | 12 | 14 | 15 |
Whiffs against crouchers, but you shouldn't be using this anyways.
Total Duration |
---|
28 |
5LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 5 | +6 | 4 | 5 | 6 | 7 |
Very fast anti-air, hits everyone except Chibi Moon when they are crouching.
Total Duration |
---|
13 |
- At recovery frames 1-2 able to cancel into Crouch/Low Guard/Jump/Backdash
5HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 13 | 12 | 15 | +2 | 11 | 14 | 17 | 19 |
Reliable and easy anti-air button. Typically used to fish for the infinite.
Total Duration |
---|
39 |
2LP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 4 | 5 | 6 | +6 | 3 | 4 | 5 | 5 |
The infamous filler in the Uranus infinite. Like most of Uranus's notable normals, you typically are not going to be using these outside of the infinite.
Total Duration |
---|
14 |
- At recovery frames 1-2 able to cancel into Stand/High Guard/Jump/Backdash
2HP
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Mid | 8 | 12 | 9 | +8 | 7 | 9 | 11 | 12 |
The infamous end of a rep in the Uranus infinite. Like most of Uranus's notable normals, you typically are not going to be using these outside of the infinite.
Total Duration |
---|
28 |
2LK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 5 | 6 | 7 | +5 | 3 | 0 | 5 | 0 |
A very standard low poke. Mostly used for quick confirms into sweep since Uranus doesn't play much of a standard footsies game.
Total Duration |
---|
17 |
- At recovery frames 1-2 able to cancel into Stand/High Guard/Jump/Backdash
2HK
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|
Low | 8 | 30 | 14 | -21~+0/D | 10 | 0 | 15 | 0 |
A very strong sliding sweep that sets up for easy oki when cancelled into a fireball or backdash.
Total Duration |
---|
51 |
j.LP
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.LP | High | 4 | Until Landing | Until Landing | +8~+14 | 4 | 5 | 6 | 7 |
7/9j.LP | High | 4 | Until Landing | Until Landing | +8~+14 | 4 | 5 | 6 | 7 |
You shouldn't really be jumping as Uranus, so this move is more or less useless.
Version | Total Duration |
---|---|
8j.LP | 0 |
7/9j.LP | 0 |
j.HP
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.HP | High | 5 | 11 | 6 | +8~+14 | 6 | 8 | 9 | 10 |
7/9j.HP | High | 5 | 11 | 6 | +8~+14 | 7 | 9 | 11 | 12 |
You shouldn't really be jumping as Uranus, so this move is more or less useless.
Version | Total Duration |
---|---|
8j.HP | 21 |
7/9j.HP | 21 |
j.LK
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.LK | High | 4 | Until Landing | Until Landing | +10~+14 | 5 | 7 | 8 | 9 |
7/9j.LK | High | 4 | Until Landing | Until Landing | +4~14 | 5 | 7 | 8 | 9 |
You shouldn't really be jumping as Uranus, so this move is more or less useless.
Version | Total Duration |
---|---|
8j.LK | 0 |
7/9j.LK | 0 |
- Frame Advantage on IOH connect:-24
j.HK
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG |
---|---|---|---|---|---|---|---|---|---|
8j.HK | High | 8 | 11 | 10 | +9~14 | 10 | 13 | 15 | 17 |
7/9j.HK | High | 4 | 11 | 6 | +4~+14 | 11 | 14 | 17 | 19 |
Can be used to set up for the infinite as a regular jump in. Mostly used on P2 Uranus to force a situation where if the opponent does not anti-air Uranus gets to confirm into the infinite, and if the opponent does anti-air Uranus gets the reversal forward dash.
Version | Total Duration |
---|---|
8j.HK | 28 |
7/9j.HK | 20 |
- Frame Advantage on IOH connect:-24
Universal Mechanics
Movement
Shadow Dash
Startup | Total Duration |
---|---|
1 | 15 |
Uranus's infamous forward dash. Used to ignore neutral, make the infinite work, and generally be a nuisance. Notably not fully invincible unless done out of reversal on controller port 2.
Total Duration |
---|
15 |
- P1 Uranus Forward Dash is invincible frames 1-13? when done on wakeup. P2 Uranus Forward is invincible frames 1-15 when done on wakeup. Uranus is able to Throw during frames 13-15 and block during frames 14-15. Can be cancelled into from normals
Back Dash
Startup | Total Duration |
---|---|
1 | 15 |
Moves Uranus back fullscreen. Notable for having the fewest number of invincibility frames, though Uranus really doesn't need it.
Total Duration |
---|
15 |
- Uranus is invincible frames 1-14, when done on wakeup actionable during frames 14-15. Can be cancelled into from normals
Throws
Strong Wind Break
Range | DMG | Is Techable | Advantage |
---|---|---|---|
40 | 24 | Yes | |
39 | 24 | Yes | |
40 | 24 | Yes | |
39 | 24 | Yes |
Shorter range throw and techable. If Uranus is on controller port 2 and this move is teched, P2 Uranus gets an infinite confirm for free.
Grand Remover Kick
Special Moves
Diving Gaia Crush
Version | Range | DMG | Is Techable | Advantage |
---|---|---|---|---|
Facing Right | 56 | 24 | No | -31/D |
Facing Left | 55 | 24 | No | -31/D |
Facing Right | 48 | 32 | No | -32/D |
Facing Left | 47 | 32 | No | -32/D |
A core part of Uranus's moveset that basically solves all your problems, especially when buffered from a forward dash. Need a guard cancel? Just SPD. Need to pressure someone full screen? Just SPD (out of a forward dash). Need a reversal that isn't P2 Uranus forward dash? Just SPD. Need to anti-air but don't want to use 5LK for some reason? Just SPD.
360LK: Has more range. This is going to be the one to use for guard cancels, reversals, and anti-airs for the most part.
360HK: Has more damage. Use this when buffered from forward dash for the most part.
World Shaking
Version | Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|---|
World Shaking (LP) | Mid | 15 | Projectile | 36 | +1 | 12 | 18 | 3 | ||
World Shaking (HP) | Mid | 19 | Projectile | 51 | -14~ | 14 | 21 | 3 |
632LP: A slow moving fireball that allows Uranus to safely set up forward dash in neutral for infinite confirms or strike/throw mix. Excellent option for oki. Also does 3 damage on chip when most fireballs do 2.
632HP: Only notable for doing 21 damage on counter-hit. Just use the light version.
Version | Total Duration |
---|---|
World Shaking (LP) | 51 |
World Shaking (HP) | 69 |
Desperation Moves
Destructive Carnival
Guard | Startup | Active | Recovery | Frame Advantage | DMG | Face DMG | Counter DMG | Counter & Face DMG | Chip Damage |
---|---|---|---|---|---|---|---|---|---|
Mid | 1 | 9 | 1 | +20/D | 67 | 0 | 68 | 0 | 1xN |
An infamously janky super that doesn't function as intended, but has some strong applications such as a guard cancel punish against light normals that are spaced around SPD or punishing Chibi desperation.
Total Duration |
---|
10 |