Introduction
+360 command grab with great range in a game with no throw protection
+The Birdie has good range therefore can be easy to hit "unblockable"
+Bull Revenger has more invencibility on the way down and significantly more damage compared to its A2 counterpart.
+Bullhead has a lot of active frames, making it a great anti-air tool even if it's more prone to trade or deal less damage in comparison to Bullhorn.
-Normals are overall Slower on average then most if not all chars
-Cannot block alot of buttons from the very tip due to his huge hurtbox
-Final tap Does Less damage Then A heavy dp from A shoto..
-Least ammount of lows of any character
-Bullhead can be punished on hit if done too close or comboed into Making it lackluster at best
- His + frames are usually a suggestion rather then something that exists since alot of his moves are either 0 or - on hit
-Slowest Forward walk in the game By a pretty big margin
-Birdie's slow jump and lack of a real meterless reversal makes dealing with Sodom's 720 setups a nightmare.
-"The Birdie"'s lv2 & 3 have HORRIBLE lower body invencibility, any low stronger than a short will either interrupt it outright or trade.
Moves List
Normal Moves
Command Moves
Special Moves
Murderer Chain
360 + P connects close; unblockable
Bull Horn
Super Moves
The Birdie
Charge b for 2 seconds,f, b, f + P
Bull Revenger
qcf, qcf + P/K
Combos
-j.HK,c.LK,c.HP,HP Bull Head
-j.HK,c.LK,c.HP,The Birdie Lvl2
-j.HK,c.LK,c.HP,The Birdie Lvl3 (in the corner)
-crossup j.HP,c.LK,c.MP,c.HK
The Basics
Advanced Strategy
Match-ups
Vs. Adon:
Vs. Akuma: Regular, Red and air fire balls make approaching Akuma a herculean effort, Birdie should "technically" be able to just punish those with super but they are so fast it's nearly impossible for someone to just super on reaction (and actually hit Akuma), specially against a good opponent that's not going to just spam fire ball willy-nilly; So you have to make every hit COUNT.
Anyway, if Akuma tries to lame you out by jumping backwards and fire ball you two options, jump over it if the trajectory is too close to him or use either Medium or Heavy Bull Head if the projectile decends further from Akuma which will allow Birdie to go under and hit the opponent on the way down.
Bull Horn is not that usefull in this match up as Akuma gains meter like crazy and will usually AC whenever it gets blocked, use this only to dodge his air fireball super.
Also, do NOT try to air-to-air Akuma, Birdie's air normals 9 times out of 10 won't beat the air fire ball.
Vs. Birdie (self):
Vs. Charlie:
Vs. Chun-Li:
Vs. Dan:
Vs. Guy:
Vs. Ken: This character bullies Birdie the most, roll pressure is too strong for Birdie to handle, depending on how well the Ken player performs it, your only answers to it are HK whiff into 360, super or a well timed Bull horn, otherwise you can deal with Ken like you deal with Ryu.
Vs. M. Bison (dictator):
Vs. Rose:
Vs. Ryu:
Vs. Sagat:
Vs. Sodom: Don't ever let Sodom pressure you, Birdie has no meterless escape from his 360/720 setups, so if you have meter to spare don't shy away from using AC or long Bull revenger to get out of danger, never try to use "The Birdie" to punish Sodom in this situation unless you're sure sure the first hit will kill since Sodom is considered airborne while performing the command grab.
Although it sounds bad, this match up is not as one sided as it seems, Sodom also doesn't have any meterless anser to Birdie's tick throws and short Bull Revenger can punish the long ranged setups that require Sodom to Kara his command grab.