Street Fighter Alpha 3/Birdie: Difference between revisions

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(adding normal hitboxes, unfinished, saving to continue tommorow)
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= Moves List =
= Moves List =


h[[File:SFALPHA3_BIRDIE_POSES.png|thumb]]
 
== Normal Moves ==
== Ground Normals ==
*<b>Close/Far Standing Jab:</b>
*<b>Close/Far Standing Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
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{{STDiagramCell| Stun}} |{{STDiagramCell| 2}}
{{STDiagramCell| Stun}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| No}}
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
Line 30: Line 30:
|-
|-
{{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -1/+4}}
{{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -1/+4}}
|}
*<b>Close/Far Standing Strong:</b>
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14}} |{{STDiagramImageCell| 9 | SFALPHA3_BIRDIE_5MP.PNG}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Meter on whiff/hit}} |{{STDiagramCell| 1/3 (XV 4)}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 6/<b>6</b>/19}}
|-
{{STDiagramCell| }} Block Stun|{{STDiagramCell| -6}}
|-
{{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -5/-1}}
|}
*<b>Close/Far Standing Fierce:</b>
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 10+6}} |{{STDiagramImageCell| 9 | SFALPHA3_BIRDIE_5HP.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 4x2}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Meter on whiff/hit}} |{{STDiagramCell| 1/1x2 (XV 3x2)}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 6/<b>6</b>/19}}
|-
{{STDiagramCell| }} Block Stun|{{STDiagramCell| -6}}
|-
{{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -5/-}}
|}
*<b>Close/Far Standing Short:</b>
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 6}} |{{STDiagramImageCell| 9 | SFALPHA3_BIRDIE_5LK.PNG}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Meter on whiff/hit}} |{{STDiagramCell| 0/1}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5/<b>4</b>/15}}
|-
{{STDiagramCell| }} Block Stun|{{STDiagramCell| -5}}
|-
{{STDiagramCell| }} Hit Stun/Counter Hit|{{STDiagramCell| -4/+1}}
|}
|}
===Command Moves===
===Command Moves===

Revision as of 00:37, 11 January 2022

Introduction

Not content with working with Shadaloo as a mere goon anymore, Birdie now plans to seek out his superior M. Bison so he can overthrow him! To do this, he will need to find something called the "Psycho Drive".

Pros Cons
  • Has a decent set of long-range normals on the ground
  • s. FP is one of the best preemptive anti-airs in the game
  • Great jump-ins, particularly j. LK and splash
  • Good air to airs
  • Decent command grabs that recover fairly quickly on whiff. Can choose whether to throw them forward or backwards
  • Bull horn (TAP) forces the opponent to play differently and can make them second guess themselves
  • Bull horn is a very rewarding early anti-air
  • Whiffed grabs recover fast and are good for building meter
  • Late whiffed air grab makes him land faster and can be used to bait activates on occasion
  • You can charge up to 4 bull horns at once and release them individually by letting go of only one button
  • Final TAPs can be charged in only 13 seconds and do insane damage/stun
  • Great, reliable customs with good damage and potential infinite setups
  • Large hurtbox makes him susceptible to jab pressure
  • Bull head is incredibly unsafe and is an awful move outside of combos
  • Bull horns are unsafe on block if done too close without enough charge
  • Bull horn invincibility is not as good as it was in A2.
  • Reactive anti-air is awful. c. FP gets beat by most jump-ins and late bull horn can be option-selected (f. RH is a decent close-range anti-air on V-ISM)
  • Gets bullied hard by a lot of characters due to his large size and poor mobility/anti-air
  • Characters with strong lows can practically ignore his bull horn, since it has very limited low invincibility


Birdie
SFA3 Birdie Art.png
Character Data

Introduction

SFA3 birdie face.jpg

Moves List

Ground Normals

  • Close/Far Standing Jab:
Damage 7 SFALPHA3 BIRDIE 5LP.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Close/Far Standing Strong:
Damage 14 SFALPHA3 BIRDIE 5MP.PNG
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3 (XV 4)
Frame Count 6/6/19
Block Stun -6
Hit Stun/Counter Hit -5/-1
  • Close/Far Standing Fierce:
Damage 10+6 SFALPHA3 BIRDIE 5HP.png
Stun 4x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1x2 (XV 3x2)
Frame Count 6/6/19
Block Stun -6
Hit Stun/Counter Hit -5/-
  • Close/Far Standing Short:
Damage 6 SFALPHA3 BIRDIE 5LK.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 5/4/15
Block Stun -5
Hit Stun/Counter Hit -4/+1

Command Moves

Bull Drop(X, A, and V-Ism)

  • Forward + HK

Bad Hammer(X-Ism)

  • Close Standing HP,the hold Up

Body Slam(X, A, and V-Ism)

  • (In Air)Down + HP

Throws

Bull Spike

  • Forward or Back + Any 2 Punches Buttons

Bad Throw

  • Forward or Back + Any 2 Kicks Buttons

Bad Scrap

  • (In Air)Forward or Back + Any 2 Punch Buttons

Special Moves

Bull Head(X, A, and V-Ism)

  • Charge Back, Forward + Punch

Bull Horn(X, A, and V-Ism)

  • Hold all three Punch or Kick buttons, then release
    • The longer you hold,the more damage it does

Murderer Chain(X, A, and V-Ism)

  • 360 Motion + Punch

Bandit Chain(X, A, and V-Ism)

  • 360 Motion + Kick

Super Combos

The Birdie(X and A-Ism)

  • Charge Back, Forward, Back, Forward + Punch

Bull Revenger(A-Ism)

  • Double Quarter Circle Forward + Punch or Kick

The Basics

Which Ism?

A-Ism

V-Ism

Your Main Option

Easy V-Blockstrings and V-Cycles

X-Ism

Slept on, super leads to stun ending in massive damage

Combos

Advanced Strategy

Match-ups

Discussion

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
Dhalsim
E. Honda
Gen
Guy
Juli
Juni
Karin
Ken
M. Bison
R. Mika
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Vega
Zangief
Home/Handheld Exclusive
Dee Jay
Eagle
Evil Ryu
Fei Long
Guile
Ingrid
Maki
T. Hawk
Yun