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[[File:sfz2birdie.gif|right]] | |||
= Introduction = | = Introduction = | ||
Birdman ya heard | Birdman ya heard |
Revision as of 17:26, 20 August 2016
Introduction
Birdman ya heard
Well, pretty much accepted worst character in the game. Birdie sucks. But if you are up for a challenge, this is for you! Birdie actually can win matches, just isnt easy, but is really fun to play as (but not fight lol)
Pros:
- One of the most damaging custom combo's in the game, roughly 80% at lvl 3
- Good anti-airs
- Very good jump arc and air normals
- Super is very good vs fireballers
Cons:
- Bitch is slow as hell
- Grabs are very slow to grab, he is NOT Zangief
- Normals are slow and not really too god
- Lvl 3 headbutt super can be mashed out of (wtf capcom)
Moves List
Standing Normals
Light Punch
- Nothing great, throw it out if you expect them to jump from a grab.
Medium Punch
- Really good anti-air, real good. I have no idea why, but it is.
High Punch
- Awesome range, slow as hell. Not something you wanna throw out alot.
Light Kick
- Little kick to the toe, good to set up a tick throw
Medium Kick
- Ugly ass kick, short range, no real uses.
High Kick
- Limited AA use, but doubles as a overhead, which is very useful and can be comboed after.
Crouching Normals
Light Punch
- Your normal crouching lp, nothing special, c.lk is better.
Medium Punch
- Decent priority but slow recovery, so be careful when whiffing.
High Punch
- The anti-poke/anti-air. Hit fast and 1st hit can be cancelled into special or super. This is the main normal to be used when close due to high priority and good speed, do not whiff. Love this thing.
Light Kick
- Long range lk good to tick, but same as c.lp you cannot chain these :(
Medium Kick
- A good poke and better anti-air, the latter being very efffective. Not abusable but very nice normal to have.
High Kick
- Slow sweep with decent range.
Jumping Normals
Medium Punch
- Good priority and worth mentioning
High Punch
- Good range and priority, but a bit slow
Light Kick
- Awesome angle and great to use to tick, think of Rose's j.lk
Medium Kick
- Good air-to-air
High Kick
- My main air normal, fast, good priority, and crosses up. Its dope.
Command Moves
Body Slam
- (In Air)Down + HP- The typical grappler splash, good priority and crosses up, abusable.
Throws
Bull Spike
- Back or Forward + MP or HP
- Press any buttons rapidly for more hits
Bad Throw
- Back or Forward + MK or HK
Special Moves
Murderer Chain
- Rotate 360 + Punch
Bandit Chain
- Rotate 360 + Kick
His grabs. I stick to kick cause it looks cooler, I believe hk version does most, but lk has the most range (and lp). These grabs are damaging but can be jumped from or ccd easier than gief, use at your own risk.
Bull Head
- Charge Back, Forward + Punch
- This moves is very useful when used correctly. Stick only to the lp version, as all other ones are death. When done from the right range it is safe 99% of the time unless they have meter. When they have meter and you use this, you are instantly a moron, jk! But it will be a free cc for them. When done right you will be out of range from attacks and can do another one, and another, and another. Even whiff punish with this.
Bull Horn
- Hold all three Punch or Kick buttons, release to attack
- The attack will do more damage the longer you hold the buttons
- Very useful. You can have up to 4 of these when all buttons are held down and cannot be punished consistently with a cc. I been punished once. This move has virtually no lag and can be used to get close after a knockdown or set up grabs or super. It even AAs when released right. If you have this move charge and the opponent does a cc, release all buttons to make them whiff, then the headbutt will hit.
- The attack will do more damage the longer you hold the buttons
Alpha Counter
Birdie was blessed with the worst ACs in the game.
Punch
- Does a quick headbutt, good vs air attack. Ive seen this whiff on the ground, little range.
Kick
- Does a dumb kick. Doesnt knock down or have any real frame advantage :/
Super Moves
The Birdie
- Charge Back, Forward, Back, Forward + Punch
This super you can combo into, lvl 3 version can be mashed out of. Not worth it.
Bull Revenger
- Double Quarter Circle Forward + Punch or Kick
Punch goes short range and kick goes full screen. Very useful vs fireballers. Never use a lvl 2 or 3 unless it will kill or you really need to close the gap, cause you really want to land that cc.
The Basics
Combos to know
c.hp xx mp red head (2 hits)
overhead s.rh, c.mk or sweep (2 hits)
Your main focus is to land your custom. Bottom line, it is a round winner. When the opponent is running away, whiff lp grab for meter. Once you get that lvl 3, look for a opening to land it. Until then you have some tricks to work with.
360 fun! (use light versions)
kkk (hit or blocked), 360 c.lk, s.lk, 360 j.lk or j.rh, 360 360 on their wake up
After a grab, follow up with KKK, time it to hit, or not to not and 360 or cc. It is going to take alot of patience to win, but its worth it XD. Ill add more later.
Advanced Strategy
Custom Combos
Any lvl- c.lk, s.lk xN xx 360+rh (40-50%)
This is your starter combo until you can do his touch of death, and yes its better than reapeated red headbutts, which is...
lvl 1- c.rh xx final, final
lvl 2- c.rh xx final, final, final
lvl 3- c.rh xx final, final, final, final, red headbutt (gl with that last hit) (80%)
And for those defensive peeps
s.rh (overhead) xx c.rh xx final xN
AA CC
c.fp xx Final xN
How to do his custom to activate with lp, mp, hp, and lk, and HOLD THEM ALL DOWN. Sweep, RELEASE lp and press lp again BEFORE THE FINAL HITS, then as they hit, release mp, release hp, release lp. Final charges fast in cc mode XD.
Match-ups
Vs. Adon:
Vs. Akuma:
Vs. Birdie (self):
Vs. Charlie:
Vs. Chun-Li:
Vs. Dan:
Vs. Dhalsim:
Vs. Gen:
Vs. Guy:
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Rolento:
Vs. Rose:
Vs. Ryu:
Vs. Sagat:
Vs. Sakura:
Vs. Sodom:
Vs. Zangief:
Characters |
---|
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief |