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'''Pros:''' | '''Pros:''' | ||
*One of the most damaging custom combo's in the game, roughly | *One of the most damaging custom combo's in the game, roughly 85-90% at lvl 3 | ||
*Good anti-airs | *Good anti-airs |
Revision as of 03:40, 25 December 2020
Introduction
Influenced by life on the European back streets, Birdie has become familiar with the workings of Shadowloo as a bouncer in many punk clubs. He yearns for a part of the action. Using his strength and style to avoid the law, Birdie knows he must fight his way into the infamous crime organization.
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 85-90% at lvl 3
- Good anti-airs
- Very good jump arc and air normals
- Super is very good vs fireballers
Cons:
- Birdman is slow as hell
- Grabs are very slow, he is NOT Zangief
- Normals are slow and not really too good
- Lvl 3 headbutt super can be mashed out of (wtf capcom)
Moves List
Normals
STANDING
- Nothing great, throw it out if you expect them to jump from a grab.
- Really good anti-air, real good. I have no idea why, but it is.
- Awesome range, slow as hell. Not something you wanna throw out alot.
- Little kick to the toe, good to set up a tick throw
- Ugly ass kick, short range, no real uses.
- Limited AA use, but doubles as a overhead, which is very useful and can be comboed after.
CROUCHING
cr.- Your normal crouching lp, nothing special, c.lk is better.
cr.- Decent priority but slow recovery, so be careful when whiffing.
cr.- 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.
cr.- Long range lk good to tick, but same as c.lp you cannot chain these.
cr.- A good poke and better anti-air, the latter being very efffective. Not abusable but very nice normal to have.
cr.- Slow sweep with decent range.
JUMPING
Jumping (Neutral jump)
nj.- Good range and priority, but a bit slow
nj.- Awesome angle and great to use to tick, think of Rose's j.lk
dj.- Good priority and worth mentioning
dj.- Good range and priority, but a bit slow
dj.- Awesome angle and great to use to tick, think of Rose's j.lk
dj.- My main air normal, fast, good priority, and crosses up. Its dope.
Command Moves
(In Air) +
- Body Slam. The typical grappler splash, good priority and crosses up, abusable.
Throws
/
+
/
- Bull Spike. Press any buttons rapidly for more hits
Alpha Counter
Birdie was blessed with the worst ACs in the game.
+
- Does a the final attack of Bull Horn, good vs air attack. I've seen this whiff on the ground, not much range.
+
- Does the second hit of S.
. Doesn't knock down or have any real frame advantage.
Special Moves
His grabs. I stick to kick cause it looks cooler, I believe version does most, but
has the most range (and
). These grabs are damaging but can be jumped from or CC'd easier than Zangief, use at your own risk.
Charge ,
+
- Bull Head. This moves is very useful when used correctly. Stick only to the
version, as all other ones are death. When done from the right range it is safe 99% of the time unless they have meter. 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. You can even whiff punish with this.
- Hold
/
, release to attack- Bull Horn. The attack will do more damage the longer you hold the buttonsVery 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.
Super Moves
Charge ,
,
,
+
- The Birdie. This super you can combo into, lvl 3 version can be mashed out of. Not worth it.
+
/
- Bull Revenger. 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
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
Combos
Combos to know
c.hp xx mp red head (2 hits)
overhead s.rh, c.mk or sweep (2 hits)
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.
Birdie: lvl 1- c.lk, s.lk xN, 360+hk
lvl 1- c.hk xx final x2
lvl 2- c.hk xx final x3
lvl 3- c.hk xx final x4/5 (can add a red headbutt at the end but is hard)
Match-ups
Vs. Adon: 4-6. This match is basically just building meter and trying to outpoke each other, then land the CC. Adon's normals are better than Birdies in most cases, and he has a bunch of AA's from different distances.
Remember Jaguar Kick is almost always unsafe and a free CC if he spaces it poorly. You can also AA CC jaguar tooth on reaction. Adon has no safe special to end blockstrings with.
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: 3-7
You can punish a fireball meter building Sak player during the fb with Bull Punisher because it does not reach full screen, and the recovery is of course punishable. After Sakura's P throw, if Sakura jumps forward in oki attempt, Birdie can just jump backward to avoid the j.MK altogether. As an alternative to the j.MK setup, walk up and punish with cr.HP if they jump after the throw. The reason why Birdie loses is due to Sakura's tools against your jump-ins. Her st. HK is also a good poke against your 360s.
Vs. Sodom:
Vs. Zangief:
Miscellaneous
Taunt/Select button- Sodom's taunt. Has a hitbox, and is possible to kill with in a CC.
Characters |
---|
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief |