Line 296: | Line 296: | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3/<b>10</b>/11}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3/<b>10</b>/11}} | ||
|} | |} | ||
*<b>Diagonal Jump Jab:</b> | *<b>Diagonal Jump Jab:</b> | ||
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5/<b>10</b>/11}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 5/<b>10</b>/11}} | ||
|} | |} | ||
*<b>Neutral Jump Strong:</b> | *<b>Neutral Jump Strong:</b> | ||
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3/<b>8</b>/13}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3/<b>8</b>/13}} | ||
|} | |} | ||
*<b>Diagonal Jump Strong:</b> | *<b>Diagonal Jump Strong:</b> | ||
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5/<b>8</b>/13}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 5/<b>8</b>/13}} | ||
|} | |} | ||
*<b>Neutral Jump Fierce:</b> | *<b>Neutral Jump Fierce:</b> | ||
Line 344: | Line 340: | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 12/<b>6</b>/7}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 12/<b>6</b>/7}} | ||
|} | |} | ||
*<b>Diagonal Jump Fierce:</b> | *<b>Diagonal Jump Fierce:</b> | ||
Line 356: | Line 351: | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 12/<b>6</b>/7}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 12/<b>6</b>/7}} | ||
|} | |} | ||
*<b>Neutral Jump Short:</b> | *<b>Neutral Jump Short:</b> | ||
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5/<b>10</b>/11}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 5/<b>10</b>/11}} | ||
|} | |} | ||
*<b>Diagonal Jump Short:</b> | *<b>Diagonal Jump Short:</b> | ||
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5/<b>8</b>/11}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 5/<b>8</b>/11}} | ||
|} | |} | ||
*<b>Neutral/Diagonal Jump Forward:</b> | *<b>Neutral/Diagonal Jump Forward:</b> | ||
Line 392: | Line 384: | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 7/<b>8</b>/13}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 7/<b>8</b>/13}} | ||
|} | |} | ||
*<b>Neutral Jump Roundhouse:</b> | *<b>Neutral Jump Roundhouse:</b> | ||
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 6/<b>6</b>/15}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 6/<b>6</b>/15}} | ||
|} | |} | ||
*<b>Diagonal Jump Roundhouse:</b> | *<b>Diagonal Jump Roundhouse:</b> | ||
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{{STDiagramCell| Frame Count}} |{{STDiagramCell| 6/<b>6</b>/15}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 6/<b>6</b>/15}} | ||
|} | |} | ||
====Command Moves==== | ====Command Moves==== |
Revision as of 10:23, 7 August 2023
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 |
|
|
Introduction
Moves List
Ground Normals
- Close/Far Standing Jab:
Damage | 7 | ![]() |
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 | ![]() |
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 Standing Fierce:
Damage | 11+7 | ![]() |
![]() |
Stun | 4x2 | ||
Chain Cancel | No | ||
Special Cancel | No | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/1x2 (XV 3x2) | ||
Frame Count | 14/4,2/27 | ||
Block Stun | -6 | ||
Hit Stun/Counter Hit | -5/- |
- Far Standing Fierce:
Damage | 10+6 | ![]() |
![]() |
Stun | 4x2 | ||
Chain Cancel | No | ||
Special Cancel | No | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/1x2 (XV 3x2) | ||
Frame Count | 12/3,4/25 | ||
Block Stun | -6 | ||
Hit Stun/Counter Hit | -5/- |
- Close/Far Standing Short:
Damage | 6 | ![]() |
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 |
- Close/Far Standing Forward:
Damage | 13 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3 (XV 4) | |
Frame Count | 9/5/16 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | -1/+3 |
- Close/Far Standing Roundhouse:
Damage | 17 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4 (XV 6) | |
Frame Count | 8/4/18 | |
Block Stun | - | |
Hit Stun/Counter Hit | +1/+2 |
- Crouching Jab:
Damage | 6 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/10 | |
Block Stun | 0 | |
Hit Stun/Counter Hit | +1/+6 |
- Crouching Strong:
Damage | 13 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/4/15 | |
Block Stun | 0 | |
Hit Stun/Counter Hit | +1/+5 |
- Crouching Fierce:
Damage | 10+7 | ![]() |
![]() |
Stun | 4x2 | ||
Chain Cancel | No | ||
Special Cancel | Yes | ||
Super Cancel | Yes | ||
Meter on whiff/hit | 1/1x2 (XV 3x2) | ||
Frame Count | 6/1,1,1/30 | ||
Block Stun | -8 | ||
Hit Stun/Counter Hit | -7/- |
2nd hit can only be special canceled in V-Ism, both hits can be super canceled.
- Crouching Short:
Damage | 6 | ![]() |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/13 | |
Block Stun | -3 | |
Hit Stun/Counter Hit | -2/+3 |
- Crouching Forward:
Damage | 12 | ![]() |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3 (XV 4) | |
Frame Count | 9/2/22 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/0 |
- Crouching Roundhouse/Sweep:
Damage | 16 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4 (XV 6) | |
Frame Count | 10/6/23 | |
Block Stun | -6 | |
Hit Stun/Counter Hit | -/- |
Air Normals
- Neutral Jump Jab:
Damage | 7 | ![]() |
Stun | 2 | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/10/11 |
- Diagonal Jump Jab:
Damage | 7 | ![]() |
Stun | 2 | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/10/11 |
- Neutral Jump Strong:
Damage | 13 | ![]() |
Stun | 4 | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 3/8/13 |
- Diagonal Jump Strong:
Damage | 13 | ![]() |
Stun | 4 | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 5/8/13 |
- Neutral Jump Fierce:
Damage | 17 | ![]() |
Stun | 8 | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 12/6/7 |
- Diagonal Jump Fierce:
Damage | 17 | ![]() |
Stun | 8 | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 12/6/7 |
- Neutral Jump Short:
Damage | 6 | ![]() |
Stun | 2 | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/10/11 |
- Diagonal Jump Short:
Damage | 6 | ![]() |
Stun | 2 | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/8/11 |
- Neutral/Diagonal Jump Forward:
Damage | 13 | ![]() |
Stun | 4 | |
Meter on whiff/hit | 1/3(A)4(XV) | |
Frame Count | 7/8/13 |
- Neutral Jump Roundhouse:
Damage | 17 | ![]() |
Stun | 8 | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 6/6/15 |
- Diagonal Jump Roundhouse:
Damage | 17 | ![]() |
Stun | 8 | |
Meter on whiff/hit | 1/4(A)6(XV) | |
Frame Count | 6/6/15 |
Command Moves
Damage | 18+17 | ![]() |
![]() |
Stun | 8x2 | ||
Chain Cancel | No | ||
Special Cancel | No | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/4x2(A)6x2(XV) | ||
Frame Count | 8/2,4/20 | ||
Block Stun | -1 | ||
Hit Stun/Counter Hit | 0/Launch |
Damage | 15 | ![]() |
Stun | 8 | |
Meter on whiff/hit | 2/(A)4(XV)6 | |
Frame Count | 7/16/* |
Throws
Bull Spike:
Damage | 4x(1~10)++16 | ![]() |
Stun | 0 | |
Meter Gain | 1(A)3(XV) | |
Frame Count | 5/1/20 |
Bad Throw:
Damage | 20 | ![]() |
Stun | 0 | |
Meter Gain | 1(A)3(XV) | |
Frame Count | 5/1/20 |
Bad Scrap:
Damage | 20 | ![]() |
Stun | 0 | |
Meter Gain | 1(A)3(XV) | |
Frame Count | 3/1/1(before landing) |
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
Amazing anti-fireball super, and a very safe level 1 super, but not much else compared to V
V-Ism
Your Main Option
Turns him from one of the worst characters in the game to a wildcard that can end any round on a good read.
X-Ism
Slept on, super leads to stun ending in massive damage
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Has massive issues with Charlie's zoning/pressure game
Notable Players
Japan
Bideru (V-Birdie)
Kinoko (V-Birdie)
Kuro QP (A/V Birdie)
North America
Carvd/tomass (A/V-Birdie)
Kyokuji (V-Birdie)
Slamtown Alpha (A/X-Birdie)
Europe
Middlekick/s-e-h (V-Birdie)