Street Fighter V/Birdie

From SuperCombo Wiki

Template:SFVHeader

Birdie

SFV-Birdie Portrait.jpg
VITALS
Health: 1050 Stun: 1000
WALKING THROWS
Forward Walk Speed: 0.031 [during V-trigger: ?] Throw Range: 0.65
Back Walk Speed: 0.024 Throw Hurt Range: 0.65
DASHING JUMPING
Forward Dash Total Frames: 23 Jump Height Apex: 49 (4*41*4)
Back Dash Total Frames: 26 Jump Total Frames:
Forward Dash Distance: Forward Jump Distance:
Back Dash Distance: Back Jump Distance
NOTABLE MOVE CLASSES
Overheads: Hard Knockdowns:
Low Attacks: Crush Counters:

Summary

Bio

TBW


Why Pick Birdie?

(As Street Fighter V is new, this section will be filled out after we learn more about how this character plays most effectively.)


Players To Watch
{{{5}}}


Move List

Unique Attacks

SFV-Birdie-Unique.jpg

Special Moves

SFV-Birdie-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Birdie-Vsystem.jpg

Critical Art

SFV-Birdie-Critical.jpg


Birdie Discussions

Discussions regarding Birdie

Birdie Shoryuken Forum

Birdie Discord Link

Birdie Discord

Video Guides

Sajam's Character Breakdown



Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP 5 40 90 2 10 4 3 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
stand MP 7 60 120 2 16 4 -1 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
stand HP 14 90 150 2 22 -2 -6 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
stand LK 4 30 90 2 7 6 3 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
stand MK 8 70 120 3 16 2 -2 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
stand HK 12 100 150 3 20 6 0 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
crouch LP 5 40 90 2 11 4 2 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
crouch MP 6 70 120 6 15 0 -5 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
crouch HP 10 90 150 93 32 37 4 26 KD -9 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
crouch LK 4 30 90 2 11 4 2 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
crouch MK 10 60 120 2 18 -1 -4 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
crouch HK 12 100 150 69 20 25 3 25 KD -11 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
jump LP 4 50 90 5 - - - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
jump MP 7 70 120 6 - - - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
jump HP 7 100 150 5 - - - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
jump LK 5 50 90 5 - - - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
jump MK 7 70 120 4 - - - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
jump HK 9 100 150 5 - - - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull charge 25 100 150 4 18 3 -7 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull slider 19 100 150 5 22 -1 -5 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull drop 7 40*80 50*100 3(12)4 18 2 -4 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bad hammer 7 90*54 150*135 62 1 6 5 31 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bad skull 5 150 200 71 12 12 2 18 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bad chain 5 75*75 100*100 74 15 15 2 18 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
break time 52 - - - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
banana time 50 10 0 - 9 29 2 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
drink time 50 10 0 - 11 28 10 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
enjoy time 16 - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
pepper pot 16 60 0 2 19 KD -2 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull head LP 14 120 200 85 26 31 3 29 KD -10 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull head MP 18 130 200 85 25 30 3 30 KD -10 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull head HP 27 140 200 90 31 36 3 24 KD -5 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull head EX 14 80*80 100*150 85 26 30 4(26)4 28 KD -10 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull horn 15 130 200 89 30 35 6 29 KD -18 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull horn EX 15 75*75 50*200 88 29 34 9(11)4 32 KD -19 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
killing head LP 5 20*160 40*160 82 23 23 2 52 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
killing head MP 5 20*20*150 40*40*140 82 23 23 2 52 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
killing head HP 5 20x3*140 40x3*120 82 23 23 2 52 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
killing head EX 5 10x6*160 30x6*90 82 23 23 2 52 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
hanging chain LK 25 140 200 79 20 20 16 24 KD -23 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
hanging chain MK 25 150 200 68 19 19 16 24 KD -23 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
hanging chain HK 25 160 200 81 22 22 16 31 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
hanging chain EX 15 70*100 100*100 78 29 29 17 21 KD -21 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
hanging chain cancel - - - - - 17 - - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull revenger LK 35 70*70*30 100*100*30 69 20 20 2 28 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull revenger MK 40 70*70*40 100*100*30 69 20 20 2 28 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull revenger HK 43 70*70*50 100*100*30 69 20 20 2 28 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
bull revenger EX 25 50*50*100 50*50*130 69 20 20 11 47 KD - {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
skip to my chain 6 50x3*200 0*0*0*0 36 36 36 5 60 KD -30 {{{21}}} {{{22}}} {{{23}}} {{{24}}} {{{25}}} {{{26}}}
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun



Notes: