Street Fighter V/Birdie

From SuperCombo Wiki
< Street Fighter V
Revision as of 18:10, 9 January 2021 by Lichmassacre (talk | contribs) (Navbox added.)

Template:SFVHeader

Birdie

SFV-Birdie Portrait.jpg
VITALS
Health: 1050 Stun: 1000
WALKING THROWS
Forward Walk Speed: 3.1 Throw Range: 0.9
Back Walk Speed: 2.4 Throw Hurt Range: 0.3
DASHING JUMPING
Forward Dash Total Frames: 23 Jump Height Apex: -
Back Dash Total Frames: 26 Jump Total Frames: 50(5+41+4)
Forward Dash Distance: 132.5 Forward Jump Distance: 143.5
Back Dash Distance: 134.6 Back Jump Distance 131.2
NOTABLE MOVE CLASSES
Overheads: f+HK Hard Knockdowns: crHK, CA
Low Attacks: crLK, crMK, crHK, df+HP Crush Counters: HP, HK, crHK

Summary

Bio

Birdie joined Shadaloo for money, however he left the organization after they forced him to wear a hat as part of the uniform. While on the run, he ends up at the Kanzuki Estate and meets Karin. Karin offers him a job working at her mansion, in exchange for infinite supply of food.


Why Pick Birdie?

Birdie is considered the defensive grappler of the game. His stand MP is one of the longest ranged cancelable buttons, his stand HK has a fantastic hitbox that extends past his hurtbox and is a crush counter, stand HP is one of the longest ranged buttons in the game, and his chain can be used to grab people at a distance even through projectiles. His EX Bull Revenger can also be used to surprise people with a quick command grab. With his V-Skills, Birdie can also further enforce his defensive wall, force the opponent to come to him by building V-Meter, or setup his own approach. Outside of V-Trigger his walk speed is slow and he has no 3f button which can make him feel sluggish, however if you like command grabs and defensive play Birdie is a great choice.


Players To Watch

MenaRD, Magnegro


Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward Throw stun decreased from 200 to 150
  • Crouch MP active frames reduced from 6f to 5f, recovery increased from 15f to 16f
  • Crouch HK disadvantage increased from -11 to -14, hurtbox after active frames end expanded, increased pushback on block, hurtbox after active frames stays longer
  • Pepper Pot (f+KKK) startup increased from 16f to 17f


Season 3 (Arcade Edition)

  • Stand LP hurtbox expanded
  • Stand MP collision box adjusted
  • Stand HP collision box adjusted
  • Stand MK kara Cancel.png removed, collision box adjusted
  • Crouch LP pushback on hit/block increased, collision box adjusted
  • Crouch MP hitbox reduced
  • Crouch HP hitbox expanded, hurtbox reduced, collision box adjusted
  • Jump HP hurtbox reduced
  • Jump HK collision box adjusted
  • Bull Charge (f+HP) collision box adjusted
  • Killing Head
    • (all versions) recovery increased by 8f on whiff
    • Killing Head EX Throw.png invincibility removed
  • Heavy Bull Head (qcf+HP) damage increased from 120 to 140
  • Bullhorn (charge K)
    • Distance at which he moves backwards during startup reduced
    • EX Bullhorn collision box adjusted
  • Heavy Hanging Change hitbox expanded
  • V-Trigger
    • Heavy Bullhead in VT1 damage increased from 144 to 168
  • Added V-Trigger 2: Birdie Time

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

Capcom Fighters Official Character Introduction

Street Fighter Official Character Guide

Bafael's At a Glance

YouTube Playlist with previous season changes

Other Resources

Birdie Cookbook By JESTNA

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 LP 5 2 10 3 4 6 40 90 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 48 108
Stand MP MP 7 2 16(20) 1 4 6 60 120 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 144
Stand HP HP 14 2 22 -6 4 6 90 150 H ["vt1","vt2"] - - - 14 108 180
Stand LK LK 4 3 6 3 6 8 30 90 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 36 108
Stand MK MK 9 3 16 -2 2 4 60 120 H ["vt1","vt2"] - - - 9 72 144
Stand HK HK 12 3 20 0 7 31 100 150 H ["vt1","vt2"] - - - 16 120 180
Crouch LP d+LP 5 3 10 2 4 6 40 90 H ["vt1","vt2"] - - - - 48 108
Crouch MP d+MP 6 5 16 -5 0 2 70 120 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 11 84 144
Crouch HP d+HP 11 4 26 -9 KD KD 80 120 H ["sp","su","vs1","vs2","vt1","vt2"] 93 32 37 13 96 144
Crouch LK d+LK 5 2 11 2 4 6 30 90 L ["vt1","vt2"] - - - - 36 108
Crouch MK d+MK 10 2 18 -4 -1 1 60 120 L ["vt1","vt2"] - - - 9 72 144
Crouch HK d+HK 12 3 25 -14 KD KD 100 150 L ["vt1","vt2"] 69 20 25 16 120 180
Jump LP u+LP 4 5 - - - ? 50 90 M - - - - - 60 108
Jump MP u+MP 7 6 - - - ? 70 120 M - - - - 11 84 144
Jump HP u+HP 7 5 - - - ? 100 150 M - - - - 16 120 180
Jump LK u+LK 5 5 - - - ? 50 90 M - - - - - 6 108
Jump MK u+MK 7 4 - - - ? 70 120 M - - - - 11 84 144
Jump HK u+HK 9 5 - - - ? 100 150 M - - - - 16 120 180
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
Bull Charge f+HP 25 4 18 -8 3 KD 80 150 H - 110 49 54 13 96 180
Bull Slider df+HP 19 6 21 -8 -1 1 90 150 L - - - - 14 108 180
Bull Drop f+HK 7 3(12)4 18 -7 2 4 40*80 (120) 50*100 (150) H*M - - - - CHIP CH_DAMAGE CH_STUN
Bad Hammer d+HP > HP 11+7 5 31 -12 KD KD 80*81 (161) 150*135 (285) H*H - 62 1 6 CHIP CH_DAMAGE CH_STUN
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
Bad Skull LP+LK 5 3 17 - KD KD 120 150 T - 71 12 12 ? 144 180
Bad Chain b+LP+LK 5 3 17 - KD KD 140 200 T - 74 15 15 ? 168 240
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
Enjoy Time HP+HK (VT1) 12 16 3 - KD KD - - - - 106 47 52 ? CH_DAMAGE CH_STUN
Birdie Time HP+HK (VT2) 1+4 20 15 - KD KD 100 100 - - - - - ? 120 120
Break Time MP+MK (VS1) 40 - 12 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Banana Time b+MP+MK (VS1) 50 200 9 2 29 31 10 0 H - 29 29 29 ? 12 0
Drink Time d+MP+MK (VS1) 50 - 11 10 28 30 10 0 H - 28 28 28 ? 12 0
Chewing Time MP+MK (VS2) 60 - 1 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Chewing Time (Hold) MP+MK (VS2) (Hold) 37 - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Bubble Gum Pop MP+MK (VS2) > LP 12 4 16(21) 9(4) 12(7) ? 40(60) 50 H - - - - ? CH_DAMAGE 60
Bubble Gum Launch MP MP+MK (VS2) > MP 16 - 20(25) 9(4) 12(7) ? 40(60) 50 H - - - - ? CH_DAMAGE 60
Bubble Gum Launch HP MP+MK (VS2) > HP 16 - 20(25) 9(4) 12(7) ? 40(60) 50 H - - - - ? CH_DAMAGE 60
Blow Bubble MP+MK (VS2) > K 17 - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Pepper Pot f+PPP 17 2 19(23) -2 KD KD 60 0 H - 82 23 28 ? 72 0
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
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Bull Head qcf+LP 14 3 29 -10 KD KD 100 150 H ["su","vt1","vt2"] 85 26 31 ? 120 180
MP Bull Head qcf+MP 18 3 30 -10 KD KD 110 150 H ["su","vt1","vt2"] 84 25 30 ? 132 180
HP Bull Head qcf+HP 27 3 24 -5 KD KD 140 150 H ["su","vt1","vt2"] 90 31 36 ? 168 180
EX Bull Head qcf+PP 14 4(26)4 28 -5 KD KD 75*75 (150) 100*100 (200) H*H ["vs2","vt1","vt2"] 90 31 37 ? CH_DAMAGE CH_STUN
Bull Horn hold any button, release 15 6 15+14 -18 KD KD 120 200 H ["su","vt1","vt2"] 89 30 35 ? 144 240
EX Bull Horn hold any 2 button, release 15 9(11)4 32 -21 KD KD 75*75 (150) 50*200 (250) H*H ["vs2","vt1","vt2"] 88 29 34 ? CH_DAMAGE CH_STUN
LP Killing Head hcb+LP 5 2 60 - KD KD 20*160 (180) 40*160 (200) T - 82 23 23 ? CH_DAMAGE CH_STUN
MP Killing Head hcb+MP 5 2 60 - KD KD 20*20*150 (190) 40x2*120 (200) T - 82 23 23 ? CH_DAMAGE CH_STUN
HP Killing Head hcb+HP 5 2 60 - KD KD 20x3*140 (200) 40x3*80 (200) T - 82 23 23 ? CH_DAMAGE CH_STUN
EX Killing Head hcb+PP 5 2 60 - KD KD 10x6*160 (220) 30x6*70 (250) T - 82 23 23 ? CH_DAMAGE CH_STUN
LK Hanging Chain qcf+LK 25 16 24 -23 KD KD 120 200 H - 79(80) 20(21) 20(21) ? 144 240
MK Hanging Chain qcf+MK 25(21) 16 24 -23 KD KD 150 200 H - 78 29 29 ? 180 240
HK Hanging Chain qcf+HK 25 16 31 - KD KD 160 200 H - 81 27 27 ? 192 240
EX Hanging Chain qcf+KK 15 17 21 -21 KD KD 70*100 (170) 100*120 (220) H - 78 29 29 ? CH_DAMAGE CH_STUN
Hanging Chain Cancel hold K, press P - - 17 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LK Bull Revenger hcb+LK 35 2 28 - KD KD 70*70*30 (170) 100*100*30 (230) T - 75 26 26 ? CH_DAMAGE CH_STUN
MK Bull Revenger hcb+MK 40 2 28 - KD KD 70*70*40 (180) 100*100*30 (230) T - 75 26 26 ? CH_DAMAGE CH_STUN
HK Bull Revenger hcb+HK 43 2 28 - KD KD 70*70*50 (190) 100*100*30 (230) T - 75 26 26 ? CH_DAMAGE CH_STUN
EX Bull Revenger hcb+KK 23(30) 11 47 - KD KD 50*50*80 (180) 50*50*130 (230) T - 69 20 20 ? CH_DAMAGE CH_STUN
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
Skip To My Chain qcf,qcf+P 6 5 60 -30 KD KD 50x3*190 (340) 0*0*0*0 H - 36 36 36 ? CH_DAMAGE CH_STUN
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
In VT1
Stand LP LP 5 2 10 3 4 6 48 90 H ["sp","su","vs1","vs2"] - - - - 57 108
Stand MP MP 7 2 16(20) 1 4 6 72 120 H ["sp","su","vs1","vs2"] - - - 11 86 144
Stand HP HP 14 2 22 -6 4 6 108 150 H - - - - 17 129 180
Stand LK LK 4 3 6 3 6 8 36 90 H ["sp","su","vs1","vs2"] - - - - 43 108
Stand MK MK 9 3 16 -2 2 4 72 120 H - - - - 11 86 144
Stand HK HK 12 3 20 0 7 31 120 150 H - - - - 19 144 180
Crouch LP d+LP 5 3 10 2 4 6 48 90 H - - - - - 57 108
Crouch MP d+MP 6 6 15 -5 0 2 84 120 H ["sp","su","vs1","vs2"] - - - 13 100 144
Crouch HP d+HP 11 4 26 -9 KD KD 96 120 H ["sp","su","vs1","vs2"] 93 32 37 15 115 144
Crouch LK d+LK 5 2 11 2 4 6 36 90 L - - - - - 43 108
Crouch MK d+MK 10 2 18 -4 -1 1 72 120 L - - - - 11 86 144
Crouch HK d+HK 12 3 25 -11 KD KD 120 150 L - 69 20 25 19 144 180
Jump LP u+LP 4 5 - - - ? 60 90 M - - - - - 72 108
Jump MP u+MP 7 6 - - - ? 84 120 M - - - - 13 100 144
Jump HP u+HP 7 5 - - - ? 120 150 M - - - - 19 144 180
Jump LK u+LK 5 5 - - - ? 60 90 M - - - - - 72 108
Jump MK u+MK 7 4 - - - ? 84 120 M - - - - 13 100 144
Jump HK u+HK 9 5 - - - ? 120 150 M - - - - 19 144 180
Bull Charge f+HP 25 4 18 -8 3 KD 96 150 H - 110 49 54 15 115 180
Bull Slider df+HP 19 5 22 -8 -1 1 108 150 L - - - - 17 129 180
Bull Drop f+HK 7 3(12)4 18 -7 2 4 48*96 (144) 50*100 (150) H*M - - - - CHIP CH_DAMAGE CH_STUN
Bad Hammer d+HP > HP 11+7 5 31 -12 KD KD 96*97 (193) 150*135 (285) H*H - 62 1 6 CHIP CH_DAMAGE CH_STUN
Bad Skull N or f+LP+LK 5 3 17 - KD KD 144 200 T - 71 12 12 ? 172 240
Bad Chain b+LP+LK 5 3 17 - KD KD 84*84 (168) 100*100 T - 74 15 15 ? CH_DAMAGE CH_STUN
Break Time MP+MK (VS1) 40 - 12 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Banana Time b+MP+MK (VS1) 50 - 9 2 29 31 12 0 H - 29 29 29 ? 14 0
Drink Time d+MP+MK (VS1) 50 - 11 10 28 30 12 0 H - 28 28 28 ? 14 0
Chewing Time MP+MK (VS2) 60 - 1 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Chewing Time (Hold) MP+MK (VS2) (Hold) 37 - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Bubble Gum Pop MP+MK (VS2) > LP 16 4 17 9(4) 12(7) ? 48(72) 50 H - - - - ? CH_DAMAGE 60
Bubble Gum Launch MP MP+MK (VS2) > MP 16 - 21(26) 9(4) 12(7) ? 48(72) 50 H - - - - ? CH_DAMAGE 60
Bubble Gum Launch HP MP+MK (VS2) > HP 16 - 21(26) 9(4) 12(7) ? 48(72) 50 H - - - - ? CH_DAMAGE 60
Blow Bubble MP+MK (VS2) > K 17 - - - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Bull Head qcf+LP 10 2(1)4 29 -9 KD KD 24*96 (120) 10*140 (150) H ["su"] 84 25 30 ? CH_DAMAGE CH_STUN
MP Bull Head qcf+MP 15 2(2)2(2)4 29 -9 KD KD 24x2*84 (132) 10x2*130 (150) H ["su"] 84 25 30 ? CH_DAMAGE CH_STUN
HP Bull Head qcf+HP 22 2(1)2(1)2(3)4 23 -9 KD KD 24x3*96 (168) 10x3*120 (150) H ["su"] 90 31 36 ? CH_DAMAGE CH_STUN
EX Bull Head qcf+PP 8 1(3)2(2)2(2)4(20)2(3)4 23 -9 KD KD 24x3*42*24*42 (180) 10x3*90*10*70 (200) H*H - 91 32 37 ? CH_DAMAGE CH_STUN
Bull Horn hold any button, release 15 12 31 -18 KD KD 72*72 (144) 100*100 (200) H ["su"] 94 35 40 ? CH_DAMAGE CH_STUN
EX Bull Horn hold any 2 button, release 15 2(1)2(3)2(11)4 31 -17 KD KD 24*24*66*66 (180) 10*10*80*150 (250) H*H - 89 30 35 ? CH_DAMAGE CH_STUN
LP Killing Head hcb+LP 5 2 52 - KD KD 24*192 (216) 40*160 (200) T - 82 23 23 ? CH_DAMAGE CH_STUN
MP Killing Head hcb+MP 5 2 52 - KD KD 24x2*180 (228) 40x2*120 (200) T - 82 23 23 ? CH_DAMAGE CH_STUN
HP Killing Head hcb+HP 5 2 52 - KD KD 24x3*168 (240) 40x3*80 (200) T - 82 23 23 ? CH_DAMAGE CH_STUN
EX Killing Head hcb+PP 5 2 52 - KD KD 12x6*192 (264) 30x6*70 (250) T - 82 23 23 ? CH_DAMAGE CH_STUN
LK Hanging Chain qcf+LK 25 16 24 -23 KD KD 144 200 H - 79(80) 20(21) 20(21) ? 172 240
MK Hanging Chain qcf+MK 25(21) 16 24 -23 KD KD 180 200 H - 78 29 29 ? 216 240
HK Hanging Chain qcf+HK 25 16 31 - KD KD 192 200 H - 81 27 27 ? 230 240
EX Hanging Chain qcf+KK 15 17 21 -21 KD KD 84*120 (204) 100*120 (220) H - 78 29 29 ? CH_DAMAGE CH_STUN
LK Bull Revenger hcb+LK 35 2 28 - KD KD 84*84*36 (204) 100*100*30 (230) T - 75 26 26 ? CH_DAMAGE CH_STUN
MK Bull Revenger hcb+MK 40 2 28 - KD KD 84*84*48 (216) 100*100*30 (230) T - 75 26 26 ? CH_DAMAGE CH_STUN
HK Bull Revenger hcb+HK 43 2 28 - KD KD 84*84*60 (228) 100*100*30 (230) T - 75 26 26 ? CH_DAMAGE CH_STUN
EX Bull Revenger hcb+KK 25 11 47 - KD KD 60*60*96 (216) 50*50*130 (230) T - 69 20 20 ? CH_DAMAGE CH_STUN
Skip To My Chain qcf,qcf+P 6 5 60 -30 KD KD 60x3*228 (408) 0*0*0*0 H - 36 36 36 ? CH_DAMAGE CH_STUN
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
In VT2
LK Hanging Chain qcf+LK 25 16 24 -23 KD KD 130 200 H - 80 21 21 ? 156 240
MK Hanging Chain qcf+MK 25 16 24 -23 KD KD 160 200 H - 68 19 19 ? 192 240
HK Hanging Chain qcf+HK 25 16 31 - KD KD 170 200 H - 81 22 22 ? 204 240
EX Hanging Chain qcf+KK 15 17 21 -21 KD KD 75*105 (180) 100*120 (220) H - 78 29 29 ? CH_DAMAGE CH_STUN
LK Bull Revenger hcb+LK 35 2 28 - KD KD 75*75*30 (180) 100*100*30 (230) T - 75 26 26 ? CH_DAMAGE CH_STUN
MK Bull Revenger hcb+MK 40 2 28 - KD KD 75*75*40 (190) 100*100*30 (230) T - 75 26 26 ? CH_DAMAGE CH_STUN
HK Bull Revenger hcb+HK 43 2 28 - KD KD 75*75*50 (200) 100*100*30 (230) T - 75 26 26 ? CH_DAMAGE CH_STUN
EX Bull Revenger hcb+KK 23 11 47 - KD KD 50*50*90 (190) 50*50*130 (230) T - 69 20 20 ? CH_DAMAGE CH_STUN
Bull Swing HP+HK (VT2) 21 8(21)2 15(17) -2 KD KD 50*30 (80) 120 H - 108 49 54 ? CH_DAMAGE 144
Bull Capture d+HP+HK (VT2) 19 8(21)2 18 -2 KD KD 50*50 (100) 150 L - 90 31 36 ? CH_DAMAGE 180
Notes
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted


Combos

BnB

  • LK
    • ,crMP xx MP Bull Head
    • ,LP xx LP Bull Head
  • HK
    • , MP xx LK or MK Hanging Chain
  • crHP
    • xx HK Hanging Chain

With Meter

Corner

Crush Counter

  • HK
    • , Walk Forward, crHP xx HK Hanging Chain
    • , HP Bull Head

V-Trigger Cancels

  • xx Bull Head
    • xx VTC, crHP xx HP Bull Head
  • xx EX Bull Horn
    • xx VT1C (2nd hit), HP Bull Head

V System

V Reversal

Standard 17f strike V-Reversal. Birdie releases a powerful sneeze knocking the opponent away.

V Skill 1

Birdie's V-Skill 1 gives him access to 3 new moves, depending on the direction held while inputting MP+MK. Break Time is the fastest; Birdie eats a quick donut increasing his V-Gauge. Banana Time causes Birdie to eat a banana and Throw.png it on the ground in Front.png of him; if any opponent steps on the banana while it is out they will slip forward allowing Birdie to combo after it. Drink Time causes Birdie to litter, throwing a slow moving can forward along the ground. When it hits an opponent they slip forward in the same way as the banana also allowing Birdie to combo afterwards; it can be blocked to get rid of it however. Because of how Low.png the can is to the ground, it does not interact with other projectiles.

V Skill 2

Bubble Time allows Birdie to chew bubble gum. MP+MK will cause Birdie to swallow it and build V-Meter. Holding MP+MK will cause him to blow a small bubble. Pressing any kick button will grow the size of the bubble, which can be done 2 times. Pressing LP will burst the bubble, and pressing MP or HP will spit the bubble with the strength of the punch button alterating the angle it travels. While holding the bubble, Birdie is unable to perform any other actions besides grow the gum or blow a larger bubble. If Birdie is holding the bubble, he can absorb one hit of a projectile, and is also in a Counter.png hit state until the bubble is popped or released. Birdie can Cancel.png into VS2 from EX Bull Head, letting him blow a bubble and toss it for oki.

V Trigger 1

Pepper Time is a 3 bar V-Trigger that has Birdie ingest a hot pepper, greatly powering up his move speed and changing the properties of several of his moves. Upon activation Birdie breathes fire upwards, which counts as a hit and allows further combo after. After activation his Bullhead gains 1 hit armor, performs more hits, and rushes forward further and faster; it is more disadvantageous on block however many characters do not have a way to punish it. Bullhorn also gains a higher juggle potential and does 2 hits for the regular version. Birdie also receives a 20% damage increase on all his attacks including normals. This is a very powerful V-Trigger and should be used in more scenarios.

V Trigger 2

Birdie Time is a 3 bar V-Trigger that gives Birdie access to 2 new special moves: Bull Swing and Bull Capture. Upon activation Birdie tosses his hands in the air and shoots fire straight up; in some specific combo situations this can hit but it is much more likely to whiff making it difficult to use. Bull Swing causes Birdie to Throw.png his chain forward for a long ranged safe attack; it can be canceled into from any V-Trigger cancelable special. After it hits it puts the opponent in a spinning juggle state allowing further combos. Bull Capture is a Low.png with similar range, slightly faster, but does not allow any further juggles. On hit it pulls the opponent in to allow oki setups. Bull Capture can also interact with his two V-Skill items; hitting the banana with it will move it forward, while hitting a can with it causes it to begin bouncing up and down. Birdie can use the chain specials up to 3 times while in V-Trigger; using it to interact with his V-Skill items drains this as well. Because of the poor activation and limited number of uses this V-Trigger is rarely used especially when V-Trigger 1 is as powerful as it is.

Strategy

Playing as Birdie

Fighting Against Birdie

SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven