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
Has a decent set of long-range normals on the ground
s. FP is one of the best preemptive anti-airs in the game
Great jump-ins, particularly j. LK and splash
Good air to airs
Decent command grabs that recover fairly quickly on whiff. Can choose whether to throw them forward or backwards
Bull horn (TAP) forces the opponent to play differently and can make them second guess themselves
Bull horn is a very rewarding early anti-air
Whiffed grabs recover fast and are good for building meter
Late whiffed air grab makes him land faster and can be used to bait activates on occasion
You can charge up to 4 bull horns at once and release them individually by letting go of only one button
Final TAPs can be charged in only 13 seconds and do insane damage/stun
Great, reliable customs with good damage and potential infinite setups
Large hurtbox makes him susceptible to jab pressure
Bull head is incredibly unsafe and is an awful move outside of combos
Bull horns are unsafe on block if done too close without enough charge
Bull horn invincibility is not as good as it was in A2.
Reactive anti-air is awful. c. FP gets beat by most jump-ins and late bull horn can be option-selected (f. RH is a decent close-range anti-air on V-ISM)
Gets bullied hard by a lot of characters due to his large size and poor mobility/anti-air
Characters with strong lows can practically ignore his bull horn, since it has very limited low invincibility
Birdie
Character Data
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.