Introduction
Birdie is a former professional wrestler who turned to a life of crime once his career was over, while he was street fighting (heh) he eventually found out about the Shadaloo and fought Bison(dictator) to prove his worthy of working for them. Him and Adon are the only reappearing SF1 characters in this game that weren't in SF2.
Strengths | Weaknesses |
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Moves List
Normal Moves
Command Moves
Special Moves
Murderer Chain
360 + P connects close; unblockable
Bull Horn
Super Moves
The Birdie
Charge b for 2 seconds,f, b, f + P
Bull Revenger
qcf, qcf + P/K
Combos
-j.HK,c.LK,c.HP,HP Bull Head
-j.HK,c.LK,c.HP,The Birdie Lvl2
-j.HK,c.LK,c.HP,The Birdie Lvl3 (in the corner)
-crossup j.HP,c.LK,c.MP,c.HK
The Basics
Birdie is a rather flawed character, in order to deal consistent damage he has to either spend meter or simply LP/MP Bull Head send the opponent far enough for him to not be severly punished.
In a way, he's kinda of a slugger (even though he doesn't do that much damage in the context of this game), he will gladly take trades in order to brute force his way to victory.
2LK is your best normal to use a blocked Bull Horn, use it for tick throw or just to combo, prioritize the command grab though, it's Birdie's stronger meterless tool and deals 1/4 of the opponent's health, even if it doesn't hard knockdown you're still going to need use it whenever you can, even if you have to make a read or do it on reaction.
Advanced Strategy
Match-ups
Vs. Adon:
Vs. Akuma: Regular, Red and air fire balls make approaching Akuma a herculean effort, Birdie should "technically" be able to just punish those with super but they are so fast it's nearly impossible for someone to just super on reaction (and actually hit Akuma), specially against a good opponent that's not going to just spam fire ball willy-nilly; So you have to make every hit COUNT.
Anyway, if Akuma tries to lame you out by jumping backwards and fire ball you have two options, jump over it if the trajectory is too close to him or use either Medium or Heavy Bull Head if the projectile decends further from Akuma which will allow Birdie to go under and hit the opponent on the way down.
Bull Horn is not that usefull in this match up as Akuma gains meter like crazy and will usually AC whenever it gets blocked, use this only to dodge his air fireball super.
Also, do NOT try to air-to-air Akuma, Birdie's air normals 9 times out of 10 won't beat the air fire ball.
Vs. Birdie (self):
Vs. Charlie:
Vs. Chun-Li:
Vs. Dan:
Vs. Guy:
Vs. Ken: This character bullies Birdie the most, roll pressure is too strong for Birdie to handle, depending on how well the Ken player performs it, your only answers to it are HK whiff into 360, super, 2LK if he cancels it from a light or a well timed Bull horn, otherwise you can deal with Ken like you deal with Ryu.
Vs. M. Bison (dictator):
Vs. Rose:
Vs. Ryu: Deal with his zoning with J.2HP but don't be too hasty with it or else you'll get anti-air'd, but if you manage to bait Ryu to use Shinku with it then you'll be able to punish him with "The Birdie" once you're out of hitstun.
Raw Bull Horn can occasionally deal with his tatsu super, also, don't forget to whiff 5HK into 360 (even if Ryu kara cancels into anything BUT shoryuken he's going to get hit either way),
Vs. Sagat:
Vs. Sodom: Don't ever let Sodom pressure you, Birdie has no meterless escape from his 360/720 setups, so if you have meter to spare don't shy away from using AC or long Bull revenger to get out of danger, never try to use "The Birdie" to punish Sodom in this situation unless you're sure sure the first hit will kill since Sodom is considered airborne while performing the command grab.
Although it sounds bad, this match up is not as one sided as it seems, Sodom also doesn't have any meterless anser to Birdie's tick throws and short Bull Revenger can punish the long ranged setups that require Sodom to Kara his command grab.