Moves List
Ground Normals
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
|
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/-
|
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
|
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
|
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
|
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.
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
|
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
Damage |
7 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
3/10/11
|
Damage |
7 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/11
|
Damage |
13 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
3/8/13
|
Damage |
13 |
|
Stun |
4
|
Meter on whiff/hit |
1/3(A)4(XV)
|
Frame Count |
5/8/13
|
Damage |
17 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
12/6/7
|
Damage |
17 |
|
Stun |
8
|
Meter on whiff/hit |
1/4(A)6(XV)
|
Frame Count |
12/6/7
|
Damage |
6 |
|
Stun |
2
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/11
|
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
|
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
- Bull Drop:
+
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
|
- Bad Hammer
:
+
after close
on hit only.
Damage |
10 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/6
|
Frame Count |
14/6/11
|
Hit Stun/Counter Hit |
-
|
- Body Slam:
+
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:
Any direction but
/
+
Damage |
20 |
|
Stun |
0
|
Meter Gain |
1(A)3(XV)
|
Frame Count |
3/1/1(before landing)
|
Alpha Counter
During Blockstun
+
+
of same strength
Damage |
4 |
|
Frame Count |
24/8/17
|
Invincibility |
0-24
|
Damage |
4 |
|
Frame Count |
25/6/12
|
Invincibility |
0-25
|
Special Moves
Bull Head 

:
Charge
,
+
|
 |
 |
|
Frame Count (Fierce) |
8
|
Frame Count (Fierce) |
12~25*
|
Frame Count (Fierce) |
16~44*
|
|
Jab |
Strong |
Fierce |
|
Damage |
14 |
15 |
16
|
Stun |
8
|
Meter on whiff/hit |
6(A)9(XV)/3(A)4(XV)
|
Block Stun |
-25 |
-28 |
-31
|
Hit Stun/Counter Hit |
-
|
Frame Count |
4
|
|
 |
 |
 |
 |
|
Frame Count (Jab) |
40
|
Frame Count (Strong) |
43
|
Frame Count (Fierce) |
46
|
Bull Horn 

:
Hold
or
then release.
|
 |
 |
 |
 |
|
Frame Count (Level 1) |
3 |
20 |
2~56*
|
Frame Count (Level 2) |
4 |
19 |
2~56*
|
Frame Count (Level 3) |
5 |
18 |
2~56*
|
Frame Count (Level 4) |
6 |
17 |
6~60*
|
Frame Count (Final) |
7 |
16 |
6~60*
|
|
1 |
2 |
3 |
4 |
F |
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Final
|
Damage |
14 |
14+4 |
14+6x2 |
14+8x3 |
18+10x4 |
 |
 |
 |
 |
|
Stun |
3 |
3x2 |
3x3 |
3x4 |
3x5
|
Meter on whiff |
1
|
Meter on hit |
3(A)4(XV) |
1x2 |
1x3 |
1x4 |
1x5
|
Block Stun |
-9 |
-8 |
-6
|
Charge Time |
32F |
121F |
241F |
481F |
961F
|
Frame Count |
2 |
2,2 |
2,2,2 |
2,2,2,2 |
2,2,2,2,2
|
|
 |
 |
 |
 |
 |
|
Frame Count (Level 1) |
26
|
Frame Count (Level 2) |
25
|
Frame Count (Level 3) |
23
|
Frame Count (Level 4) |
23
|
Frame Count (Final) |
23
|
Murderer Chain 

:
+
|
|
Frame Count |
6
|
|
Jab |
Strong |
Fierce |
Jab |
Strong |
Fierce
|
Damage |
14+10 |
15+12 |
16+14 |
 |
 |
|
Stun |
0
|
Meter on whiff |
3(A)4(XV)
|
Meter on hit |
15(A)22(XV)
|
Frame Count |
1
|
|
 |
 |
 |
|
Frame Count (Jab) |
33
|
Frame Count (Strong) |
41
|
Frame Count (Fierce) |
49
|
Bandit Chain 

:
+
|
|
Frame Count |
6
|
|
Short |
Forward |
Roundhouse |
Short |
Forward |
Roundhouse
|
Damage |
8+12 |
6x2+11 |
6x3+11 |
 |
 |
|
Stun |
0
|
Meter on whiff |
3(A)4(XV)
|
Meter on hit |
10(A)16(XV)
|
Frame Count |
1
|
|
 |
 |
 |
|
Frame Count (Short) |
33
|
Frame Count (Forward) |
41
|
Frame Count (Roundhouse) |
49
|
Super Combos
The Birdie 
:
Charge
, 
+
|
Level 1 |
Level 3
|
Damage |
16+14x2 |
20x3+12+20 |
 |
 |
 |
 |
 |
 |
|
Invincibility |
0~9 |
0~21
|
Block Stun |
-2 |
+10
|
Frame Count |
9~26*1 |
6 |
*
|
|
 |
 |
 |
|
Frame Count |
6 |
13(LVL.1) 7(LVL.3)
|
Damage |
20x2+18x2 |
 |
 |
 |
 |
 |
 |
|
Invincibility |
0~15
|
Block Stun |
-14
|
Frame Count |
9~26*1 |
6 |
*
|
Bull Revenger
:

+
or
|
Level 1 |
Level 2 |
Level 3
|
Damage |
16x2 |
16x3 |
16x4 |
 |
 |
 |
 |
|
Invincibility |
0~29
|
Frame Count |
28 |
1 |
34
|
Miscellaneous
- Idle, Crouching, Airborne:
The Basics
-Try to always have a TAP (bullhorn) on deck to severely punish any heavy mids/highs or mashing jabs, this move can also be used to react to certain specials, such as heavy fireballs or akuma's overhead ender on demon flip for example.
-j.lk is your main get in for tick throws, it pairs nicely with birdies extremely low jump, when tick throwing from attack's such as cr.lk or cr.lp remember you will have to change your timing if it lands as a counter hit, this also goes for deep jump in tick throw attempts.
-Bullhead is always risky and damage wise not worth it but it can be a very good tool to keep your opponent on their toes, if your daring see if you can catch your opponent walking forward with a light or medium bullhead depending on range, medium bullhead might not seem fast but it can catch a lot of people off guard in spaces were they will most likely feel completely safe.
-Be aware that consistent air to airs can vary a good bit between matchups.
Which Ism?
Amazing anti-fireball super, and a very safe level 1 super, but not much else compared to V
Recommended.
Turns him from one of the worst characters in the game to a wildcard that can end any round on a good read.
Slept on, super leads to stun ending in massive damage
Combos
Advanced Strategy
-st.hk is your main tool for contesting space, the button has low crush properties and moves you forward. With its fast recovery it allows for tricks such as crushing a low poke then command grabbing them. This proves especially useful against any character with strong crouching medium kicks. if spaced correctly using its range to the max it will also prove useful to consistently anti air or beat any reaching mids during footsies.
-Speaking of low crushes this also applys ever more so to his forward heavy kick, this button is used to anti-air people who are jumping right above you and to punish chunkier lows like most sweeps where the forward momentum of his st.hk will at best still leave you to far to do much or at worst get you hurt. The first part of the attack evades the low and the second part drops down and punishes it.
-Birdies air throw throw-box is very low instead of most characters which lean higher, this requires all of birdies air throws in neutral to be proactive instead of reactive (except in cases of unique high or floaty jumps).
-Both of Birdies normal throws launch the opponent into the air which can lead to multiple scenarios in the corner, if they dont air tech you can go for a air throw after, if the opponent air techs you can try to catch them in the air which on counter hit can lead to cc juggle combos or on air block lead to unblockable setups forcing them to eat a grounded attack while stuck in blockstun and in air.
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)
Latin America
TUFAOBIRDIE (A-Birdie)
GanFleim! (A/V-Birdie)
Discussion
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