Birdie (SFA2)

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Sf-birdie.gif


Introduction

Influenced by life on the European back streets, Birdie has become familiar with the workings of Shadowloo as a bouncer in many punk clubs. He yearns for a part of the action. Using his strength and style to avoid the law, Birdie knows he must fight his way into the infamous crime organization.

Birdie Alpha2 colors.PNG

Well, pretty much accepted worst character in the game. Birdie sucks. But if you are up for a challenge, this is for you! Birdie actually can win matches, just isnt easy, but is really fun to play as (but not fight lol)

Pros:

  • One of the most damaging custom combo's in the game, roughly 80% at lvl 3
  • Good anti-airs
  • Very good jump arc and air normals
  • Super is very good vs fireballers


Cons:

  • Birdman is slow as hell
  • Grabs are very slow, he is NOT Zangief
  • Normals are slow and not really too good
  • Lvl 3 headbutt super can be mashed out of (wtf capcom)

Moves List

Standing Normals

STANDING

Lp.png- Nothing great, throw it out if you expect them to jump from a grab.

Bir s.lp.png

Mp.png- Really good anti-air, real good. I have no idea why, but it is.

Bir s.mp.png

Hp.png- Awesome range, slow as hell. Not something you wanna throw out alot.

Bir s.hp(1).pngBir s.hp(2).pngBir s.hp(3).pngBir s.hp(4).png

Lk.png- Little kick to the toe, good to set up a tick throw

Bir s.lk.png

Mk.png- Ugly ass kick, short range, no real uses.

Bir s.forward.png

Hk.png- Limited AA use, but doubles as a overhead, which is very useful and can be comboed after.

Bir s.hk(1).pngBir s.hk(2).png

CROUCHING

cr.Lp.png- Your normal crouching lp, nothing special, c.lk is better.

Bir cr.lp.png

cr.Mp.png- Decent priority but slow recovery, so be careful when whiffing.

Bir cr.mp.png

cr.Hp.png- The anti-poke/anti-air. Hit fast and 1st hit can be cancelled into special or super. This is the main normal to be used when close due to high priority and good speed, do not whiff. Love this thing.

Bir cr.hp(1).pngBir cr.hp(2).png

cr.Lk.png- Long range lk good to tick, but same as c.lp you cannot chain these.

Bir cr.lk.png

cr.Mk.png- A good poke and better anti-air, the latter being very efffective. Not abusable but very nice normal to have.

Bir cr.forward.png

cr.Hk.png- Slow sweep with decent range.

Bir cr.hk.png


JUMPING Jumping U.png (Neutral jump)

nj.Lp.png-

Bir nj.lp.png

nj.Mp.png-

Bir nj.mp.png

nj.Hp.png- Good range and priority, but a bit slow

Bir nj.hp(1).pngBir nj.hp(2).png

nj.Lk.png- Awesome angle and great to use to tick, think of Rose's j.lk

Bir nj.lk.png

nj.Mk.png- Good air-to-air

Bir nj.forward.png

nj.Hk.png-

Bir nj.hk.png

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png-

Bir dj.lp.png

dj.Mp.png- Good priority and worth mentioning

Bir dj.mp.png

dj.Hp.png- Good range and priority, but a bit slow

Bir dj.hp.png

dj.Lk.png- Awesome angle and great to use to tick, think of Rose's j.lk

Bir dj.lk.png

dj.Mk.png- Good air-to-air

Bir dj.forward.png

dj.Hk.png- My main air normal, fast, good priority, and crosses up. Its dope.

Bir dj.hk.png

Command Moves

(In Air)D.png + Hp.png- Body Slam. The typical grappler splash, good priority and crosses up, abusable.

Bir jd.hp.png

Throws

B.png/F.png + Mp.png/Hp.png- Bull Spike. Press any buttons rapidly for more hits

B.png/F.png + Mk.png/Hk.png- Bad Throw.

Alpha Counter

Birdie was blessed with the worst ACs in the game.

B.pngDb.pngD.png+P.png- Does a the final attack of Bull Horn, good vs air attack. I've seen this whiff on the ground, not much range.

B.pngDb.pngD.png+K.png- Does the second hit of S.Hk.png. Doesn't knock down or have any real frame advantage.

Special Moves

360.png+ P.png- Murderer Chain.

LP.png- Bir lpchaingrab.png

Mp.png- Bir mpchaingrab.png

Hp.png- Bir hpchaingrab.png

360.png + K.png- Bandit Chain.


His grabs. I stick to kick cause it looks cooler, I believe Hk.png version does most, but Lk.png has the most range (and LP.png). These grabs are damaging but can be jumped from or CC'd easier than Zangief, use at your own risk.


Charge B.png, F.png + P.png- Bull Head. This moves is very useful when used correctly. Stick only to the LP.png version, as all other ones are death. When done from the right range it is safe 99% of the time unless they have meter. It will be a free CC for them. When done right you will be out of range from attacks and can do another one, and another, and another. You can even whiff punish with this.

Bir bh(1).pngBir bh(2).png


  • Hold 3p.png / 3k.png, release to attack- Bull Horn. The attack will do more damage the longer you hold the buttonsVery useful. You can have up to 4 of these when all buttons are held down and cannot be punished consistently with a cc. I been punished once. This move has virtually no lag and can be used to get close after a knockdown or set up grabs or super. It even AAs when released right. If you have this move charge and the opponent does a cc, release all buttons to make them whiff, then the headbutt will hit.

Bir bhorn(1).pngBir bhorn(2).pngBir bhorn(3).pngBir bhorn(4).pngBir bhorn(5).pngBir bhorn(6).pngBir bhorn(7).png

Super Moves

Charge B.png, F.png, B.png, F.png + P.png- The Birdie. This super you can combo into, lvl 3 version can be mashed out of. Not worth it.


Qcf.pngQcf.png + P.png/K.png- Bull Revenger. Punch goes short range and kick goes full screen. Very useful vs fireballers. Never use a lvl 2 or 3 unless it will kill or you really need to close the gap, cause you really want to land that cc.

P.png: Bir brevenger(1).pngBir brevenger(2).pngBir brevenger(3).png

K.png: Bir brevengerk.pngBir brevengerk(1).pngBir brevengerk(2).pngBir brevengerk(3).png

The Basics

Your main focus is to land your custom. Bottom line, it is a round winner. When the opponent is running away, whiff lp grab for meter. Once you get that lvl 3, look for a opening to land it. Until then you have some tricks to work with.

360 fun! (use light versions)

kkk (hit or blocked), 360 c.lk, s.lk, 360 j.lk or j.rh, 360 360 on their wake up

After a grab, follow up with KKK, time it to hit, or not to not and 360 or cc. It is going to take alot of patience to win, but its worth it XD. Ill add more later.


Advanced Strategy

Combos

Combos to know

c.hp xx mp red head (2 hits)

overhead s.rh, c.mk or sweep (2 hits)

Custom Combos

Any lvl- c.lk, s.lk xN xx 360+rh (40-50%)

This is your starter combo until you can do his touch of death, and yes its better than reapeated red headbutts, which is...

lvl 1- c.rh xx final, final

lvl 2- c.rh xx final, final, final

lvl 3- c.rh xx final, final, final, final, red headbutt (gl with that last hit) (80%)

And for those defensive peeps

s.rh (overhead) xx c.rh xx final xN

AA CC

c.fp xx Final xN

How to do his custom to activate with lp, mp, hp, and lk, and HOLD THEM ALL DOWN. Sweep, RELEASE lp and press lp again BEFORE THE FINAL HITS, then as they hit, release mp, release hp, release lp. Final charges fast in cc mode XD.

Birdie: lvl 1- c.lk, s.lk xN, 360+hk

lvl 1- c.hk xx final x2

lvl 2- c.hk xx final x3

lvl 3- c.hk xx final x4/5 (can add a red headbutt at the end but is hard)

Match-ups

Vs. Adon:


Vs. Akuma:


Vs. Birdie (self):


Vs. Charlie:


Vs. Chun-Li:


Vs. Dan:


Vs. Dhalsim:


Vs. Gen:


Vs. Guy:


Vs. Ken:


Vs. M. Bison (dictator):


Vs. Rolento:


Vs. Rose:


Vs. Ryu:


Vs. Sagat:


Vs. Sakura:


Vs. Sodom:


Vs. Zangief:

Miscellaneous

Taunt/Select button- Sodom's taunt. Has a hitbox, and is possible to kill with in a CC.

Bir taunt.png

Street Fighter Alpha 2
Characters
Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief