Street Fighter V/Birdie

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Street Fighter VStreet Fighter V#CharactersStreet Fighter V/Basic ElementsStreet Fighter V/Universal AbilitiesStreet Fighter V/Controls and TerminologyStreet Fighter V/Game SystemsStreet Fighter V/Advanced TechniquesSFVHeaderButtons.png


Birdie

SFV-Birdie Portrait.jpg
VITALS
Health: 1025 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

TBW


Why Pick Birdie?

(As Street Fighter V is new, this section will be filled out after we learn more about how this character plays most effectively.)


Players To Watch

MenaRD


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 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 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


Sajam's Character Breakdown


Shoryuken's Rising Up Series

Frame Data

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

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 FILL_ME_IN_COUNTER_HIT 40 90 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 7 2 16 1 4 FILL_ME_IN_COUNTER_HIT 60 120 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 14 2 22 -6 4 FILL_ME_IN_COUNTER_HIT 90 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 4 3 6 3 6 FILL_ME_IN_COUNTER_HIT 30 90 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 9 3 16 -2 2 FILL_ME_IN_COUNTER_HIT 60 120 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 12 3 20 0 7 FILL_ME_IN_COUNTER_HIT 100 150 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 5 3 10 2 4 FILL_ME_IN_COUNTER_HIT 40 90 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 5 16 -5 0 FILL_ME_IN_COUNTER_HIT 70 120 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 11 4 26 -9 KD FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vs/vt1/vt2 93 32 37 CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 5 2 11 2 4 FILL_ME_IN_COUNTER_HIT 30 90 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 10 2 18 -4 -1 FILL_ME_IN_COUNTER_HIT 60 120 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 12 3 25 -14 KD FILL_ME_IN_COUNTER_HIT 100 150 L vt1/vt2 69 20 25 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 5 - - - FILL_ME_IN_COUNTER_HIT 50 90 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 7 6 - - - FILL_ME_IN_COUNTER_HIT 70 120 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP u+HP 7 5 - - - FILL_ME_IN_COUNTER_HIT 100 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 5 5 - - - FILL_ME_IN_COUNTER_HIT 50 90 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 7 4 - - - FILL_ME_IN_COUNTER_HIT 70 120 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 5 - - - FILL_ME_IN_COUNTER_HIT 100 150 M - - - - 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
Bull Charge f+HP 25 4 18 -8 3 FILL_ME_IN_COUNTER_HIT 80 150 H - 110 49 54 CHIP CH_DAMAGE CH_STUN
Bull Slider df+HP 19 5 22 -8 -1 FILL_ME_IN_COUNTER_HIT 90 150 L - - - - CHIP CH_DAMAGE CH_STUN
Bull Drop f+HK 7 3(12)4 18 -6 2 FILL_ME_IN_COUNTER_HIT 40*80 50*100 H*M - - - - CHIP CH_DAMAGE CH_STUN
Bad Hammer d+HP > HP 11+7 5 31 -12 KD FILL_ME_IN_COUNTER_HIT 80*81 150*135 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 N or f+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 120 150 T - 71 12 12 CHIP CH_DAMAGE CH_STUN
Bad Chain b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 140 200 T - 74 15 15 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
Enjoy Time HP+HK (VT1) 12 16 3 - KD FILL_ME_IN_COUNTER_HIT - - - - 106 47 52 CHIP CH_DAMAGE CH_STUN
Birdie Time HP+HK (VT2) 1+4 20 15 - KD FILL_ME_IN_COUNTER_HIT 100 100 - - - - - CHIP CH_DAMAGE CH_STUN
Break Time MP+MK 40 - 12 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Banana Time b+MP+MK 50 200 9 2 29 FILL_ME_IN_COUNTER_HIT 10 0 H - 29 29 29 CHIP CH_DAMAGE CH_STUN
Drink Time d+MP+MK 50 - 11 10 28 FILL_ME_IN_COUNTER_HIT 10 0 H - 28 28 28 CHIP CH_DAMAGE CH_STUN
Pepper Pot f+PPP in block 17 2 19 -2 KD FILL_ME_IN_COUNTER_HIT 60 0 H - 82 23 28 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
Bull Head LP qcf+LP 14 3 29 -10 KD FILL_ME_IN_COUNTER_HIT 100 200 H su/vt1/vt2 85 26 31 CHIP CH_DAMAGE CH_STUN
Bull Head MP qcf+MP 18 3 30 -10 KD FILL_ME_IN_COUNTER_HIT 110 200 H su/vt1/vt2 84 25 30 CHIP CH_DAMAGE CH_STUN
Bull Head HP qcf+HP 27 3 24 -5 KD FILL_ME_IN_COUNTER_HIT 140 200 H su/vt1/vt2 90 31 36 CHIP CH_DAMAGE CH_STUN
Bull Head EX qcf+PP 14 4(26)4 28 -5 KD FILL_ME_IN_COUNTER_HIT 75*75 (150) 100*150 (250) H*H vt1/vt2 90 31 37 CHIP CH_DAMAGE CH_STUN
Bull Horn hold any button, release 15 6 15+14 -18 KD FILL_ME_IN_COUNTER_HIT 120 200 H su/vt1/vt2 89 30 35 CHIP CH_DAMAGE CH_STUN
Bull Horn EX hold any 2 button, release 15 9(11)4 32 -19 KD FILL_ME_IN_COUNTER_HIT 75*75 (150) 50*200 (250) H*H vt1/vt2 88 29 34 CHIP CH_DAMAGE CH_STUN
Killing Head LP hcb+LP 5 2 60 - KD FILL_ME_IN_COUNTER_HIT 20*160 (180) 40*160 (200) T - 82 23 23 CHIP CH_DAMAGE CH_STUN
Killing Head MP hcb+MP 5 2 60 - KD FILL_ME_IN_COUNTER_HIT 20*20*150 (190) 40x2*140 (220) T - 82 23 23 CHIP CH_DAMAGE CH_STUN
Killing Head HP hcb+HP 5 2 60 - KD FILL_ME_IN_COUNTER_HIT 20x3*140 (200) 40x3*120 (240) T - 82 23 23 CHIP CH_DAMAGE CH_STUN
Killing Head EX hcb+PP 5 2 60 - KD FILL_ME_IN_COUNTER_HIT 10x6*160 (220) 30x6*90 (270) T - 82 23 23 CHIP CH_DAMAGE CH_STUN
Hanging Chain LK qcf+LK 25 16 24 -23 KD FILL_ME_IN_COUNTER_HIT 120 200 H - 80 21 21 CHIP CH_DAMAGE CH_STUN
Hanging Chain MK qcf+MK 25 16 24 -23 KD FILL_ME_IN_COUNTER_HIT 150 200 H - 68 19 19 CHIP CH_DAMAGE CH_STUN
Hanging Chain HK qcf+HK 25 16 31 - KD FILL_ME_IN_COUNTER_HIT 160 200 H - 81 22 22 CHIP CH_DAMAGE CH_STUN
Hanging Chain EX qcf+KK 15 17 21 -21 KD FILL_ME_IN_COUNTER_HIT 70*100 (170) 100*120 (220) H - 78 29 29 CHIP CH_DAMAGE CH_STUN
Hanging Chain Cancel hold K, press P - - 17 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Bull Revenger LK hcb+LK 35 2 28 - KD FILL_ME_IN_COUNTER_HIT 70*70*30 (170) 100*100*30 (230) T - 75 26 26 CHIP CH_DAMAGE CH_STUN
Bull Revenger MK hcb+MK 40 2 28 - KD FILL_ME_IN_COUNTER_HIT 70*70*40 (180) 100*100*30 (230) T - 75 26 26 CHIP CH_DAMAGE CH_STUN
Bull Revenger HK hcb+HK 43 2 28 - KD FILL_ME_IN_COUNTER_HIT 70*70*50 (190) 100*100*30 (230) T - 75 26 26 CHIP CH_DAMAGE CH_STUN
Bull Revenger EX hcb+KK 23(30) 11 47 - KD FILL_ME_IN_COUNTER_HIT 50*50*80 (180) 50*50*130 (230) T - 69 20 20 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
Skip To My Chain qcf,qcf+P 6 5 60 -30 KD FILL_ME_IN_COUNTER_HIT 50x3*190 0*0*0*0 H - 36 36 36 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
In VT1
stand LP LP 5 2 10 3 4 FILL_ME_IN_COUNTER_HIT 48 90 H sp/su/vs ~ ~ ~ CHIP CH_DAMAGE CH_STUN
stand MP MP 7 2 16 1 4 FILL_ME_IN_COUNTER_HIT 72 120 H sp/su/vs ~ ~ ~ CHIP CH_DAMAGE CH_STUN
stand HP HP 14 2 22 -6 4 FILL_ME_IN_COUNTER_HIT 108 150 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
stand LK LK 4 3 6 3 6 FILL_ME_IN_COUNTER_HIT 36 90 H sp/su/vs ~ ~ ~ CHIP CH_DAMAGE CH_STUN
stand MK MK 9 3 16 -2 2 FILL_ME_IN_COUNTER_HIT 72 120 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
stand HK HK 12 3 20 0 7 FILL_ME_IN_COUNTER_HIT 120 150 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 5 3 10 2 4 FILL_ME_IN_COUNTER_HIT 48 90 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 6 15 -5 0 FILL_ME_IN_COUNTER_HIT 84 120 H sp/su/vs ~ ~ ~ CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 11 4 26 -9 KD FILL_ME_IN_COUNTER_HIT 96 150 H sp/su/vs 93 32 37 CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 5 2 11 2 4 FILL_ME_IN_COUNTER_HIT 36 90 L - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 10 2 18 -4 -1 FILL_ME_IN_COUNTER_HIT 72 120 L - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 12 3 25 -11 KD FILL_ME_IN_COUNTER_HIT 120 150 L - 69 20 25 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 5 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 60 90 M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
jump MP u+MP 7 6 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 84 120 M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
jump HP u+HP 7 5 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 120 150 M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
jump LK u+LK 5 5 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 60 90 M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
jump MK u+MK 7 4 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 84 120 M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 5 ~ ~ ~ FILL_ME_IN_COUNTER_HIT 120 150 M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Bull Charge f+HP 25 4 18 -8 3 FILL_ME_IN_COUNTER_HIT 96 150 H - 110 49 54 CHIP CH_DAMAGE CH_STUN
Bull Slider df+HP 19 5 22 -8 -1 FILL_ME_IN_COUNTER_HIT 108 150 L - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Bull Drop f+HK 7 3(12)4 18 -6 2 FILL_ME_IN_COUNTER_HIT 48*96 (144) 50*100 (150) H*M - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Bad Hammer d+HP > HP 11+7 5 31 -12 KD FILL_ME_IN_COUNTER_HIT 96*97 (193) 150*135 (285) H*H - 62 1 6 CHIP CH_DAMAGE CH_STUN
Bad Skull N or f+LP+LK 5 2 18 ~ KD FILL_ME_IN_COUNTER_HIT 144 200 T - 71 12 12 CHIP CH_DAMAGE CH_STUN
Bad Chain b+LP+LK 5 2 18 ~ KD FILL_ME_IN_COUNTER_HIT 84*84 (168) 100*100 T - 74 15 15 CHIP CH_DAMAGE CH_STUN
Break Time MP+MK 40 ~ 12 ~ ~ FILL_ME_IN_COUNTER_HIT ~ ~ ~ - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Banana Time b+MP+MK 50 ~ 9 2 29 FILL_ME_IN_COUNTER_HIT 12 0 H - 29 29 29 CHIP CH_DAMAGE CH_STUN
Drink Time d+MP+MK 50 ~ 11 10 28 FILL_ME_IN_COUNTER_HIT 12 0 H - 28 28 28 CHIP CH_DAMAGE CH_STUN
Bull Head LP qcf+LP 10 2(1)4 29 -9 KD FILL_ME_IN_COUNTER_HIT 24*96 (120) 10*190 (200) H su 84 25 30 CHIP CH_DAMAGE CH_STUN
Bull Head MP qcf+MP 15 2(2)2(2)4 29 -9 KD FILL_ME_IN_COUNTER_HIT 24x2*84 (132) 10x2*180 (200) H su 84 25 30 CHIP CH_DAMAGE CH_STUN
Bull Head HP qcf+HP 22 2(1)2(1)2(3)4 23 -9 KD FILL_ME_IN_COUNTER_HIT 24x3*96 (168) 10x3*170 (200) H su 90 31 36 CHIP CH_DAMAGE CH_STUN
Bull Head EX qcf+PP 8 1(3)2(2)2(2)4(20)2(3)4 23 -5 KD FILL_ME_IN_COUNTER_HIT 24x3*42*24*42 (180) 10x3*90*10*120 (250) H*H - 91 32 37 CHIP CH_DAMAGE CH_STUN
Bull Horn hold any button, release 15 12 31 -12 KD FILL_ME_IN_COUNTER_HIT 72*72 (144) 100*100 (200) H su 94 35 40 CHIP CH_DAMAGE CH_STUN
Bull Horn EX hold any 2 button, release 15 2(1)2(3)2(11)4 31 -17 KD FILL_ME_IN_COUNTER_HIT 24*24*66*66 (180) 10*10*80*150 (250) H*H - 89 30 35 CHIP CH_DAMAGE CH_STUN
Killing Head LP hcb+LP 5 2 52 ~ KD FILL_ME_IN_COUNTER_HIT 24*192 (216) 40*160 (200) T - 82 23 23 CHIP CH_DAMAGE CH_STUN
Killing Head MP hcb+MP 5 2 52 ~ KD FILL_ME_IN_COUNTER_HIT 24x2*180 (228) 40x2*140 (220) T - 82 23 23 CHIP CH_DAMAGE CH_STUN
Killing Head HP hcb+HP 5 2 52 ~ KD FILL_ME_IN_COUNTER_HIT 24x3*168 (240) 40x3*120 (240) T - 82 23 23 CHIP CH_DAMAGE CH_STUN
Killing Head EX hcb+PP 5 2 52 ~ KD FILL_ME_IN_COUNTER_HIT 12x6*192 (264) 30x6*90 (270) T - 82 23 23 CHIP CH_DAMAGE CH_STUN
Hanging Chain LK qcf+LK 25 16 24 -23 KD FILL_ME_IN_COUNTER_HIT 144 200 H - 80 21 21 CHIP CH_DAMAGE CH_STUN
Hanging Chain MK qcf+MK 25 16 24 -23 KD FILL_ME_IN_COUNTER_HIT 180 200 H - 68 19 19 CHIP CH_DAMAGE CH_STUN
Hanging Chain HK qcf+HK 25 16 31 ~ KD FILL_ME_IN_COUNTER_HIT 192 200 H - 81 22 22 CHIP CH_DAMAGE CH_STUN
Hanging Chain EX qcf+KK 15 17 21 -21 KD FILL_ME_IN_COUNTER_HIT 84*120 (204) 100*120 (220) H - 78 29 29 CHIP CH_DAMAGE CH_STUN
Hanging Chain Cancel hold K, press P ~ ~ 17 ~ ~ FILL_ME_IN_COUNTER_HIT ~ ~ ~ - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Bull Revenger LK hcb+LK 35 2 28 ~ KD FILL_ME_IN_COUNTER_HIT 84*84*36 (204) 100*100*30 (230) T - 75 26 26 CHIP CH_DAMAGE CH_STUN
Bull Revenger MK hcb+MK 40 2 28 ~ KD FILL_ME_IN_COUNTER_HIT 84*84*48 (216) 100*100*30 (230) T - 75 26 26 CHIP CH_DAMAGE CH_STUN
Bull Revenger HK hcb+HK 43 2 28 ~ KD FILL_ME_IN_COUNTER_HIT 84*84*60 (228) 100*100*30 (230) T - 75 26 26 CHIP CH_DAMAGE CH_STUN
Bull Revenger EX hcb+KK 25 11 47 ~ KD FILL_ME_IN_COUNTER_HIT 60*60*96 (216) 50*50*130 (230) T - 69 20 20 CHIP CH_DAMAGE CH_STUN
Skip To My Chain qcf,qcf+P 6 5 60 -30 KD FILL_ME_IN_COUNTER_HIT 60x3*228 (408) 0*0*0*0 H - 36 36 36 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
In VT2
Hanging Chain LK qcf+LK 25 16 24 -23 KD FILL_ME_IN_COUNTER_HIT 130 200 H - 80 21 21 CHIP CH_DAMAGE CH_STUN
Hanging Chain MK qcf+MK 25 16 24 -23 KD FILL_ME_IN_COUNTER_HIT 160 200 H - 68 19 19 CHIP CH_DAMAGE CH_STUN
Hanging Chain HK qcf+HK 25 16 31 ~ KD FILL_ME_IN_COUNTER_HIT 170 200 H - 81 22 22 CHIP CH_DAMAGE CH_STUN
Hanging Chain EX qcf+KK 15 17 21 -21 KD FILL_ME_IN_COUNTER_HIT 75*105 (180) 100*120 (220) H - 78 29 29 CHIP CH_DAMAGE CH_STUN
Bull Revenger LK hcb+LK 35 2 28 ~ KD FILL_ME_IN_COUNTER_HIT 75*75*30 (180) 100*100*30 (230) T - 75 26 26 CHIP CH_DAMAGE CH_STUN
Bull Revenger MK hcb+MK 40 2 28 ~ KD FILL_ME_IN_COUNTER_HIT 75*75*40 (190) 100*100*30 (230) T - 75 26 26 CHIP CH_DAMAGE CH_STUN
Bull Revenger HK hcb+HK 43 2 28 ~ KD FILL_ME_IN_COUNTER_HIT 75*75*50 (200) 100*100*30 (230) T - 75 26 26 CHIP CH_DAMAGE CH_STUN
Bull Revenger EX hcb+KK 23 11 47 ~ KD FILL_ME_IN_COUNTER_HIT 50*50*90 (190) 50*50*130 (230) T - 69 20 20 CHIP CH_DAMAGE CH_STUN
Bull Swing HP+HK (VT2) 21 8(21)2 15(17) -2 KD FILL_ME_IN_COUNTER_HIT 50*30 120 H - 108 49 54 CHIP CH_DAMAGE CH_STUN
Bull Capture d+HP+HK (VT2) 19 8(21)2 18 -2 KD FILL_ME_IN_COUNTER_HIT 50*50 150 L - 90 31 36 CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

With Meter

Corner

Crush Counter

V-Trigger Cancels

V System

V Reversal

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

V Skill

Birdie's V-Skill does 3 things, 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 it on the ground in front 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 the can is to the ground, it does not interact with other projectiles.

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 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 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