Birdie Combo/Tech Thread: Chain (and Banana and Soda Can?) Combos

Want to know what the best punish or Crush Counter combo Birdie has? Any character-specific combos to maximize your damage? What’s the best no-meter combo you can do? Farthest corner carry? All of these questions can be answered here.

Also, have a crazy set-up to share? A new mix-up that you want others to test out? Share all your best tech as well!

=== NOTE: If you want to become the OP for this thread so you can maintain the top post to aggregate the thread’s information here, contact me via the SRK messaging system and I will be able to convert you to become the OP for this thread. ===

Are you going to update the OP?
It will be a pain if the thread creator won’t update the first post, otherwise u’ll still have to search through a lot of pages for character specific combos or other discussed topics regarding combos.

---- edit

Might as well copy paste my combo list here.
If you guys also think some of the combos are just irrelevant or that there’s an easier way to compile them, be sure to let me now.


SEASON 1 ARCHIVE

Spoiler

All combos with MP can either be done with cMP or sMP, there’s only a 10 dmg difference.
All combos ending with VT xx L.Bullhead can be replaced with VT xx EX Bullhead if you want to spend meter.
All combos ending with sLP xx LP Bullhead can be replaced with sLP xx MP Bullhead in VT.

Hitconfirms

sLP, sLK, sLP – you need to be close, might also be character spec. when used after a cross-up.

  • xx LP Bullhead – 183 dmg / 383 stun – EX Bhd is 211 / 418 – CA cancel is 393
  • xx EX Bullhorn – 205 / 418

sLK

  • sLP_sLK xx LP Bullhead – 162 / 331 – EX BHd is 194 / 371 – CA is 407
  • cMP xx Bullhorn – 197 / 358 – EX Bullhorn is 213 / 398 – CA is 442
  • cMP xx MP Bullhead – 197 / 358 – EX BHd is 221 / 398 – CA is 442

sHK

  • sLP_sLK xx LP Bullhead – 232 / 391 – EX BHd is 264 / 431 – CA is 477
  • cMP xx MP Bullhead – 267 / 418 – EX BHd is 291 / 458 – CA is 512
  • cMP xx Bullhorn – 267 / 418 – EX Bullhorn is 283/ 458 – CA is 512

cLK (low) or cLP (+10 dmg) or sMP ( +30 dmg & stun)

  • sLK xx LP Bullhead – 153 / 331-- EX BHd is 185 / 371 – CA is 398

Counter Hit Punish combos

sHK cc

  • LK_MK Chain - 255 / 360
  • MP xx MP Bullhead_Bullhorn – 287 / 448 – EX BHd is 311 / 498 – CA is 532
  • HP Killing head – 300 / 396 – EX KH is 318 / 423
  • cHP xx Bullhorn – 305 / 475 – EX BHd is 329 / 515
  • cHP xx HK Chain – 329 / 475 – EX Chain is 337 / 491
  • walk + sHK, sLP xx EX Bullhead – 354 / 562
  • walk + Bullhorn xx VT, LP Bullhead – 368 / 544 – EX BHd is 396 / 574 – CA is 578
  • walk or dash + cMP xx Bullhorn xx VT, LP Bullhead – 397 / 603 – EX BHd is 421 / 628 – CA is 607
  • MP xx EX Bullhorn xx VT, LP Bullhead – 413 / 643 – EX BHd is 437 / 668
  • Corner only: cHP xx Bullhorn xx VT, EX Chain – 457 / 645
  • Corner only: cHP xx EX Bullhorn xx VT, EX Chain – 473 / 685
  • Airborne only: cHP xx HP Bullhead – 313 / 475 – CA is 558
  • Airborne and Corner only: cHP xx HP Bullhead xx VT, LP Bullhead – 435 / 635 – EX BHd is 459 / 660 – CA is 639

fHP cc

  • sMK – 183 / 288
  • sHP – 201 / 315
  • cHK – 210 / 315
  • MP Bullhead – 237 / 360
  • EX Bullhead – 264 / 405
  • EX Chain – 273 / 378
  • Corner only: cHP xx Bullhorn – 305 / 475
  • Corner only: cHP xx HP Bullhead – 313 / 475
  • Corner only: Bullhorn xx VT, LP Bullhead – 368 / 544 – CA is 578
  • Corner only: cHP xx Bullhorn xx VT, EX Bullhead – 451 / 660
  • Corner only: cHP xx HP Bullhead xx VT, LP Bullhead – 435 / 635 – EX BHd is 459 / 660 – CA is 639
  • Corner only: cHP xx EX Bullhorn xx VT, EX Chain – 473 / 685

sHK cc (in V-Trigger)

  • HP Killing Head – 361 / 396
  • cHP xx Bullhorn – 365 / 475
  • cHP xx HK Hanging Chain – 395/ 475
  • walk, sHK, sLP xx MP Bullhead – 400 / 527 – CA is 652
  • walk, sHK, cMP xx MP Bullhead – 429 / 551 – EX Chain is 462 – CA is 674
  • Airborne only: cHP xx HP Bullhead – 375 / 475 – CA is 689 dmg

VTrigger cancel combos

  • cHP xx VT, LP Bullhead – 258 dmg / 370 stun – CA cancel is 510 dmg

  • MP xx Bullhorn xx VT, LP Bullhead – 318 / 484 – CA is 528

  • sLP, sLK, sLP xx EX Bullhead xx VT cHP xx Bullhorn – 271 / 468

  • sLP, sLK xx EX Bullhead xx VT cHP xx Bullhorn – 274 / 441

  • MP xx EX Bullhead xx VT cHP xx Bullhorn – 312 / 435

  • MP xx EX Bullhorn xx VT, LP Bullhead – 337 / 529 – EX BHd is 365 / 559

  • sHK, sLP xx EX Bullhead xx VT cHP xx Bullhorn – 343 / 501

  • sHK, cMP xx EX Bullhead xx VT cHP xx Bullhorn – 370 / 528

  • sHK, cMP xx EX Bullhorn xx VT, LP Bullhead – 393 / 613 – EX BHd is 417 / 638

  • All corner Bullheads can combo into Vtrigger

  • Corner only: sLK, cMP xx Bullhorn xx VT, Bullhorn – 325 / 518

  • Corner only: sMP xx Bullhorn xx VT, Bullhorn – 330 / 490

  • Corner only: MP xx MP Bullhead xx VT, LP Bullhead – 332 / 490 – EX BHd 360 / 520 – CA is 542

  • Corner only: cHP xx Bullhorn xx VT, EX Chain – 388 / 532

  • Corner only: sLP xx EX Bullhead xx VT cHP xx HK Hanging Chain – 303 / 405

  • Corner only: MP xx EX Bullhead xx VT cHP xx HK Hanging Chain – 333 / 435

  • Corner only: sHK, cMP xx Bullhorn xx VT, LP Bullhead – 389 / 578 dmg – EX BHd 413 / 603 – CA is 599

He can also combo into Vtrigger from All Jabs, All shorts, All strongs, sHK and cMK,
but sadly you can’t finish it with a super, ex chain, bullhead or anything else.

Post-Stun combos

Jumping over your opponents first makes it easier to position banana peel.
If you’ve stunned your opponent and damage scaling isn’t too high, you can do the following:

  • j.HK, cMP xx Bullhorn_Bullhead – 237 – EX BHd is 258 – CA is 447

  • j.HK, cHP xx Bullhorn - 253 – EX BHd is 274

  • j.HK, sHK, sLP xx LP Bullhead - 270 – EX BHd is 294

  • j.HK, cHP xx HK Chain - 274 – EX Chain is 281

  • banana peel, f+HK, cMP xx Bullhorn_Bullhead - 243 – EX BHd is 261

  • banana peel, nj.HP, walk forward, sHK, cMP xx Bullhorn_Bullhead – 275

  • fullscreen can, fdash, walk, j.HK, j.HP, cHP xx Bullhorn – 287 – can be set up after MK/HK chain

  • fullscreen can, fdash, walk, j.HK, j.HP, cHP xx HK Hanging Chain – 302 – can be set up after MK/HK chain

  • banana peel, 2f forward walk, njHK, njHK, cHP xx HK Hanging Chain – 302

  • KH (stun), fdash, Banana, fdash+ slight walk, j.MP, fHK, cHP xx HK Hanging Chain – 500 (200+300)

  • KH (stun), fdash, Banana, fdash+ slight walk, j.MP, fHK, sHK, cMP xx MP BHd – 513 (200+313) – CA is 681

  • KH (stun), fdash, Banana, fdash+ slight walk, j.MP, fHK, sHK xx VT, cMP xx MP BHd – 506 (200+306) – CA is 704

  • KH (stun), fdash, Banana, fdash+ slight walk, j.MP, fHK, Bullhorn xx VT, LP BHd – 514 (200+314) – CA is 714

  • KH (stun), fdash, Banana, fdash+ slight walk, j.MP, fHK, cMP xx Bullhorn xx VT, LP BHd – 522 (200+322) – CA is 722

  • VT, MP Bullhead (stun), fdash, Banana, fdash, j.MP, fHK, sHK, cMP xx MP BHd – 532 (156+376) – CA is 730

  • VT, fthrow (stun), bwalk, Banana, fdash, j.MP, fHK, sHK, cMP xx MP BHd – 556 (180+376) – CA is 754

  • VT, KH (stun), fdash, bwalk, Banana, fdash, j.MP, fHK, sHK, cMP xx MP BHd – 612 (240+372) – CA is 810

  • VT, j.HK, cMP xx Bullhorn_Bullhead - 248~249 – EX BHd is 269

  • VT, j.HK, cHP xx Bull Horn - 266 – EX Bullhorn is 280

  • VT, j.HK, sHK, sLP xx MP Bullhead - 287 – EX BHd is 293

  • VT, j.HK, cHP xx HK Chain - 287 – EX Chain is 294

  • j.HK, cHP xx VT, LP Bullhead - 284 – EX BHd is 308

  • corner: j.HK, sLK, cMP xx Bullhorn xx VT, Bullhorn - 321-- EX BHd is 331-- EX chain is 336

  • j.HK, cMP xx Bullhorn xx VT, LP Bullhead - 327 – EX BHd is 347-- CA is 541

SEASON 2 COMBOS

All combos with MP can either be done with cMP or sMP, there’s only a 10 dmg difference.
All combos ending with VT xx M.Bullhead can be replaced with VT xx EX Bullhead if you want to spend meter.
All combos ending with sLP xx LP Bullhead can be replaced with sLP xx MP Bullhead in VT.
All combos ending with EX Bullhead (5 hits - 156 / 240) can always be replaced with EX Chain (204 / 220) against Birdie, Balrog, Zangief, Fang and Urien after close bullhorns / cHP!! or when late VT cancelling out of bullhorn
All combos ending with EX Chain can be replaced with EX Bullhead (for less damage, more stun and a different kd setup).

Hitconfirms

sLP, sLK, sLP – you need to be close, might also be character spec. when used after a cross-up.

  • xx LP Bullhead – 169 dmg / 383 stun – EX Bhd is 205 / 418 – CA cancel is 373
  • xx EX Bullhorn – 205 / 418

sLK

  • sLP_sLK xx LP Bullhead – 146 / 331 – EX BHd is 186 / 371 – CA is 384
  • cMP xx MP Bullhead – 181 / 358 – CA is 419
  • cMP xx Bullhorn – 189 / 358 – CA is 427
  • cMP xx EX Chain – 229 / 374

sHK

  • MP xx MP Bullhead – 251 / 418 – CA is 489
  • MP xx Bullhorn – 259 / 418 – CA is 497
  • MP xx EX Chain – 299 / 434

cLK (low) or cLP (+10 dmg) or sMP ( +30 dmg & stun)

  • sLK xx LP Bullhead – 137 / 331-- EX BHd is 177 / 371 – CA is 375

Counter Hit Punish combos

sHK cc

  • LK Chain - 228 / 360
  • MK Chain - 255 / 360
  • cHP xx HP Bullhead – 288 / 475 – EX Chain is 328 / 491 – CA is 526
  • walk + cHP xx Bullhorn – 288 / 475
  • walk + cHP xx HK Chain – 320 / 475
  • walk + cHP xx EX Chain – 328 / 491
  • dash + HP Killing head – 300 / 396 – EX KH is 318 / 423
  • dash + MP xx MP Bullhead – 271 / 448 – CA is 509
  • dash + MP xx Bullhorn – 279 / 448 – CA is 517
  • dash + MP xx EX Chain – 319 / 464**
  • dash + MP xx Bullhorn xx VT, MP Bullhead – 395 / 608 – EX Bullhead is 407/628 – CA is 599
  • cHP xx MP Bullhead xx VT, MP Bullhead – 396 / 635 – CA is – 594 – Character specific!!
  • (Corner) sMP xx Bullhorn xx VT, cHP xx HP Bullhead_Bullhorn – 400 / 638 – EX Chain is 430 / 648 – CA is 604
  • (Corner) cHP xx HP Bullhead_Bullhorn xx VT, MP Bullhead – 404 / 635 – EX Chain is 440 / 645 – CA is 608
  • (Corner) cHP xx Bullhorn > wait untill last active frame > VT, HP Bullhead – 410 / 635 – CA is 614
  • (Corner) cHP xx EX Bullhorn xx VT, MP Bullhead – 428 / 675 – EX Chain is 464 / 685

fHP cc

  • MP Bullhead – 195 / 360
  • EX Bullhead – 232 / 405
  • (Corner) cHP xx HP Bullhead_Bullhorn – 264 / 475 – CA is 502
  • (Corner) cHP xx HP Bullhead_Bullhorn xx VT, MP Bullhead – 380 / 635 – EX Chain is 416 / 645 – CA is 584
  • (Corner) cHP xx EX Bullhorn xx VT, MP Bullhead – 404 / 675 – EX Chain is 440 / 685

sHK cc (in V-Trigger)

  • HP Killing Head – 361 / 396 – EX Killing Head is 383 / 423
  • cHP xx HP Bullhead_Bullhorn – 346 / 475 – CA is 631
  • walk + sHK, sMP xx MP Bullhead – 403 / 551 – EX Chain is 453 / 585 – CA is 648
  • walk + sHK, sMP xx Bullhorn – 410 / 551

VTrigger cancel combos

  • sHK xx VT, cHP xx HP Bullhead_Bullhorn – 278 / 410 – CA is 523

  • sHK xx VT, cHP xx HK Chain – 311 / 410

  • cHP xx VT, MP Bullhead – 240 dmg / 370 stun – EX Bullhead is 273 / 405 – CA is 485

  • cHP xx Bullhorn xx VT, LP Bullhead – 255 / 463 – EX Bullhead is 297 / 498 – CA is 500

  • MP xx Bullhorn xx VT, MP Bullhead – 315 / 490 – EX Bullhead is 329 / 514 – CA is 519

  • cHP xx Bullhorn xx VT, MP Bullhead – 325 / 520 – EX Chain is 369 / 532 – CA is 529 – character specific!

  • sLP, sLK, sLP xx EX Bullhead xx VT cHP xx HP Bullhead_Bullhorn – 259 / 468

  • sLP, sLK xx EX Bullhead xx VT cHP xx HP Bullhead_Bullhorn – 257 / 441

  • MP xx EX Bullhead xx VT cHP xx HP Bullhead_Bullhorn – 291/ 435

  • MP xx EX Bullhorn xx VT, MP Bullhead – 343 / 535 – EX Chain 387 / 547

  • sHK, sMP xx Bullhorn xx VT MP Bullhead – 366 / 578 – EX Bullhead is 378 / 598 – CA is 570

  • sHK, MP xx EX Bullhead xx VT cHP xx HP Bullhead_Bullhorn – 353 / 528 – EX Chain is 383 / 538

  • sHK, MP xx EX Bullhorn xx VT, MP Bullhead – 399 / 618 – EX Chain is 435 / 628

  • All corner Bullheads can combo into Vtrigger

  • Corner Bullheads xx VT: MP Bullhead / Bullhorn (+7 dmg) / EX Bullhead or EX Bullhorn (+33 dmg / +35 stun) / EX Chain (+50 dmg / +14 stun)

  • (Corner) MP xx EX Bullhead xx VT cHP xx HK Hanging Chain – 320 / 435

  • (Corner) sHK, MP xx EX Bullhead xx VT cHP xx HK Hanging Chain – 377 / 528

  • (Corner) sHK, cMP xx Bullhorn xx VT cHP xx HP Bullhead – 389 / 608 – EX Chain is 419 / 618 – CA is 593

Post-Stun combos

Jumping over your opponents first makes it easier to position banana peel.
If you’ve stunned your opponent and damage scaling isn’t too high, you can do the following:

  • j.HK, cMP xx MP Bullhead – 223 – EX Chain is 265 – CA is 427

  • j.HK, cMP xx Bullhorn – 230 – EX Chain is 265 – CA is 434

  • j.HK, cHP xx HP Bullhead_Bullhorn - 238 – EX Chain is 273 – CA is 442

  • j.HK, cHP xx HK Chain - 266

  • j.HK, sHK, sMP xx MP Bullhead - 278 – EX Chain is 314 – CA is 448

  • j.HK, sHK, sMP xx Bullhorn - 284 – EX Chain is 314 – CA is 454

  • banana peel, 2f forward walk, njHK, njHK, cHP xx HK Hanging Chain – 298

  • VT, j.HK, sHK, sMP xx Bullhorn - 295 – EX Chain is 325 – CA is 493 (from MP Bullhead)

  • VT, j.HK, cHP xx HK Chain - 278

  • j.HK, sHK, sMP xx VT, LP Bullhead – 322 – EX Bullhead is 338 – CA is 520

  • j.HK, sHK xx VT, cHP xx HK Chain – 324 – EX Chain is 330

  • j.HK, cMP xx Bullhorn xx VT, MP Bullhead – 326 – EX Bullhead is 336 – CA is 530

  • j.HK, sHK, sMP xx EX Bullhorn xx VT, MP Bullhead – 375 – EX Chain is 397

  • (corner) j.HK, cMP xx Bullhorn xx VT, Bullhorn - 330 – EX Chain is 354

  • (corner) sHK, cMP xx Bullhorn xx VT(flame whiffs), cHP xx HP Bullhead_Bullhorn - 338 – EX Chain is 360 – CA is 535

  • (corner) j.HK, sHK, sMP xx MP Bullhead xx VT(flame hits), MP Bullhead - 351 – EX Chain is 373 – CA is 555

  • (corner) j.HK, sHK, sMP xx Bullhorn xx VT(flame whiffs), cHP xx HP Bullhead_Bullhorn - 366 – EX Chain is 381 – CA is 561

  • VT, MP Bullhead (stun), fdash, Banana, fdash, j.MP, fHK, sHK, cMP xx MP BHd – 499 (132+367) – CA is 703

  • VT, fthrow (stun), bwalk, Banana, fdash, j.MP, fHK, sHK, cMP xx MP BHd – 511 (144+367) – CA is 715

  • VT, KH (stun), Banana, fdash, jump, neutraljump HK, stHK, stHK, stMP xx MP Bullhead – 614 (240+374) – CA is 818

Extra situational combos
Jumpin combos:

  • (corner) crossup j.MP, sHK, cMP xx Bullhorn xx VT (flames whiff), cHP xx HP Bullhead – 407 / 648 – EX Chain is 430 / 654 – CA is 611
  • (corner) jump attack, sHK, sMP xx Bullhorn xx VT (flames whiff), cHP xx HP Bullhead – 429 / 676 – EX Chain is 452 / 684 – CA is 619

Extremely hard combos:

  • (corner) sHK CC, walk, sHK, sMP xx MP Bullhead xx VT, MP Bullhead – 431 / 681 – EX Chain is 459 / 689 – EX Bullhead is 451 / 701 – CA is 635
  • sHK CC, walk, sHK, sMP xx EX Bullhorn xx VT, MP Bullhead – 460 / 716 – EX Chain is 488 / 724 – EX Bullhead is 470 / 732

Late cancelling VT Combos:

  • sHK, sMP xx Bullhorn xx Late VT, EX Chain 402 / 588
  • cHP xx Bullhorn xx Late VT, MP Bullhead – 325 / 520 – EX Chain is 369 / 532 – CA is 529
  • (corner) cHP xx Bullhorn xx Late VT, HP Bullhead – 332 / 520 – EX Chain is 369 / 532 – CA is 536

Anti-Air Combos

  • AA VT, HK Hanging Chain – 257 / 280

  • AA VT, HP Bullhead – 215 / 280 – CA is 541

  • AA VT, MP Bullhead – 204 / 280 – CA is 530

  • AA cHP, HK Hanging Chain – 224 / 330

  • AA cHP, HP Bullhead – 188 / 330 – CA is 460

  • AA cHP, MP Bullhead – 179 / 330

Range specific Combos:

  • EX Bullhead (max range) xx VT, MP Bullhead – 180 / 260 – EX Chain is 238 / 276

Bullhead trades:

  • HP Bullhead (trade), CA – 425 dmg

  • HP Bullhead (trade), EX Bullhead – 256 / 425

  • HP Bullhead (trade), EX Bullhead (1st hit) xx VT, EX Bullhead – 297 / 458

  • (corner) HP Bullhead (trade), cHP xx EX Chain – 328 / 511

  • (corner) HP Bullhead (trade), cHP xx MP Bullhead – 280 / 495

  • (corner) HP Bullhead (trade), cHP xx Bullhorn – 288 / 495

  • (corner) HP Bullhead (trade), cHP xx MP Bullhead xx VT, MP Bullhead – 396 / 655 – EX Chain is 432 / 665 – CA is 600

  • (corner) HP Bullhead (trade), cHP xx Bullhorn xx VT, MP Bullhead – 404 / 655 – EX Chain is 440 / 665 – CA is 608

AA c.HP xx can/banana. Bit riskier than c.MP but its rewarding as c.HP knocks down.


Might as well put this here, not by me

5f safejump
Crush counter sweep, backdash, forward jump + attack
Crush counter sweep, c.MP, forward jump + attack
Crush counter sweep, s.MK, forward jump + attack

3f fake safejump
Crush counter sweep, s.MP or throw, forward jump + attack
Crush counter sweep, backdash, empty jump

The fake safejump is safe from 3f reversals (like EX DPs). Delaying or messing up your fake safejump by 1 frame will turn it into a 4f safejump.
When doing a sweep, c.MP is a bit easier to use since it works in more ranges than the other options. When using cMP, Birdie moves forward, so u’re usually in range for a jumpin.
Also, since normals have a buffer window now, it’s a bit easier to use it in setups and as a reversal.

Hey guys,

Made a simple Birdie day one combo video. It’s nothing fancy, just showing some BnB’s for beginners as well as some V-Cancel combos, corner carry and that sort of thing.

Click for video

How is it going everyone. Long time reader, and about to be first time poster providing some birdie goodness. I have been keeping notes of all of my findings throughout the betas, and have a fairly substantial word document (going on about 20 pages now) of all the various tech for him. Since Angerus has been doing a lot of the heavy lifting in terms of compiling birdie information i thought i would lend a hand.

I was going to post all of the setups i found here however I have to head to work soon, and it is just faster to upload it on google drive and transfer it over here later so i will share the link below. I will also be uploading the full document once i finish formatting it and have had a little more time in the released version to make sure everything in it still does work. Note what is posted were primarily for me, so it is not cleaned up and you will see notes and things i want to test scattered about . So if anyone needs any clarity on the setups / shorthand or has any corrections / things to add just let me know.

Note i haven’t updated my Chain setups, yet as i just saw that video showing there are actually two different timings for chain recovery. So for the chain setups listed assume it is from max range. As that was the only range i ever used the chain anyway. Anyway Enjoy.

Setups:
https://drive.google.com/file/d/0B9MyXVCJAiGVR3RtSXdKODRXdk0/view?usp=sharing

Quick list of punishes
https://drive.google.com/file/d/0B9MyXVCJAiGVR0tkSFlDVDZJc3c/view?usp=sharing

Cheers!

I’ve spent the past hour practicing these set ups, I cannot thank you enough for compiling this. Please tell me you stream, or have a Youtube channel or something, you’re a Birdie player I want to keep an eye on.

@Issillian66 if I could nominate you for best first post ever on SRK I would. This is phenomanal.

Going to be doing a lot of reading up for my tournaments this weekend.

I was working on a document of similair punishes for all characters. I think one of the biggest things for a new game is learning punishes and shit, but you already have this godlike document here. Message me on here if you want to collaborate and test setups over skype or something similar, always down to lab some shit.

I’m probably stupid as fucking hell, but what does DW stand for?

It probably means delayed wake-up

hey could someone please post a vid of birdie’s Counterhit Punish… sHK cc , walk + Bullhorn xx VT, L.bullhead? im having some problems with connecting the L.bullhead at the end and id like to see what the timing is like.

Is the VT fire hitting after your Bullhorn? For me, the trick wasn’t the timing on Bullhead, it was the walk:

s.HK cc, walk a lot, cr.MPxxBullhornxxVT, L.Bullhead. Since I wasn’t walking close enough, the fire wouldn’t connect and I couldn’t land the Bullhead. If the fire is connecting and you’re still whiffing Bullhead, the only advice I’ve got is to just do it earlier than you think.

Alas i do not stream nor have a youtube, far to lazy to set them up. I may be trying to remedy the youtube situation though, but mainly just so i can review my replays on it while at work. Would let me maximize practice time / play time while at home, instead of having to take them there to watch them lol.

@Plaid_Unicorn Appreciate the compliments, Also i hope it helps man! Gl at the event.

Yeah i find it helps me to have an idea already of what i have to do, rather than figuring it out on the fly. What i have down was more of a quick and dirty punish list, so i am sure it can be optimized more. Ideally i want to add the most common frame traps of players, especially all the day 1 stuff like Ryu’s who like to Mp>Mp which is a 4 frame gap, which can be blown up by several of our armored moves. And if you have VT on deck and EX Bullhorn canceled into Vt for a nice fat punish, can make people have to think more carefully about their frame trap game. So that is something that is on the table. But if you have anything in your punish document that i need to add to mine let me know and i will be glad to put it in there so we can have it in one place / document.

Also DW = Delayed wake up, QR = Quick Rise, BR = Back roll.

What does KH mean in your setup doc? You have things like HP KH, I have no idea what KH means. Maybe Kounter Hit in Mortal Kombat… only thing that comes to mind.

Killing head. His command grab.

Found an interesting reset that will 0-100 most of the cast if it connects.

Requires Full meter, full V-gauge:

J.hp, c.mp, EX Bullhead, VT (Start charging a button), c.HP xx bullhorn. (370,528)

(RESET) Dash forward, delay s.HK (CC), walk forward slightly, s.lk, s.lp xx mp Bullhead (315, 473 Opponent stunned).

J.hp, c.mp, mp Bullhead (Final hit builds last bar of meter) xx Super. (641)

370 + 641 = 1011 Damage. 528 + 473 = 1001 Stun

First time uploading something from PSN so I haven’t trimmed the video well. (I’ll clean it up later and change the link out)

Works anywhere on screen. Kills everyone but Gief/Birdie. Leaves Birdie with only 39hp. Gief does NOT get stunned due to having 1050 stun, so is the only one it’s not going to be useful against.

I have only tested this from 100% hp. Not sure if you start later whether the scaling ramps it up too much. Ryu dummy was set to mash jab on wakeup. Also tested against 3f jabs.

I was experimenting with trying to get more damage out of this, and I can get 1055 by subbing the s.lk, s.lp for a c.mp after the CC, but this only nets me 976 total stun.

This isn’t a MASSIVELY practical reset, but it’s also not IM-practical either.
You first need full meter AND full V-gauge. Very doable. BUT you also need to land the initial jump HP. That one also isn’t CRAZY hard, BUT you ALSO have to land the Crush Counter s.hk after the reset. That one is harder, but still not impossible. Those 3 things individually will happen pretty often, but managing all three effectively at the same time isn’t THAT likely. But it’s also not far fetched given people currently have the MASHJABALLTHETIME penchant.

Not something that I think people should work into their day-to-day games, but it might just clutch you out a round you desperately need.

Instead of “walk alot” can you dash instead?

You actually can, from dash u can connect anything that starts up in 6 frames or faster. It’s also why you can combo into his Killing head command throw after dashing.
Using the previous combo @ILL_BILL posted as an example, it would be easier to dash forward instead of walk to make the combo work:

(RESET) Dash forward, delay s.HK (CC), walk forward slightly, s.lk, s.lp xx mp Bullhead (315, 473 Opponent stunned).
-> (RESET) Dash forward, delay s.HK (CC), Dash forward, s.lk, s.lp xx mp Bullhead (315, 473 Opponent stunned).

If the distance isn’t too big, it is easier to just walk and time cMP instead of dash and be frame perfect with cMP (even with the 2f buffer window).
The only combo where you really need to walk forward if you did CC at a distance without an alternative is when you’re trying to combo into cHP xx HK Hanging Chain.