If they do something that puts them at -4 then the proper punish is the sLK, sLP xx LP Bullhead. You need something to be -7 to punish with sMP but you would want to use cMP anyways because it’s a frame faster in startup and does 10 more damage.
@deteknician sLP, sLK xx LP Bullhead does 1 more damage (163) than the other way around (162) [wtf capcom kappa]. I haven’t compared the pushbacks too much. sLP, sLK, sLP xx LP Bullhead can work from close range. if you are further you just omit the second sLp.
What are people using as their midscreen combos when they have a full v-trigger meter? Usually if i’ve got v-trigger and 1 bar ill go for:
st.lk, ex headbutt, vt (after first hit of ex headbutt), cr.fr, bullhorn.
Is this optimized? should i be getting any more damage? Also do people have any meterless midscreen v trigger combos they use?
Seems like s mp, qcf+mp is all u get after a far jump in! s lk has no range and c lk has to be linked into s lp or s lk. I like c hp as an anti air but c hp to qcf+hk misses at mid range…unreliable. I’m getting at how Birdie’s mid range combo potential seems to start and finish with s mp. Everything else requires Birdie to be nose to nose with them.
Birdie’s LP and MP Bullheads in VT have a crapload of pushback on block and gain a point of juggle. I’ve been investigating what can occur when combined with cr.HP–since it’s quite long for a cancellable button. HP Bullhead might be useful as a ghetto frametrap, but it’s just so, so slow.
On hit, cr.HPxx236LP juggles, no sweat. Sadly, cancelling into CA will always whiff. Despite the substantial pushback, it’s easily punished on block.
On hit, cr.HPxx236MP will go under the opponent unless you spaced the cr.HP from far away (CA still won’t connect, either). It also does less damage, though not by much. The upshot is that some characters seem to have a hell of a time getting a damaging punish from it (in particular, Dhalsim’s only “good” option I can think of is slide into V-Trigger–his buttons seem to either whiff or leave him minus). Mind you, sweeps usually work, but if Birdie has a big life lead this might not be that risky. Of the characters to definitely not try it against, it’s Zangief for sure.
Compared to the cr.HPxx236MK gimmick, this one doesn’t work as a frame trap, but is less risky if they hear the clown car coming.
Not really practical but if you get a knockdown close to the opponent and you have meter you can throw a banana and then keep the buttons held and then if by some miracle your opponent falls for the meaty banana or blocks it and tries to throw a jab or something at you if they anticipate a throw or they try to jump away out of what they think is a setup you can just let the EX bullhorn rip.
I revisited LK chain oddities and setups I had and now figured out what caused all the inconsistent results:
Light Hanging Chain setups 20f~25f - 79f~83f
Knockdown advantage from Light Chain is weird. There are 2 versions of the chain and 4 total results for knockdown:
If you’re close, Birdie will make a little scream during the throw. 20~21f knockdown advantage.
if you’re far, Birdie won’t make that same little scream. 23~25f knockdown advantage.
The knockdown frames are also affected of your proximity to the corner. More detail under this.
The following is all when the opponent quick rises
cornered opponent close LK chain: 20f kd advantage and extra pushback.
A good way to prepare yourself mentally for Birdie cornered LK Chain setups is right after V-reversal if you’re cornered with pressure.
If the opponent quick rise or back rises and holds up, he’ll get caught by your meaty LK Chain.
Once it hits, you can either go into fdash, meaty command throw/ normal throw or do sLK, meaty sHK if the opponent quick recovers.
[s]Okay, this might sound obvious to the more experienced people here, but this was a revelation to me.
If you’re struggling with the C.HP to HK Chain combo, simply hold downback while doing the C.HP, and do the special from there. You can do all the half-circle specials from downback, without going all the way to the Back position.
Realizing this made me feel stupid and elated at the same time. Enough so that I nearly put it into the Beginner thread instead. But dangit, it’s a combo thing, so it goes here.[/s]
Anyone else see the video from the recent front page article (the video is on twitter, not youtube so no clue how to link soz) where a guy shows Birdie hit someone with a lk. hanging drop and as the other guy quick rises birdie does a forward j.mp gets a cross up but lands in front of the opponent? Definitely giving that some investigation in the lab.
Crossups are weird in this game. I’ve hit people with crossup J.MP and landed in front of them a good few times, especially in the corner. Same thing has happened against me with stuff like Chun’s V-skill.
Only way to legit set close LK Chain up is from a spaced cHP xx LK Chain or from EX Headbutt (+10 on block), max range cHP (blocked) xx LK Chain (interrupts 5 framers).
jMP being odd depends on what frame you press the jMP, you can also mess around with it in the corner to do a fake cross-up.