I only want some buffs on his c.grabs.
I think they have like 5 frame start-up and even his light version is lacking in range.
That would be fine if his ex version had some invincibility.
I only want some buffs on his c.grabs.
I think they have like 5 frame start-up and even his light version is lacking in range.
That would be fine if his ex version had some invincibility.
His theme is so much better than I could have hoped.
If there weren’t grounded frames on wakeup, every time you wakeup you’d just hold up to get reset instead of taking a mixup. The reason you can hold up out of throws on wakeup is because you’re throw invulnerable for a few frames.
Got a sick combo with Birdie…
j.hp > s.hk > s.lp > EX BHD > VT cancel 1st hit > c.hp > EX chain grab 414 dmg.
if you want to do an almost full screen corner carry, substitute an EX BHD for the EX chain grab…
j.hp > s.hk > s.lp > EX BHD > VT cancel 1st hit > c.hp > EX BHD
Birdie’s j.hp causes more hitstun than his j.hk and makes the s.hk combo easier.
Prejump frames are throw invincible I believe. It’s how you get fuzzy jumping where you block during the first frame of wake-up then jump, as you have a few frames of throw invincibility of wake-up so you’ll block a meaty and dodge a throw. You can still get chased down or hit with a delayed attack however, so it isn’t a panacea
It’s possible to do 2 standing lk into mp and combo into headbutt… for a 4 hit combo! without jump.
you have to walk forward within 1-2(?) frame after s.lk to link another s.lk to be able to connect the standing mp. More frames on ch ofcoarse and doable without. this is within hugging distance so probably best use for wakeup pressure.
after getting use to the visually you can see him moving forward (barely) it becomes actually not very hard to do.
*edit it seems as tho your linking standing lk. rather than chaining it to prevent pushback.
I’m pretty sure you can do more damage with s.HK > c.MP > EX Bullhorn or EX BHD > VT
s.HK > c.MP > regular bullhorn also works, but I’m not sure if VT will connect outside the corner in this case.
how do u get bullhorn to hit 2 times again?
Yeah, unfortunately s.hk > c.mp doesn’t work after a jump in HP/HK. They get pushed too far away for the c.mp to connect, even in the corner. The s.hk > c.mp link seems to only work when you start on the ground.
Oh I see, I didn’t expect this.
Well this changes things since it can’t be done consistently, but what if you slightly walk forward after the jump?
how do u get bullhorn to hit 2 times again?
Vtrigger
Can we get some less pushback on CH…for a game that wants us to play smart, if i get a CH i want to be able to do some CH specific combos.
Any tips on doing his bullhorn? Like wich button to hold and when (specially in combos).
I’m unfamiliar with this kind of move on a character but i want to learn him.
Any tips on doing his bullhorn? Like wich button to hold and when (specially in combos).
I’m unfamiliar with this kind of move on a character but i want to learn him.
Well since it’s available on all 6 buttons (totally threw me off at first) your go to in combo’s is likely hk or hp depending on where you started the combo.
i think its really hard to get used to the fact that his jab dosn’t combo or lead into much unless its a counter hit…when upclose what do you guys usually do for block string? lk jab mp?
I used his cr.LP as a poke to keep them out and force them to try to jump in so I can AA them.
I swear this is a character that everyone is sleeping on. Everyone’s eager to post their Ken/Necalli/Rashid tech yet no one has any frontpage stuff about Birdie.
Good. I like that he’s turning out to be the dark horse.
I feel this is the character that capcom has really achieved good balance with, they didn’t overt do his neresponse and gave him some sweet buffs, and they kept them.
I swear this is a character that everyone is sleeping on. Everyone’s eager to post their Ken/Necalli/Rashid tech yet no one has any frontpage stuff about Birdie.
Good. I like that he’s turning out to be the dark horse.
Because he’s pretty simple. It’s like; okay, his jump in grab is a gimmick only useful in pure Yomi situations or against idiots. Chain can be comboed off of cr.HP and can be used as a Yomi tool. You AA with cr.MP. Get in and do BNB or make them guess. If they mash or get in you do EX Bull Horn.
guys can someone explain how to cancel normals into ex bull Horn ? (hold KK or PP). for example basic combo: sLK, sMP xx ex bull horn
after sMP i have to press 2 kicks or 2 punches and hold 2 sec for ex bull horn… and I can’t combo… what do I do wrong ?
guys can someone explain how to cancel normals into ex bull Horn ? (hold KK or PP). for example basic combo: sLK, sMP xx ex bull horn
after sMP i have to press 2 kicks or 2 punches and hold 2 sec for ex bull horn… and I can’t combo… what do I do wrong ?
u need to hold the 2 button before hand not during the combo. (edit you can hold high kick after jump in hk then hold lk then cancel mp x exbullhorn)
cancel standing mp by letting go of those 2 buttons. u don’t have enough tile to hold and let go after standing mp. U have to charge it.