Birdie General Thread: The Banana Bogey Brawler

Birdie play from the Dhalsim build. I believe I have a couple more matches as well. I’ll throw them in here once they’re up

it looks like low light kick to standing light kick combos thats good since they got rid of jab combos makes me happy

More Birdie goodness:

https://www.youtube.com/watch?v=0_fEY3nRCVs

yeah, if c.lk > s.lk combos that probably means he can do c.lk > s.lk > s.mp > headbutt. That’s assuming he can still do s.lk > s.mp. In beta2, he could do c.lk > s.lk > s.mp > headbutt with counter hit turned on.

I noticed in that 2nd video he stunned his opponent and tried j.hp > c.hp > chain grab and the chain grab didn’t connect. Looks like they took the ability to juggle with the chain grab here. I wonder if it’s gone completely, or maybe only the EX version will work in that situation. I thought it was a cool change in beta2.

What would you guys say the best combo would be after a successful stun?

probably jump heavy, crouch hp x chain grab for no meter. with meter ex bull horn replace chain. with v trigger, …c.hp x bullhorn x trigger x lp headbutt.

https://www.youtube.com/watch?v=aoMOIDS60U8

Infiltration likes bananas apparently.

Ahh yes.

Infiltration has relived the same joy of my first time Birdie victories.

EX Horn is for sure not safe on block.

Apparently anti-air st.HK causes a juggle state.

http://i.imgur.com/kbTFD1e.gif

i wonder if you can toss a banana down and continue

For meterless you have 2 combos depending your opponent or the situation:

  • j.HK, cHP xx M.Chain - 275 dmg – M chain launches opponent fullscreen so u have room to breath so u can Vskill
  • j.HK, cHP xx Bullhorn - 282 dmg – L chain or this leaves the opponent in front of you so you can meaty him, it also does slightly more damage and even more in VT

meter:

  • j.HK, cHP xx EX Bullhorn / EX Bullhead - 296 dmg
  • j.HK, sHK, sLP xx EX Bullhorn / EX Bullhead - 307 dmg
  • j.HK, c.MP xx Bullhorn xx CA - 462 dmg

If you wanna style:

  • banana peel (behind opponent), nj.HP, walk forward, sHK, cMP xx EX Bullhorn / EX Bullhead – 307 dmg

Vtrigger:

  • j.HK, c.MP xx Bullhorn xx VT, L.Bullhead - 348 dmg
  • j.HK, c.MP xx Bullhorn xx VT, EX Bullhead - 378 dmg
  • j.HK, c.HP xx EX Bullhorn xx VT, EX Bullhead - 426 dmg – corner only
  • j.HK, c.MP xx Bullhorn xx VT, L.Bullhead xx CA - 552 dmg

In a nutshell, I never use EX to do extra damage in combos unless I’m positively sure it’s going to kill, saving meter to do CA is just too good to sleep on imo.

Has anyone explored using Hanging Chain cancels in block strings, a la Makoto’s hayate cancels or El Fuerte’s run stop pressure? I imagine you’d probably get the most frame advantage off cr.HP, can anyone confirm or deny?

They are really slow, the ball has to make a full rotation.
It’ll be more useful as a setup or baiting between high and low than a cancel close up.

I’m actually looking at Birdie as a backup for Sim for my zoning/midrange lame space control character right now. Birdie doesn’t have any projectiles outside of v skill but I love the fact he can get big damage off anti airs like this.

He looks like he can be hard to approach with his arsenal of good anti airs, v skill banana tripping people up when they get in, ex command grab blowing up untrue blockstrings. Then he has lots of mid range options like chains, jumping grab and his headbutt dash move. High health aswell.

LPN is at capcom right now playing the latest build. I asked him if birdie can still do s.lk > s.mp > headbutt and he said no.

LOL! F U CAPCOM

double post.

back in beta1 this is what i found to be the best setup to a banana combo; fHK does more damage than a jump in
https://www.youtube.com/watch?v=3L5AMtw8zRY

SO COOL