Birdie General Thread: The Banana Bogey Brawler

I really hope that change gets reverted. Hopefully Birdie can still do s.LK > cr.MP. He should still be able to do s.LK > s.LP though, right?

Edit: In light of the fact that virtually every character lost the ability to combo into medium attacks from light attacks, I am less upset. In SF5, the damage you get from any given normal is now proportional to its risk/resources expended, which is healthy for the game, and represents a return to Street Fighter’s roots.

SF4 has been around for a while now, so being able to combo into your most damaging moves from your fastest, safest normals became standard fare. I’m glad that they’re reversing the trend.

Yes I’m aware of this combo, but that combo does little damage post-stun compared to other combos.

  • banana peel, f+HK, sMP xx Bullhead - 242 dmg – combo in the video done in beta 2 after stun with scaling

Another combo you can do that’s actually more damaging with f+HK is c.MP xx bullhead or c.MP xx bullhorn

  • banana peel, f+HK, cMP xx Bullhorn - 261 dmg

Now the reason why I do neutral jump HP instead of f+HK isn’t because f+HK does more damage on its own, but because jump attacks allow birdie to walk forward so he’s in pointblank range to do sHK and link into cMP afterwards. This in total does more damage.

  • banana peel, crossup jMP, (opponent gets tripped by banana and pushed inside you), sHK, cMP xx bullhorn – 270 dmg
  • banana peel, nj HP, walk forward, sHK, cMP xx Bullhorn – 297 dmg

The reason why I didn’t add the other banana combos in my list is simply because it does less damage than normal combos for the amount of effort you put into it and the high risk of dropping it.

oooo i get it now, didn’t know point blank sHK could do that. very nice

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

Almost 3 hours of great Birdie play, also a match against InfernoKong (Birdie) at the end.

Has Birdies jump chain throw move always been able to clear Nash’s Sonic boom? I remember trying I think first and second beta and not able to get the jump.

yes, it worked even then

This video demonstrates that all characters can safely buffer V-Trigger activations into their footsie normals.

I think Birdie is best equipped to take advantage of this mechanic, since outside of Dhalsim, he has the longest reaching normals in the game. Once you have V-Trigger, buffering an activation into s.HP or s.MK will make his tremendous neutral game even scarier.

When the beta goes live, could someone test what Birdie can do with technique? I would imagine that at max range, you can do s.HP xx V-Trigger > LP/MP Bull Head xx Critical Art. Not very flashy, but probably very damaging. Does this combo work with s.MK, or is there not enough hitstun? Do you have enough time to link a Hanging Chain? What are his most damaging meterless options? Since Birdie players will be using their V-Skill a lot, safely activating V-Trigger will be a big part of his game.

Shp doesnt crush on counter. Looks to do less damage. Don’t imagine Fang being a high health character.

According to his stats, his health rating is “3”, which means he has average HP. Birdie’s just very strong still.

what could you even do with S.HP CC anyway? maybe they made his tackle normal back to a crush counter now?

You could do MP headbutt. I hope f+HP is back to being CC.

Mind explaining why you would prefer f+HP have CC properties over s.HP? Is it because f+HP has armor? Also CC f+HP would leave you close enough to do s.MP xx MP Headbutt. I’d have to say I think s.HP having CC properties is a bit better because it’s such a long range poke.

F+HP is a CC in the PSX build but it puts your opponents in an airborne juggle state, and you have to remember that F+HP is punishable on block.

Getting 250ish damage for hitting s. HP CC was too good in neutral.

yeah, you pretty much answered the question. f+HP leaves you close enough to get s.mp > headbutt. f+HP needs to be a bit better IMHO cause it’s pretty unsafe on block. s.hp having CC might be a little too good.

What is Birdie’s best meterless combo off a CC st.RH?

Depends on how deep you are.

If you’re close you can go with cr.HP > Bullhorn or cr.HP > st.HP for though this one has less damage.

Most CCs off st.RH are too far to do anything other than a st.HP or a mp.Bullhead

Pretty sure you could do s.hp CC, walk forward rather slightly and link a s.mp. I remember doing something like that back in phase 2.

I know that you could walk forward after a s.hp CC and get a s.lp if you were in V-Trigger.

Yeah you can also walk up and get off a s.mp > s.lp in some cases.

I just tend to stick with his HPs off CCs since his normals hit so hard unless I know I can get an extra st.lp off a st.mp.

guys …did anyone find any new links? anything changed from the last version ?

birdie nerfs :’( and they switched his St.HP from being a crush counter to his F.HP