Gief’s Super doesn’t have a lot of range, I think you just outranged him with your own command throw.
I think the combo doesn’t work while Laura is walking or on specific frames of her idle stance.
The position box on her walk animation is probably a bit more distant than her idle stance, so as soon as she gets hit by something she’ll be farther away (making the rest of the combo drop).
He can be frame-trapped very easily. Cammy and Nash (when played right) can just annihilate him once they’re in.
Also, something was definitely changed with his EX Bullhorn. I remember in Beta 2 that I could hold it down for as long as humanly possible (even though you only need to hold 2 buttons down for a second) and it didn’t matter if I got hit or knocked down or blocking something. If I had a window then I could do EX Bullhorn. Now it seems like if you get knocked down or hit it resets the charge time completely. Either that or Capcom added more startup to it even though I don’t think it has any added startup.
I was right next to him. LP Command Grab doesn’t have a lot of range dude. So, if Gief’s grab has even less range then that then he’s fucking terrible by default.
I can’t believe they removed st.MP, st.lp ,bullhead. Oh well.
I’ve been trying stuff with his jump MP and the hitbox is really good to setup fake crossups and fool the opponent. It also interacts in a funny way in the corner, I recorded a little vid showing it:
Hey guys I was wondering about a few things, does Birdie’s v-trigger give his bull horn or bull head any special properties? Armor, makes them safe on block? Or is the v-trigger simply for more damage and that’s it?
Nope. Still unsafe. It does buff damage and his walk speed. He can cancel into it from certain moves and continue the combo but it’s not like an FADC where he can make himself safe.
They don’t just have a chart programmed into the game for every single move that says whether it magically beats or loses to every other move in the game. Either Birdie’s command grab is throw-invincible (which I’m pretty sure it’s not, since it never was before), or your opponent fucked up and you were out of range, or he tried to grab you while you were still in hit/blockstun or throw protection frames, and you happened to do your command-grab at the same time.
That could be it. I know it DOES work sometimes while she stands still through, so it must be a different pushbox during certain frames of idle animation.
Yeah, everything is assumed to be standing unless noted otherwise.
cr.MP is quite possibly the best anti-air in the game. It can beat pretty much anything with proper timing, and it even reaches right above you, so it can hit people jumping over you. It’s pretty much all you need for AA. Sometimes I use LP against divekickers (Cammy, Necalli) to stuff divekicks…if they change the timing and make me whiff it, LP has less recovery than cr.MP, so it’s less likely you’ll get punished.
Im lovin Birdie. I was really excited for Zangief but Birdie is just too much fun. Does massive damage and his combos are good too. Iv stolen so many games with his crouching hp into v trigger.
I do wish his moves were a little faster. Many of the tools they took away I also hope they do give back(hit confirm combos, crush counter standing hp). He does have a hard time dealing with rushdown due to his slow normals but right now I just never give my opponent a chance. The only character I have any trouble with is Mika.
Yes, VT makes birdie’s bull head have faster startup, gives them armor, and they’re slightly safer on block. With the faster startup, birdie’s stomach gains a hitbox so bull head hits faster.
In VT, bull horn also gets armor and is safer on block.
Whats the combo you’re doing off cr.HP into v-trigger? I’ve used cr.HP occasionally for my anti airs but never thought to combo, would usually just do the followup st.HP and that’s it. Would love another way to get into v-trigger outside ex bull head. And if it can go into a decent combo, even better.
Interesting, yeah I mostly just wanted to know about armor, cause I figured it was still unsafe due to how long the recovery looked. Guess I’ll try and abuse that armor then, see how good it is.
With crouching hp into v trigger I will follow up with either ex bullhead or lp bullhead into super which does huge damage.
If I dont have vtrigger ready then i do crouching hp into his air chain. This is my goto combo after a jump-in or a stun. Can also be used for certain punishes. I think this is the highest damage he can do with no meter but im not 100% sure.
Faced only 2 Birdie players after spending 7 hours with the beta. Now i wonder if this was a wasted slot? And i’m saying this as someone who has played and liked Birdie since phase 1. But i have to admit, my interest has slowly faded.
That just means you’re tired of fiddling around with him for a bit.
Even with him being a good character here Birdie hasn’t ever really been popular and he’s pretty straight forward. Everyone is just dabbling into the newer beta characters anyway so I ended up running into a good bit of Lauras.
I’ll be sticking with him since they have been giving him a decent amount of tools over these pass few betas, but I’ll end up using like FANG too somewhere in the mix.
I put up some beta3 birdie frame data, including his VT stuff. VT stuff really hasn’t changed since beta2. He does less damage, but that’s probably because of the base damage reduction.
f+HP’s armor kicks in at about frame 2. I was able to go through badly spaced low forward xx hadokens and Birdie’s c.MP xx m.bullhead
Birdie also has armor on all his normal bullheads in VT for a short while.
I’d say it kicks in at about frame 5 and stays before the attack is active. It’s a tricky tool to use as an AA for example, since the armor property stays for a very short time.