Birdie General Thread: The Banana Bogey Brawler

Oh really…that’s a little confusing. What about Vega, is BLR from Beta 1 as well??

Yes.
Beta 3 Vega is in EB2. You can tell if it’s ‘closed beta 3’ if it says cbt3 instead of cbt1

Birdie’s overhead was anti air in Alpha 2 also, one of the first things I tested lol

Thanks for that. I had another question. 8 means neutral jump - but what about forward jump? I’ve not found something that shows forward jump normals yet…unless they’re all the same as neutral jump normals?

can someone explain this pictures to hitbox noobs like me ? thanks

Neutral jump normals are the same as diagonal jump normals for most characters (and Birdie).

blue box is the hurtbox, while the red is the hitbox.
The red box (hitbox) will damage the opponent if it makes contact to a blue box (hurtbox)

The hitbox in this example extends quite a bit from the hurtbox and is also above Birdie’s head eventually, making it possible to anti air with it.

more information here (link leads to eventhubs): http://www.eventhubs.com/guides/2009/sep/18/guide-understanding-hit-boxes-street-fighter/

It’s just always a part of Birdie to have odd hitboxes or just extended ones in general. It’s like a tradition for him.

Course I’m not too surprised by his overhead being an anti air. Just the way he swings his legs is just begging for a pretty large hitbox.

Birdies strong anti airs are great. He can cover every option.

I’m guessing this command grab tech works with Birdie and Mika as well… *rubs hands together and cackles maniacally
https://www.youtube.com/watch?v=9el-hKMU3bs

He shows Birdie already at the later part of his video

It’s nice we have awareness for it, but it’s not exactly any new ‘tech’.
You can do this in other games as well, as a matter of fact the buffer window was pretty big for it in SF4. You can input hcb with Honda, then walk 10 frames forward and still get oicho throw out.

LOL, since when is the input window considered tech?

I was playing around with Birdie this evening and found some weird stuff with the priority of his specials when they overlap with the bullhorn. I still need to do some testing, but I have a theory that the priority of specials changes if you’re in pre-jump frames.

hold p, then hcb+release p will always give you command grab, not bullhorn. I think if you are in pre-jump frames, like f,df,d,db,b,ub+release p you get bull horn. It gets weirder. Hold 2p, then f,df,d,db,b,ub+release 2p will give you EX bullhorn. But hold 2k, then f,df,d,db,b,ub+release 2k will give you normal bullhorn, not EX bullhorn. If you hold p, then qcf,qcf,uf+release p you get bullhorn and not super. I will test more tomorrow though. I’m not exactly sure what’s going on. I was testing this on a Hitbox and need to try on a joystick.

Something else I noticed, if you wiff his hcb+p, then hold up during the wiff animation to jump, you will end up closer to your opponent than if you did something like hcb+p, wait, then jump up. I see some weird stuff going on with the camera when I do this. If you repeatedly do this, you’ll slowly inch towards your opponent. I don’t think this has any applications at all, I’m just playing around with inputs and trying to break things.

I also tested out how many frames of startup birdie’s super is. It’s 6f startup.

The priority switching depending on what state you are and what buttons you use (for Bullhorn) is pretty interesting.
About hcb+p, any form of cancelling his animation will inch you further, so just crouching will do that as well.

i like how people are passing off that command grab thing as “Tech” when its been around since maybe the first beta

That “tech” has been around since 1991 in WW. It works because there is an input window for specials. You don’t have to press the button immediately after completing the motion. Every character has always been able to do it.

Yeah man I do walking 720 with t.hawk in sf4, old news. You know event hubs just gotta post something though.

Cvs2 you can walk forward sonic boom

I played around more with those special move priorities on a joystick this time. I couldn’t reproduce the problems. I think it’s a thing that only a Hitbox can reproduce. I was holding the up button+any other button. Then I would do a special move command, then release both the up button and whatever button I held down. This would always give me bull horn instead of the other special move I was trying to do.

I did notice another weird thing with special move priority though. qcf+any p+any k will always give you hanging chain. As soon as you active VT, qcf+any p+any k will give you bull head. Very strange.

I figured out a property of EX bull revenger(hcb+kk). It’s considered airborne on the 2nd frame. You can sort of use it to avoid throws because of this. You’ll probably just get hit as you land if you try to avoid normal throws, like gouken’s crappy EX demon flip. It might be decent against other character’s command grabs though. It goes over low attacks really well but we already kind of knew this. You can be hit or thrown out of it if the opponent’s attack hits on the first frame of bull revenger.

Any tips doing his EX Bullhorn on reversal? Being a hold-release special its tricky to do it with reversal timing, you can’t double tap or piano it like a DP motion.

I haven’t tried it myself, but maybe u could reverse piano it by releasing all buttons (at least 2 at a time).

If you are already holding a button for bullhorn, can you press another for ex or does it force you to push two at the same time initially for ex?