The Sim match is definitely tricky. If the sim likes to throw out limbs you can easily catch them with the chain grab. You can punish his fireballs on reaction with bullhead. Sim’s grab range is ridiculous. He’s grabbed out of my pokes.
hmm okay guess i was wrong,sorry for that
can we talk about defensive options? i’m getting blown up by random rushdowns. what are birdie’s best punishes on block? i’ve been getting some mileage out of mk as a midrange poke to keep people out, and of course reading ridiculous jump-ins with the chain, but once someone gets in and starts pushing buttons things get tough.
can we talk about defensive options? i’m getting blown up by random rushdowns. what are birdie’s best punishes on block? i’ve been getting some mileage out of mk as a midrange poke to keep people out, and of course reading ridiculous jump-ins with the chain, but once someone gets in and starts pushing buttons things get tough.
F.HP has armor. EX bullhorn also has armor and is safe.
what are his v-trigger cancel combo’s now?
can we talk about defensive options? i’m getting blown up by random rushdowns. what are birdie’s best punishes on block? i’ve been getting some mileage out of mk as a midrange poke to keep people out, and of course reading ridiculous jump-ins with the chain, but once someone gets in and starts pushing buttons things get tough.
I block until I can hit lk, can use neutral jump hk or anti air with cr mp.
Just be patient and punish.
Just made a Necalli ragequit by spamming standing mk when he was in the corner
Just made a Necalli ragequit by spamming standing mk when he was in the corner
Congrats, thanks for sharing.
Re: Sim
You can use bull charge to armour through the limbs. Works better than in other matchups because the limbs extend so far.
u can whiff punish with bullhorn on sim on reaction too.
can we talk about defensive options? i’m getting blown up by random rushdowns. what are birdie’s best punishes on block? i’ve been getting some mileage out of mk as a midrange poke to keep people out, and of course reading ridiculous jump-ins with the chain, but once someone gets in and starts pushing buttons things get tough.
This is what’s getting me as well a lot of the time. The good thing about how birdie plays is that whoever is rushing you down has to get through all of birdies normals before they can start their pressure. I still get rushed down a lot, but at the point where the pressure STARTS, I normally have a good life lead.
V reversal has been REALLY good here, but i still forget it exists half the time. Since birdie builds v gauge so fast I always have a stock ready. Even if they block it, it still puts them at an ideal distance for birdies normals again.
If you think about that distance, all you need to punish them with is his standard s.lk, s.lp, lp bullhead. Damage is low for birdie, but it leaves them in a nightmarishly difficult spot to actually mount an offense from after eating it. If you get counterhit, then you’ve learned to block after whatever string they’ve just done. If THEY block the s.lk from you, great! You can put them in a string of c.lp to push them back out again. If you can get a s.hp at the end of the string, it leaves them at ideal birdie distance again. (careful with that. You can eat an uppercut if your opponent is on point.)
I think defensively, all the characters have holes where a blocked light normal can push them out into a position where birdie can control them. I feel he’s weak when people get right up in his grill. Defensively I think the goal should be to shove them out to where your normals are a pain in the ass to deal with, rather than waiting for an opportunity to hit them with big damage. That being said, obviously if you can find big damage from an easy punish, do it, but i wouldn’t worry too much about it with birdie. His normals give him SO much control that if you put them into a good spot with him, the damage will come.
what’s the best way to punish Karin’s Resenha ? (overhead move) and than it’s either low or throw. if they go for low, it’s easy to punish. But how to punish/block overhead into throw ?
Can you v reverse the overhead? You might be able to avoid the mixup all together. I’m away from the beta atm so I can’t test it.
what’s the best way to punish Karin’s Resenha ? (overhead move) and than it’s either low or throw. if they go for low, it’s easy to punish. But how to punish/block overhead into throw ?
You can jab her out of the overhead if you see it coming. I know she can be jabbed out of the sweep as it isn’t a true string. With the grab just duck. It will go over you most of the time.
quick question on a light blocked srk can you crush counter that? or is the kick to slow?
You can. Hk is 12 frames of startup though, so you have to start it earlier than you think.
thanks guys info in this thread really helped me out
what’s the best way to punish Karin’s Resenha ? (overhead move) and than it’s either low or throw. if they go for low, it’s easy to punish. But how to punish/block overhead into throw ?
The overhead move is around -4 on block if she does the heavy version. Sadly that means u can’t punish it with Killing Head (spd).
The low can only be interrupted by 4 frame normals. 5 frame normals will trade greatly in her favor. sLK, cLK is your only answer here.
The throw will punish all normals that leave you standing. This means u can’t use sLK to interrupt it.
Putting all of it together:
cLK is the only normal that will punish all of her options.
If she does nothing after the overhead, you can hitconfirm into cLK, sLK xx l.Bullhead
If she does the slide, you can hitconfirm into cLK, sLK, sLP xx l.Bullhead
If she does the throw, you can punish her after whiffing cLK, with sLK, sLP xx l.Bullhead or sHK, cMP xx M.Bullhead, or cHP xx H.Hanging Chain, or anything from MP
What are you guys doing with Hanging Chain? I haven’t found many uses for it outside of the rare HK/EX anti air or comboing from c.HP. I was thinking I could use the MK version as an occasional Dhalsim esque poke against characters that can’t punish from max range because I’m finding it to be too slow to counter projectiles reliably. I feel like I might be thinking myopically here.
all i ask for birdie is to combo s.mp with s.mp with from counter hit, everyone can do 2 mediums into big damage and birdie can only do jabs to light…birdie does big damage but is free to wakeup and rushdown. and his moves are pretty telegraph despite the range and damage…so once people learn to block and react to dive grab then it’s gonna get a bit tougher for birdie.
He’s not great if he gets knocked down, but as long as you can block one mixup, every character has a hole that you can exploit with a light normal or V reversal, as long as you’re not predictable with it. Even if you get hit by a couple, Birdie’s giant health bar means you get more than one chance to recover and start playing your game again.
I don’t think he’s free to neutral rushdown at all. Most characters really struggle to actually get in around his normals. I find he converts more damage off of punishing peoples offense than trying to mix them up with revengers etc.
He’s designed to DOMINATE the mid range, which he does extremely well. If someone is getting in on birdie, 9 times out of 10 they’ve eaten a shitload of boots to the face or delicious backhands before they get there. It would be NICE to be able to counter hit s.mp into s.mp, but I think he would get waaaay too much damage off of it. As it stands, I think he is one of the most solid and well balanced characters in the game.