The fear of dive grab is real. If manage to land one or go for it at least once the paranoia will set in. In most of my matches so many players were on the guard for it I was able to get in Birdie’s optimal range without problems. I need to make use of his slide more as it seems safe. No one I played was able to punish it.
i have no idea how to deal with rush down nor do i know the frame data for birdie but i still had fun, hope theres some tutorials for him later
https://www.youtube.com/watch?v=fl-GHQehKIA
That banana peel/overhead set up was dope.
Is there a way I can pressure safely with Birdie without burning meter?
thanks
Today was the first day I really picked up Birdie and committed to getting proficient with him. I really like him, he’s fun to play, has good normals, and deals good damage with minimal effort.
Here’s a very easy trick you can do with Birdie, that I haven’t seen other Birdies really do.
If you’re a good distance away and u throw the Can, just walk after it.
As soon as the opponent jumps over it or does a horizontal moving attack (tatsu, karin overhead, necalli’s charge, …) from far, you AA him with f+HK (the overhead, as it reaches higher and is faster than s.HK, reaches farther than c.MP, and just has great hitboxes).
If the opponent does nothing and just downbacks, you can still walk up to it and with the same button, just overhead the opponent as he’s stuck in the Can blockstun.
Depending how close you are, if you’re in VT or if you dashed forward after the can, you can overhead nearly at the same time or even before the Can will connect, making it hard to block.
Breaking down the options to pretty much 1 thing in some matchups, makes it much easier to react to everything or focus on other things, imo.
After coaching other players what to do vs Birdie, I’ve realized you can pretty much body any Birdie you’ve come across that doesn’t know about EX Killing Head being throw invincible.
You see, if you have a character that can tick throw well and if that throw also leaves you right next to him, you can lose the game from 1 sequence into stun.
Birdie and Zangief are the only 2 characters I know of, that can be punished for teching or whiffing a throw by neutral jumping. Whiffing a throw with other characters isn’t that dangerous.
For example: Nash uses this setup a lot -> LP, normal throw.
- If you press some buttons, you’ll definitely get thrown (LP is +3 on block)
- If you Vreversal after the LP, you’ll get thrown
- If you EX bullhorn through the LP, you’ll still get thrown
- If he jumped after the LP, and you teched, you could eat a full punish combo as if you whiffed a command throw.
- If he does indeed throw and u teched that, all is well and u create some pushback.
If a throw connects one way or the other, you’re put in a worse situation.
Now, We have to include meaty throw and meaty normals to the mix which leads us back to square 1.
Now if you’re still with me, half of this gets fixed by occasionally throwing EX Killing Head, and if you’re in VT EX Bullhead to stop meaty lights into throw.
Depending on the matchup:
- walk forward and do nothing until you’re in optimal range.
- sLP, sLK, sLP hitconfirm
- sLP, sLK, sMP blockstring
- Overhead (-4) from blockstrings
- Hanging chain from max range
- If the opponent isn’t pressuring you, you can throw out a can safely from fs and follow it (unless you’re dealing with characters like Rashid)
- Build meter fullscreen first by throwing out a banana and whiffing 2 command throws
- Or don’t pressure if it isn’t worth it and if you have the lifelead, let them come to you similarly like E. Honda’s gameplan.
I was getting so much mileage out of anti-air c.MP into meaty s.RH. If they try to press a button, grab or backdash, they’d get crush countered for insane damage. s.RH is zero on block, so not much risk to throwing it out. Once you condition them to expect the s.RH, you can go for a command grab or bait their reversal, depending on the player/character.
Also if you tag your opponent with anti-air c.MP high in their jump, you have enough time to go for a cross-up j.MP. It’s such a strong way to completely reverse the momentum. Basically my entire gameplan consisted of baiting my opponent into jumping, and then capitalizing off it. God damn people jumped a lot this weekend.
Wait, does landing cr Mp then landing standing Hk before they hit the ground grant CC?
Only if they try to press a button, grab or backdash, sorry, I figured that was implied.
Np, I didn’t get to play this past beta so I was curious if they had made a change. My bad
No worries dude! I edited my post for clarity.
I only ever used Hanging Chain if I was covered by a banana peel, it felt too unsafe to throw them out raw. That way, if they try to punish me with a jump-in, they’re forced to land on it. I also found Hanging Chain feints to be very useful for baiting opponents to jump.
I was doing that a lot too, but HK would sometimes just completely whiff which was really weird. I tried timing it as a meaty more often than not, but sometimes his leg would pretty much overlap their character model and it would just not register anything. Maybe the active frames on it are not as long as they seem.
Could be lag, could be a matter of doing it too early, hard to say; I had the same things happen to me, in addition to doing it too late and getting jabbed. Proper meaty timings will be important to practice, especially after anti-air c.MP.
Edit: Found this great image of threat ranges for Birdie’s Killing Head (HCB+P) and Bull Revenger (HCB+K), credit goes to “Soul Train” of r/StreetFighter.
Raw Bull revenger usually isn’t a good idea, though.
what happened to the video?
Hagejin vs Kazunoko Exhibition
https://www.youtube.com/watch?v=Vqhhn3FTyyw
Looks like Birdie can get a s.lk off of ch s.mk! I had absolutely no idea!
Edit: Might as well link Pt2 and Pt3
About all those grab ranges on the image link, I’ve noticed that EX Bull Revenger has a tendency of whiffing over a character if they were crouching if they were close enough while if they were standing it wouldn’t whiff at that range. I did a bit short testing only on a couple characters and it did mess with the move’s effective range a bit.
Any thoughts or more details to this?
On those kazunoko videos; has anyone messed around much with birdie’s slide move??? I would throw it here and there to catch people off guard but couldn’t quite find a very practical use for it other than a surprise attack. Any info on it being able to combo on couterhit, or used as a frametrap??
This happened to me only like twice, both times with cammy. Maybe the grab box extends further away and down from his body. I think the lower portion of his character model doesn’t really have a grab box on it during the move. Actually, someone had a link to a page showing all character hitboxes thus far; is it still floating around?