sorry i deleted it but reuploaded it to remember how i played so i can improve on myself
https://www.youtube.com/watch?v=bOvLwBKLKRM
On those kazunoko videos; has anyone messed around much with birdie’s slide move???
It’s basically his actual best move, no I am not joking. By the end of Beta 3 slide carried me to rank 25 and 2nd highest ranked Birdie.
a) it low crushes
b) safe on block
c) sets up easy ch followups on hit
Is it really safe on block? At all distances? I haven’t really used it that much.
What’s the data on it?
2nding plaid’s question; it’s safe? Given I never used it at point blank distance but it seems like it’s active for quite a bit. I found the timing for it to slide under fireballs to be extremely tricky.
Pushback on it is large and just like any slide, the deeper into the active frames you get when it connects the better it gets.
edit
But don’t use it point blank ya need some common sense, unless you are up against a slide happy sim then you can just gracefully dive over the slide and walrus all over him.
Didnt know it crushed lows. Good to know!
The hagejin matches were good. ex tap being a big part of his success. Fireball meaning free super if the opponent jumps is gonna get the vanilla sfiv ryu treatment come release i rekon.
Can startup is so slow but when he got it out it interrupted kazunokos flow.
Lots of yolo jump grabs though, most were jumped out of. Had kazunoko neutral jumped instead and actually punished hagejin he would have closed out the set as the winner convincingly. Nash looks an uphill battle atm, but also one that could be very winnable once people learn to safely negociate his sonic boom keepaway.
Bull slider is -1 on hit, -5 on block and it’s 5f active, so if spaced it’s usually safe on block.
The reason it can crush lows on occassions, is because from frame 7 to 14, he jumps to dive and the hurtboxes are in the air.
This is an image of Birdie using Bull slider over Ryu’s sweep for example.
http://i.imgur.com/FP9l2yW.png?1
Also about EX Bull Revenger, there are 2 things that cause issues when the opponent is a bit closer than u want tho.
First off, the attack actually starts pretty early in the air and can whiff during the early frames if the opponent is crouching.
http://i.imgur.com/RMY4QMF.png?1
Second, don’t forget you can control the distance of EX Bull Revenger. If you hold forward (by accident for example), he jumps farther.
Wow i had no idea u could control it. Thanks
Wow i had no idea u could control it. Thanks
What button do you guys hold in neutral when fighting against fireball characters like Ryu (both for regular and EX bullhorn)? I’ve never played a “hold” character before so it’s being a bit difficult adapting to it. I guess it depends on the fingers you use to play but for me it’s being a bit weird chosing the right ones, do you guys keep changing the button while playing or just have one that you hold most of the time? Also, when having to charge EX version outside of combos which one do you guys normally hold?
I normally hold lk as I don’t use that button often. Lk/HK when I need to use EX.
I was testing some combo damage with Birdie, sometimes I do get different combo damage number for performing same combo ? Why is that ? Like 10-20 damage difference
Were you testing V-Trigger combos? The only reason I can think of would be if due to spacing, you got one less hit of a multi-hitting Bull Head.
I was testing some combo damage with Birdie, sometimes I do get different combo damage number for performing same combo ? Why is that ? Like 10-20 damage difference
There are several reasons this might occur:
- If the opponent has low health, scaling kicks in. The lower health the opponent has, the more it will affect your combo dmg due to scaling.
- VT normals and specials do more dmg than without
- If you have Vega as an opponent, you get different damage values based on if he wears his mask or not
- If you’re doing a link, it might be you just dropped the combo and you didn’t put the opponent on autoguard.
- In VT your bullhead can do multihits, iirc it can do slightly less dmg if you’re farther away from the opponent.
- Counter hit does more damage than normal hit, maybe you have it on random
Birdie is free to wake up in the same way Fang is. If you’re not using cans and bananas to preemptively stop people from getting in then you have to deal with the pressure.
Birdie is a character with a shit ton of tools so it’ll blend better I think as people figure him out. Im sure it’ll be a while before any one Birdie is using all of his stuff the proper way on command.
@“DevilJin 01” kindly exit the birdie thread…
We don’t take to kindly to your kind here… You right though
I have to ask, is there some reason why all of his ex moves are good AND his super is easy to confirm? I mean shit, the guy uses meter better than everyone. That doesn’t necessarily make him S tier, but sheesh.
I have to ask, is there some reason why all of his ex moves are good AND his super is easy to confirm? I mean shit, the guy uses meter better than everyone. That doesn’t necessarily make him S tier, but sheesh.
Because those Healthy at every Size people are on to something.
Has there always been the ability to combo S MP into S LK? I noticed it in the video here just after 55:35
https://youtu.be/1oUZq9b_aPo?t=55m35s
Sorry if this is old news. I’ve been trying to keep up but never noticed this before.
Has there always been the ability to combo S MP into S LK? I noticed it in the video here just after 55:35
https://youtu.be/1oUZq9b_aPo?t=55m35s
Sorry if this is old news. I’ve been trying to keep up but never noticed this before.
Thats new as of beta 3 or 4, can’t remember which though. As of beta 4 he can also combo cr.mp off st.lk as well.