Birdie General Thread: The Banana Bogey Brawler

The problem with making setups out of those CC air states is that it depends when you hit them.
Not only need your reactions be on point so you always do it as fast as possible, you also need to be consistent in recognizing the difference between a regular CC off of sHK and CC backdash sHK.

I’ll mess around and try finding setups out of CC fHP though. So far I just switch between sweep, sMK, sHP and Bullhead based on momentum, with no clear thought how to follow it up.

The 3-lights combo starter only works from absolute point blank. It doesn’t seem to work after any jump-in attack. The only practical use I can see for it right now is after LK Chain and anti-air cr.MP, when your opponent will be recovering at point-blank range. Then you can do this string, and land the combo if either the first or second hit is not blocked. Although in both of those situations I’d probably rather set up meaty s.HK instead for the potential crush counter.

The 25f startup is so brutal…I find that lots of the time when I use this move and armour through something, they still just block the f.HP anyway. Anybody know good moves to use this against?

Since the buff, I feel like this is his easiest meterless fireball punish in the game now. Because the armor stays so much longer, you can use this way sooner and punish most things more easily.
For me, it’s very effective against the shoto fireballs at least. I’ve also been able to consistently stuff R. Mika’s charged dropkick with it, even when doing it too early.

I’m not sure what else to use it on, maybe in tight blockstrings or setups where c.MP is too slow to anti air Nash’s moonsault.

Some other fun facts, much to my annoyance, is doing EX Bullhorn as a reversal or to interrupt frame traps is an absolute bitch. You have to do it frame perfect it seems. There is absolutely no buffer or leniency for it from what i can tell.

I agree the varying timings that Anti Airing with HK and getting a CC cause would be a pain in the ass to get anything consistent out of. but i feel the Back dash one is fairly consistent. This all stemmed from my own automatic response of forward dashing when i get a HK crush counter in neutral that isn’t a DP punish. And i ran into those situations where i would sometimes get the air reset and already be committed to dashing, so wanted to explore what options i could get off of that after i have already committed and just to see what was there if anything. So while looking into those options i figured it might be worth exploring all of them just to see if anything solid is hiding there. After all, can’t hurt to rule out all of the options ^^. Even if it is hard to react to visually, if it gives you a disgusting set up, it may well be worth learning.

constant jump-ins are absolutely destroying me right now. if i can get that initial chain read or cr.mp anti-air it’s all good but if they get a hit or blockstring in (and continue jumping with ambiguous cross-ups) i start losing quickly, its frustrating getting rushed down so mindlessly and being mindless enough to lose to that garbage… anyone have any more general tips for dealing with this type of ridiculous rushdown? jump-ins feel so strong right now. also, are there any dependable followups after a cr.mp anti-air?

I was about to post “but Bullhead is a better anti-fireball move at the same range,” but then I went and really tested the range on f.HP for the first time and it just goes farther than I thought it did; substantially farther than Bullhorn even. I’ll try using it more for sure now.

Just cr.MP. Really. It will even beat crossups behind your head as long as you time it right. Just pay attention to when they like to jump from their blockstrings and be ready to cr.MP. Then you get to hit them with either meaty s.HK or meaty command grab as they’re landing. It’s really, really good online where everyone just jumps all the time.

It also helps to remember to just block. For most characters, after you block two moves or even single Medium/Heavy-strength moves, they’re out of throw range, so you just don’t need to push anything. Just let them push themselves out with their blockstring.

Totally agree, would also say if ur having trouble anti airing its probably because ur being jumped on while stuck in the middle of throwing out a st.mk or other normal.

What u can try is to slow down your poking and start just walking down ur opponent into the corner. Unless ur opponent is gief, they will be back pedalling from you. Focus on waiting for the jump.

st. HK > v-trigger is how I’ve been v-triggering on offense, it’s definitely safe
If you crush counter you can continue the combo with HP bullhead or st. mp > mp bullhead
If you’re point blank like meatying in the corner you can continue combo without CC with cr. mp

I don’t like to do sHK xx VT since sHK is already 0 on block and if done meaty you’re already positive. This means that when used on someone’s wakeup or after cMP anti-air (sHK meaty), you can usually stuff the opponent’s normals after they block it with sLK, cLK or command throw. If sHK is a CC in those situations you can walk forward + cHP xx HK Hanging chain and put the opponent fullscreen so you can build Vmeter w Vskill or stay in their face with cHP xx Bullhorn. Be warned to check at the list I posted to know if it’s safe to build Vmeter after Hanging Chain or not, depending on the character.

I usually keep my V-Trigger for several other reasons:

  • When I’m not dealing with matchups where fireballs aren’t an issue
  • for buffered sLP or sMP into ex Bullhead xx VT: on block it’s super safe afaik and on hit you can easily confirm into cHP xx VT bullhorn, this leads directly to a couple of post VT bullhorn setups I posted.
  • Corner combos into Headbutt, for example sMP xx Bullhead or sHK, sLP xx LP Bullhead. If those hit (from a hitconfirm or not), you can pop VT as a combo and finish up with LP Bullhead xx super or whatever.
  • post-stun combos that will kill the opponent.

If the opponent has a fireball, I just pop the VT as soon as possible (from fullscreen usually). The meter that I then have usually goes straight into EX Bullhead to anti air or plow through fireballs.
I haven’t tested to use VT regular bullheads (in VT these gain armor for a small time) vs fireballs or other stuff yet, so I can’t comment on that yet

Addes these to the video section. I been using c.hp and canceling to banana and energydrink alot more. It’s a good whiff punish and anti air and gives enough time to drop food safely it’s pretty good for traps (can extend combos) and doing it via anti air can give enough time to drop a can and dash in for a mixup of somekind. via tic, frametrap, or counter hit.

The 1st video shows my doing a double MP in a rank match because of banana and the 2nd video is me vs Floe’s Fang. Lost that one but it was a close match. People on stream thought i was MikeRoss. :o

https://www.youtube.com/watch?v=x0cLo8VMIXM
https://www.youtube.com/watch?v=1zb1NEowMSo

That’s pretty cool, gotta start working that in although I’ll admit I rarely use cr Hp unless its for a combo.

I think canceling st.mp is just better since it’s safe on block and way faster than c.hp, I’ve been using it a lot in the corner as a meaty. Just step back a little bit and st.mp xx banana and it will land just in front of their feet do you csn do whatever you want.

How do I get out of jab pressure? Feels like any faster character can just conitnously press buttons in my face and there’s nothing I can do about it. Everything gets counter hit

Found out that you can punish Vega claw f.HP on block from very far away. Try recording him just doing f.HP and then blocking. If you step forward from the initial training mode distance by only one tiny square, you can punish him with s.MP xx MP Bullhead. Seems pretty useful.

Just block. Any blockstring will push your opponent out of throw range. It’s way better to eat a throw or two (most of which don’t even give a set-up afterwards if you quickrise) than to get counterhit. Even going for V-reversal is not great since Birdie’s is slow enough that many moves will just recover before it becomes active.

If you’re REALLY sure your opponent will go for a throw, then s.LK is Birdie’s fastest move at 4 frames, so that’s probably your best bet. EX Bullhead also has armour from frame 1.

I think i saw a vid where he doesnt even walk forward, just does it right after because he catches him on the recovery frames.

That’s the correct, I posted the video of Birdie punishing the claw with sLK, sLP and sMP here: Birdie Matchup Thread: Mash Potato!
Also, I think Nybb meant EX Bullhorn or EX Bullhead in VT.

I didn’t even want to see if I would like Birdie or not since based on my alpha days I used him sparingly, but after a trial I came to realize how wrong I was. This dude is a monster through and through once I get F.A.N.G. and Gief down I’ll give him a proper run.

Checked a few combos areas in this thread and didn’t see anything about combing low in the corner specifically.

Corner only: c.lk, s.lk, lp Bullhead, VT (VT flame needs to hit and you need to wait a split second here), lp Bullhead, CA - 485, 491 stun

The problem with this is that if you don’t delay your second Bullhead the CA will miss, and if you delay too long you might only get one hit of the Bullhead. The timing isn’t extremely strict but I’d say it takes a little bit of practise to get it reliably.

EDIT: You need to be point blank for this to work, the obvious go-to is empty jump c.lk after a CC sweep or any non-quick rise. Or if you think they won’t anti air then just a straight neutral jump of course.

Well I did mention it kinda: "All corner Bullheads can combo into Vtrigger"
And when Vtrigger hits, you can always headbutt xx CA. I didn’t think it was necessary to add all these corner combos since that would double the size of the whole combo list when it can just be written as a rule of thumb in a single line.
But thanks for pointing that out, though.

Yeah I saw that, I just thought it was important to note that you absolutely need to delay that bullhead after VT. I also think this is probably the highest damage birdie can possibly get off of a low without already being in VT.