Birdie General Thread: The Banana Bogey Brawler

I hear “Eat this! You can sod off” I cant tell what hes saying during EX bullhead though. Double head this is it?

I thought it was “Think Fast! You can sod off!”, and “Double Head! Strike, this is it!”

EX Dolphin Dive is the one that I have no idea what he’s saying.

I thought on ex dolphin he says “stupid aint ya? Oh oh ohhh”

Anyone seen that new Birdie tech? (Jump in LK to go through invincible AA’s)

Seems like a good option on someone’s wake up.

The jump tech has some uses, but it’s not as useful as one would think.
You’re invincible for 8 frames if you do jLK at the very first frame of your jump. Any later and you’re less invincible.
The 8 frames invincibility isn’t enough to avoid many anti airs. It translates to Birdie only being invincible when he’s past the height of a standing opponent.
This is also why Ryu’s sLP can always anti air you, no matter how early you do jLK.

http://imgur.com/c4g9aqZ.gif

http://i.imgur.com/pg7iONO.png?1

Now, doing something like jLK on someone’s wakeup is tricky.
If the opponent has a reversal with many active frames, then this will happen…

http://imgur.com/7JduI83.gif

What you see here, is birdie being hit during his landing frames.

If the opponent does nothing and just hits you during your landing frames then it’s just a blowup.
If his normal AA hits too late and you pass through his attacks, you still have to worry about your own landing frames and the type of attack the opponent used. If the opponent did a heavy attack, then you can most likely attack before the opponent can retaliate, but if the opponent did a fast attack, then you can still be in a disadvantage.

Sup Birdie boys! I wanted to see if a very skilled Birdie player would spar with me. Birdies been my main since launch and I have been very successful with him. I won several matches and even won a tournament in my local area. I’ve seem to hit a wall though in fighting at a very high level. I spar with a friend of mine who’s CFN is Ryu

Accidentally hit enter mid sentence lol. My friend CFN is Ryuyujin and he straight wrecks me in all situations with multiple characters. He mains Ryu.

We could spar. Idk bout highly skilled but i can hold my own lol. My cfn is bdizzlez

OK sounds cool bro. My CFN is AmazingXMAN. Can’t spar right now because I’m in class but I’ll hit you up when I’m free.

Birdie needs one thing above all else and that’s a good wake up option. I’m tired of trying to land EX command grab reversals only to get stuffed by stupid shit like jabs. There is no reason for Birdies command grab reversals to suck this much. People can stay in his face vortexing him all day and he has no real answer.

The birdie’s forum seems dead, nobody play the character. Anyway i will continue trying to find stuff with him.
Talking about the hit confirm department, i found you can hit confirm his far c.hp into ex hanging chain, ex bull head or strong bull head when you are in v,trigger, also looks very safe if you space it correctly. i saw xyzzy hit confirm the c.lp in counter hit into a critical art, it’s seems amassing, maybe now with the input lag reduction birdie might confirm his c.mp into bull head or ex bullhead creating a anti jump back escenario for example. s.lk>c.mp(hit confirm/beat jumps)x jab bull head but i don’t know yet.

i think bullhorn is being under utilized by alot of players even the pros. with punishes alot of stuff and helps with lightning air legs in the chun li match up.

https://www.youtube.com/watch?v=qOE_hc-pxe4
This happens all the time and i love it.

Staying on topic: Tbh I think bullhorn is borderline useless except in niche situations. Its not quite as good anti fireball as i would like (range isnt good enough) unless its ex and you have to be way too close to combo into it. I guess c.mp combos into it but it has 0 range. C.hp also does but its a little slow to be used as a confirm. I also messed around with using it as a punish for things like ryus sweep but at max range the bullhorn would whiff after the c.hp (if you have meter c.hp -> ex chain is also the optimal punish). As an aa i’ve only had success when i use it extremely early in the opponents jump arc, and with birdies other aas i see no reason to go for it.

@metrokard do you have any videos of people using bullhorn on air lightning legs?? Does this work on instant air lightning legs? I have a hard time visualizing it being successful just because of how fast they are.

I haven’t really thought of using it for whiff punishing. If Im playing neutral I would rather have whatever button i would be using to charge bullhorn as a footsie normal, and I imagine i would go for a st.mp -> mp.bullhead (or ex for corner carry) for anything that is slow enough to be punished with a bullhorn. What do you think birdies should whiff punish with it?

https://www.youtube.com/watch?v=ku6mNrfsdOc
bull horn combos.

back on topic, yeah bullhorn help us in a lot of situations, against shoto’s fireballs, to challenge in some fireball strings (like guile, nash, chunli, c.mp/c.mkx fireball) and against some moves like air lighting kicks, also is a good wake up options in some scenarios because the hurtbox moves backward in the start up can be useful to beat some tick throws, command grabs and also pokes.
in anti air department i think bullhorn is decent, the move has a lot of start up to anti air consistently but if you have v.trigger or super the damage potential is really high, so looks like a mid risk/high reward option.
i don’t know about using it to whiff punish moves, i always use other moves like s.mp, s.lp , c.hk or c.hp, maybe @matrokard have some examples for us.

like ill show something intresting with bullhorn later…when i get home and figure out how to actually do a recording…

https://www.youtube.com/watch?v=f5PpSgWb3Vs ok so here is the gist of this…during most block string birdie can bull horn, the normal will wiff and you will score a bull horn. this dosn’t work in the corner everyone has basic block strings they use and pretty much what happens is birdie moves back out of range when the throw out the normal they wiff it and now you scored a knock down. there is also a video with justin playing birdie https://www.youtube.com/watch?v=kkW9r4bkh8o and pretty much hes using it as wiff punish and it made me think why no one else is using it like that.

also with the air legs im not the best when it comes to that…but pretty much if their jumping near you thats what they are going for just let go as soon as they leave the ground…i tried doing it as close to the ground as i could with air legs and its actually helped me in matches where they sometimes get afraid to do it. https://www.youtube.com/watch?v=ICzwLQjHa1M&feature=youtu.be

I recently tried using bullhorn as an aa for lightning legs and i got it to work consistently in training mode but couldn’t pull it off as well in game. I really wanna get it down in that mu since a knockdown is soooo much better than the mixup you get with cr.mp aa. Being able to throw a peel off an aa is game changing vs chun, I just have a really awkward time letting go of it at the right time and playing footsies while holding a button.

Also I’ve started using cr.hp at far range as a footsie tool and it’s been working out well for me. If it hits you get the follow up hit and it occasionally will hit people out of the air too. Just gotta be careful not to do it from too close.

Tech Video on Beating V-Reversal with Birdie
https://www.youtube.com/watch?v=Xg4BcY-A7RI

What is the best option vs Ken’s jump in options? Can anything cover regular jump in, LK tatsu, as well as ex tatsu?