CR. LK nerf is huge though. I think it hurts his close up game alot, even with these new combo strings.
Any hitbox changes?
I did see people making good use of Cr.Lk as a pressure tool. Hmm. Well, hopefully the whole comes together well enough to make up for that loss.
why remove all his 4 frame normals? not like he’s a combo demon.
What’s he going to do now if he’s getting vortexed up close? That’s what they need to address…
xyzzy was pretty sad with the nerfs. https://www.twitch.tv/xyzzyshift/v/107802916 testing starts around 03:16:00
I cant blame him. Birdie’s normals got wrecked this patch. And Overhead is -6 on block?
Edit: So they buffed his food deploy speed as well, which is good. They pretty much nerfed almost all of his pressure tools(Cr. Lk, slide, overhead, st. Mk, Dolphin Dive damage), and made him a bait and punish character.
these birdie changes… RIP
i dont understand some of these changes…is it fear he might run over the cast after the crazy nerfs they got?
I abused the dive so much. Was more of a taunt to me than anything but killing his overhead range and slowing down mk makes me feel some kinda of way.
I feel they nerfed big body characters in this game (Gief and the Birdman)
https://pbs.twimg.com/media/C0CvxkUUsAEBwlx.jpg:large
More detailed changes.
His mk is destroyed, his cross up got a lot worse and a couple of normals are quite a lit stubbier
But there’s still a lot of fun stuff

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.
Shout outs to Mena RD at NEC. Beating the world champ - NuckleDu. He’s also using Bullhorn alot, and using it alot the way it was discussed here earlier as a whiff punish, max range projectile punish, to extend his hurtbox on blockstrings as discussed earlier and does it exactly like the @metrocard video posted on Ryu’s mp mp blockstring on CABA at NRC. He’s only 17.

https://pbs.twimg.com/media/C0CvxkUUsAEBwlx.jpg:large
More detailed changes.
His mk is destroyed, his cross up got a lot worse and a couple of normals are quite a lit stubbierBut there’s still a lot of fun stuff
It mentions st mp going from 8 fr -> 9 fr startup … however, this currently starts in 7 frames. Do you know if it’s doing to 8 or 9? If it goes to 9, we also lose the CH st lk to st mp combo
good point, since a hk, mp link was confirmed, this frame data can’t be correct.
yea lets wait…because some of this stuff is just od
Checking everything by eye with the toolassisted hitboxviewer:
- sMP is still 7f and moves forward more during startup granting it more range. Also hurtboxes retract while also having smaller hurtboxes on recovery frames.
- sMK is 1f slower and has very slightly more range, hitbox range even expands with each active frame (but barely)
- crLP and sLK have 1 more active frame
- crMP, gains a hurtbox right before being active and during the active frames (a worse anti air). During its 3rd active frame and ongoing (when it’s anti airing), it has a smaller hitbox, especially during its latest frames. Less likely to anti air crossups.
- cr HP is 1f slower
- cr LK is 1f slower
- cr MK is 1f slower and hitboxes are lower. It’s easier to lose against low crushing moves.
- fHK cannot be used as an AA anymore. It has less range, Its hitboxes are much smaller and completely surrounded by hurtboxes. It also gains larger hurtboxes after the first part of the attack on its legs until the end of the move. 2nd part of the attack also has smaller hitboxes (less range).
- dfHP has extended hurtboxes on the legs now when it’s active and during recovery. (more likely to get beaten by crossups)
Wow a nerfing his cr mp and his cr hp as an anti air is really dumb. Now we’ll have to block and pray to get out of pressure from jump ins.

Checking everything by eye with the toolassisted hitboxviewer:
- crMP, gains a hurtbox right before being active and during the active frames (a worse anti air). During its 3rd active frame and ongoing (when it’s anti airing), it has a smaller hitbox, especially during its latest frames. Less likely to anti air crossups.
- cr LK is 1f slower
These nerfs outweigh the buff to st. MP. They took a very balanced character and, from the looks of it, potentially made him part of the lower tier of the cast.
I’d hate to drop him because hes a cool character but, I don’t see how the above changes make sense.
I added an image of one of the active frames to my previous post and this one so you can see a rough comparison between s1 and s2.
You can also overlap it with each other, but I put them side by side so it won’t be as confusing.
edit
also added fHK
crMP (s1) vs crMP (s2)
fHK (s1) vs fHK (s2)
i read complains and complains about birdie here lol is funny, read other beta changes, they destroy ryu, nash, chunli, birdie changes are ok. they nerf some pokes and the anti air that is bad, but now we have more tools for example the bullhead>vt activation is +3 a true 50/50, and a lot of punishable vt activation become safer, the bull revenger>dash is +3 (finally we have a real okizeme in midscreen), they buffed the killing head knock down, buffed the juggle potencial, buffed the v.trigger bullhead, buffed the CA, etc, the damage nerf is happens to everyone, also the offense in the game is nerfed no more throw loops or combo into corner carry>dead.
i think birdie is going to be good in this season but birdie player need to change from, spam/guess withstuff in neutral to really wait for an opportunity to do damage.