Birdie General Thread: The Banana Bogey Brawler

BIRDIE
Health:
 Reduced health from 1050 to 1025
Bad Head:
 Reduced damage from 150 to 120
Bad Chain:
 Reduced damage from 150 to 140
Standing LK:
 Extended duration of hitbox from 2F to 3F
Standing MP:
 Changed advantage on-block from -1F to +1F
 Reduced pushback on-hit
 Expanded hitbox in forward direction
 Expanded hurtbox around hands in forward direction, and shrunk back side of hurtbox around
feet
 Moved position that animation begins after taking damage or cancelling attack forward
o Accordingly adjusted position of hitbox, hurtbox, and collision box
Standing MK:
 Changed attack startup from 8F to 9F
o Increased overall animation by 1F
 Reduced damage from 70 to 60
 Expanded hurtbox that appears after hitbox disappears
 Moved position that animation begins after taking damage or cancelling attack forward
o Accordingly adjusted position of hitbox, hurtbox, and collision box
Standing HP:
 Advantage on-hit changed to -2F to +4F
 Moved position that animation begins after taking damage or cancelling attack forward
o Accordingly adjusted position of hitbox, hurtbox, and collision box
Standing HK:
 Reduced V-Gauge meter gain on Crush Counter
 Extended 2F of opponent reeling on Crush Counter
 Increased distance opponent reels on Crush Counter
 Changed advantage on-hit from +6F to +7F
 Increased pushback on-block
Crouching LP:
 Increased duration of hitbox from 2F to 3F
Crouching LK:
 Changed attack startup from 4F to 5F
o Increased overall animation by 1F
Crouching MP:
 Added forward hurtbox during active 5F-8F
 Shrunk forward, back, and upper hitboxes that appear during active 2F-5F
 Expanded horizontal knockback on air hit
Crouching MK:
 Changed attack startup from 10F to 11F
 Shrunk upper hitbox
 Expanded lower hitbox
Crouching HP:
 Changed attack startup from 10F to 11F
 *Increased overall animation by 1F
 Reduced damage from 90 to 80
Crouching HK:
 Changed advantage on V-Trigger cancel from -19F to -2F
Jumping MP:
 Somewhat shrunk lower hitbox
Bull Charge:
 Reduced damage from 100 to 80
 Reduced pushback on-block
 Changed advantage on-block from -7F to -8F
Bull Slider:
 Reduced damage from 100 to 90
 Changed advantage on-block from -5F to -8F
 Expanded back hurtbox during animation
Bad Hammer:
 Increased damage from 60 to 90
Bull Drop:
 Changed advantage on-block from -4F to -6F
 Shrunk forward and upper hitboxes for first hit, and shrunk forward hitbox on second hit
 Expanded hurtbox around hitbox in upward direction and shrunk it in downward direction
V-Trigger - Enjoy Time:
 Changed attack recovery from 33F to 29F
V-Skill - Drink Time:
 Slightly slowed down speed that the can rolls at
V-Reversal - Pepper Pot:
 Changed distance from opponent and advantage on-hit
Bull Horn:
 Reduced normal damage from 130 to 120
 Reduced damage during V-Trigger from 156 to 144
EX Bull Horn:
 Changed appearance of armor box from 1F-20F to 3F-20F
L Bull Horn (Normal/V-Trigger):
 Reduced normal damage from 120 to 100
 Reduced damage during V-Trigger from 144 to 120
 Increased juggle potential when used for air combos
 Expanded hitbox while rushing during V-Trigger in upward direction
M Bull Horn (Normal/V-Trigger):
 Reduced normal damage from 130 to 110
 Reduced damage during V-Trigger from 156 to 132
 Increased juggle potential when used for air combos
 Expanded hitbox while rushing during V-Trigger in upward direction
 Made V-Trigger hurt and collision boxes the same as that of L and H Bull Horn
H Bull Horn (Normal/V-Trigger):
 Reduced normal damage from 140 to 120
 Reduced damage during V-Trigger from 168 to 144
 Increased juggle potential when used for air combos
 Expanded hitbox while rushing during V-Trigger in upward direction
EX Bull Horn (Normal/V-Trigger):
 Reduced normal damage from 160 to 150
 Reduced damage during V-Trigger from 192 to 180
 Changed normal advantage on-block from -10F to -2F
 Changed advantage on-block during V-Trigger from-7F to -2F
 Expanded hitbox while rushing during V-Trigger in upward direction
Bull Revenger:
 Reduced recovery on-hit by 6F
EX Bull Revenger:
 Reduced damage from 200 to 180
L Hanging Chain:
 Reduced damage from 140 to 120
H Hanging Chain:
 Increased juggle potential when used for air combos
 Reduced distance from opponent on-hit
EX Hanging Chain:
 Reduced distance from opponent on-hit
Killing Head:
 Reduced CA meter gain on activation
 Increased CA meter gain on-hit
 Reduced distance from opponent on-hit
Skip To My Chain:
 Reduced damage from 350 to 340
 Expanded hitbox in forward and upward direction
 Expanded hitbox toward torso
 Increased juggle potential when used for air combos

pretty much made his neutral worse worse damage, safe ex bullhorn better combo potential? nerfed his crouching mp too which upsets me…

HAHAHA. Are they for real? I didn’t know Birdie was god tier and had to be nerfed into the ground. Wow.

The best part is that you can meaty him for FREE all day, every day now.

EX Bull Horn:
 Changed appearance of armor box from 1F-20F to 3F-20F

Brilliant. Just brilliant. Even WITH meter you are just free… not like you had to frigging frame perfect release the move to begin with, now it’s almost useless. Dmg nerfed too. It’s now safe on block, but you are now a punching bag asking to be rushed aggressively. Absolutely dumb - even for a Capcom standard. It’s also almost the only meaningful buff. Increased juggle potential for Bull Horn does nothing seeing how seemingly every move now deals less damage to begin with.

wow i didn’t even notice the armor change…Jesus Christ…

wtf is capcom doing. I’m done with this shit

Why the dmg nerfs? especially on v-trigger without buffing him in other areas. Why the health nerf? Why the anti air nerf? why nerf crouching medium and standing medium kick like they were the best normals in the game?

Just why?

Wtf I was planning on alternating from gief to Birdie. I said it once and I’ll say it again Capcom hates large bodies. Shit I never got so bitter at a game company than right now. Yet the zoners get buffed as fuck wtf…

After seeing the full notes, I need to see just how close Birdie will be to his opponent after Ex Chain, revenger and killing head. Perhaps the increased Oki will off set some of these changes. Ex bull horn will be used more often since it’s safe on block. Losing armor at frame 1 is harsh but I think he will be fine. Spam st. Mp all day.

Also the damage nerfs were pretty much across the board for alot of characters. Not just Birdie.

Tell that to Urien who got buffed up the ass

So Birdie is even more free when you knock him down, in addition to an all-around nerf to his neutral game, with a health nerf to add insult to injury. No buffs against zoners outside of EX Bullhorn being more safe, and what he can do close-up got nerfed with Crouching Lk up to 5 frames, and overhead almost unusable at -6 on block.

Goddammit Capcom why can’t he have a reversal? It friggin costs meter and loses to throws already! WTF!

complains again, please guys read the complete document to understand the birdie changes.
birdie has buff because the meta has changed, they nerfs some birdie’s bad match ups (chun, nash, necalli) for example now is less pressure so you can block and guess wrong more and still alive, his s.mp is going to be great to whiff punish, damage nerf affect everyone else, birdie lose some damage but gain better combos we need to test if the damage on combo in “a whole” still the same (for example now we can vt flame into strong bull head!!), now he has a kara throw!!, his okizeme is better, the can run slower making it a better zoning tool, his v.trigger activation is better (c.hk>vt is now -2, c.hp>vt>+3, s.hk>vt+4, ex bull head>vt+9), etc, etc.

people just want the easy path, spamming overheads like a idiot (so it’s safe, and is an anti air), shoulder, slides like no tomorrow (so it’s safe, who cares?) wake up ex command grab/ex bull horn shenanigans, now the game is more honest, neutral game, if you get know down you has to block because the opponent has earned.

Nerfed overhead.
Nerfed damage on c. grab.
Nerfed 4f low option.

What are you even talking about?

Doing less damage across the board is ok, but he was nerfed far beyond that with no meaningful new buffs to compensate. There is mostly buffed, equally nerfed/buffed and mostly nerfed and Birdie is clearly part of the latter - undeservedly so. He was lower mid tier, so why nerf him that harshly? The armor change alone makes him an unviable tournament character.

“Easy path” my ass. Take a look at Urien and get outta here.

okizeme is better because now you can do okizeme after something in mid screen, before you knock someone down, and is over (anything you do is pure gimmick, you dash and you are at -3, you were forced to do a ex bull revenger, and hope they don’t react, a meaty slide>or dash and hope they don’t press a button) now you are plus +0 on killing head, +3 on bull revenger, better oki vs ex chain and hk chain.

the killing head meter gain got buffed.
the c.lk is nerfed (but in the corner you have enough time to meaty anyway, and in midscreen now you have set ups)
the overhead is nerfed but that happen to everyone else, now good defense matters (the purpose of the overhead is hit, not spamming it in mid range, like a anti air/overhead)
i think you under estimate the vt plus activation, for example if you know down some one in the corner now you force them to guess twice.

“please go and pick urien”

I really wonder how capcom sees Birdie in season 2. They nerfed his anti airs, pokes, cross-up, health and his armored moves. So they don’t want him to have as much defensive and strong neutral options.
They buffed his combo ability (if you manage to hit a hard normal) and his c grabs ( not in range or damage though)

The lack of pressure from his oki always was a weak point in his gameplan and his combo’s were hard hitting but quite limited.

It looks like they want you to play Birdie as slow combo grappler. I wonder if mp xxx lk/mk chain will work, that would be interesting in multiple match ups.

Also does an extra active frame on lk means it’s easier to cancel from it?

Reading the patch notes, I think a lot of Birdie, Mika and Alex players are going to jump ship and pick Laura.
Not to be negative, but she seems to be the strongest hybrid grappler now.

I would agree that Birdie’s nerfs make sense in the context of Season 2 changes to other characters if not for a few glaring, highly questionable exceptions.

For example, I agree that ranged normals got nerfed across the board (e.g., Alex’s ranged medium normals got nerfed too), but then why leave Chun Li’s st hp largely unchanged? That is by far the most powerful ranged normal and all they did was modestly worsen the block disadvantage and recovery. The absurd hitbox is still unchanged, the recovery is likely still unpunishable, and this move is way better than all of these other ranged normals they nerfed.

Another example is Urien. Why take away damage and frames from all the low/mid tier characters and increase Urien’s damage and mixup potential.

It’s either baffling or done with an ulterior motive (deliberately make certain characters better to make them played more). I really hate the latter - everyone’s favorite character should be given an equal chance to be good.

https://www.youtube.com/watch?v=ZGrVTHtFgtI

This looks promising (why make cr hp even a frame slower though :frowning: )

Birdie was always free on knock down. The ex bull horn nerf to armor isn’t that big of a deal. The change to cr. Mp however, is troubling.

the ex bull horn nerf is a big deal as it still required negative edge to get a 1/armor so it was not very abusable, but reaction based, any reversal with 3 frame armor is dumb. In a season where CAPCOM is trying to promote honest play. Capcom nerfed one of the most honest characters imo. So he’s more free to jump ins, and is even freeier to rushdown (because he was pretty free to begin with) He get’s more “juggle” options for more damage but the nerf across the board kind of negates that. I have to see how better s.mp is now and whether cr.hp will affect me ( the two buttons i get the most mileage with in whiff punishing) so there’s potential there because i buffer MP like crazy. The nerf to penguin dive is also kinda miffy, was it really that good? I understand making it unsafe at bad distances, but it seems really punishable even at max range, so you cant even space it properly.

But i agree with the others counter argument on LOOK AT THE META and the entire change long nonsense, as Urien got buffs across the board and he was better than Birdie IMO in season 1. So most of these nerfs feel like knee-jerk reactions and to promote characters, rather than balance. It’s Capcom flawed logic (On record of making characters weak/strong on purpose) at play here who rather have “underdogs” and “overpowered” characters to promote hype. A well balance roster is more hype than any of that nonsense. It could be worse tho, we could be Alex…who i also play. :bawling: But i also play Urien so there’s that :smirk:

I don’t get it. Sure its impossible to tell from notes alone, but plenty of characters got buffed that Birdie already struggled against.