Birdie General Thread: The Banana Bogey Brawler

I’d like his season 1 mk and overhead hitbox back (they can keep it -6).
And I would like one good +normal. Maybe take away his armor on forward hp and make it plus on block?

I’m ok with a little more health, s1 cr.mp and better fr.hp

I’d personally like to see Birdie’s s.lk to become 3f over 4f and f.hp and df.hp to be S1 again. I feel like even with proper spacing, df.hp is very punishable to the point to where I have a hard time to use is as a tool in neutral (for whatever ‘neutral’ there is in SFV :\ ). Same with f.hp. Other than that, something so he can also deal with the pressure better.

I guess I feel real differently about birdie than a lot of other people on this board. I think birdie is HELLA slept on and solidly mid tier with untapped viability. I think he has plenty of good stuff to abuse right now, safe ex bullhead, long ass v-trigger (with buffed command throws that dont use any v-meter), godlike cr.lp + ballerina leg normals with great speed and range, and super fast ex dolphin dive.

Also I really don’t understand people here saying that there is no neutral in this game. I think Birdie is a neutral monster, almost all the games i win are from fucking people up in neutral. I would love to hear someone elaborate on why they think it isnt there cause i don’t see that at all.

Despite crushing hard on birdie i do think there are some things that could use tweaking. Horizontal hanging chains dont serve that much of a purpose, risk reward is skewed. They are slow af so to counter a fireball using them has to be a pretty hard read and they are super whiff punishable (and some characters can punish them on block). They should be some combination of faster/have better range/have more fireball invincibility (there are lots of times where the opponent will reel after getting hit by the chain only to have the move interrupted by the fireball hitting birdie). I would also like to see cr.hp sped up a little bit. I get that it shouldnt be a super easy aa to hit cause it leads to such high damage but its crazy slow, i usually only hit with it when i read a jump rather than react to it (and if im reading a jump ill already be doing high chain anyway). Wishful thinking would be to give st.mk a little more range. I use it more than st.mp in neutral cause it has an extra active frame and slightly more range, but when i say slightly i mean very slightly. The range would make the moves less redundant.

All im saying is if they take away birdie’s safe ex bullhead they better fucking nerf uriens + on block ex rush-at-you, that shit is stupid (also so is his safe overhead, also his ugly face).

The reason why people say there is no neutral is the fact that the risk/reward is clearly on whomever gets in first and does frame trap/throw loop/mixups.

You are right, Birdie HAS to play neutral to keep everyone out, and it’s even harder for him since one wrong move may = he won’t get back up (See corner Karin/Cammy anywhere, Urien with meter, etc) The problem is the neutral is fake. Bigger hurtboxes mask the bad hitboxes in the game and whatever is left of the latency. It is far more rewarding to get that “guess” right vs pure reaction. Reaction is definitely there more so in Season 2 than it was in Season 1 but make no mistake, most of the players winning are doing so with the game engine vs actual neutral in the game.

Ublockable setup? https://twitter.com/1001Mask/status/832985489963618304

I don’t think it’s unblockable. Banana doesn’t hit low so as long as you block the overhead, you should be good. Also, I’m pretty sure that set up can get blown up by a quick rise recovery.

What do you guys think birdie’s best button is? S.hk or S.mp?

s.hk i love that button.

im starting think kolin might be a bad match up he counter i think messes him up since most of his buttons are mid and he doesn’t have a low.

Doesn’t have a low? cr. MK and cr. LK are lows…

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She even counters the chain wtf

Kolin does take away a lot of chain usage, but to be honest, who uses chains a lot besides me because I’m bad?

Kolin forum peeps think she’s got a hard time against grapplers, including Birdie. I’m not good enough to judge one way or the other, just making the observation.

She’s got lots of plus frames on her normals, but her only good, fast long-distance poke is low (should be skippable with Revenger) and has no combos outside of her V-trigger, she’s got no 3-framers (never mind, I misremembered), and apparently no throw invincibility on her command dashes.

Feels like laying out a nanner or a can limits her options a lot. Also, lots of recovery on her icicle projectile, so if she’s trying to just do those outside of a block chain (something she shouldn’t be doing), that is potentially one time to use an EX chain.

https://www.youtube.com/watch?v=6ULpsYMwbhw

new balance patch…took away his ex bullhead being safe.
Crouching MP
Expanded the hitbox upwards for active frames 4-5F
Crouching MK
Startup reduced from 11F to 10F
EX Bull Head (Normal/V-Trigger)
Disadvatange on block increased from -2F to -5F
EX Bull Horn
Armor startup and duration changed from 3F-20F, to 1F-20F

I was expecting a buff to fr.hp and maybe to penguin slide, but I guess this is alright… Ex Bullhead nerf was inevitable.

It’s hard to fathom what Capcom was thinking in nerfing ex bullhead when you consider Urien can still spam his ex tackle and it’s safe.

Birdie went back to being absolutely free on wake up because of this nerf.

Ex tackle is -2 on block and it has less pushback now, so Urien loses his turn after using it. Ex Bullhorn was buffed, Birdie isn`t free on wake up. And most of the cast have difficult time punishing ex bullhead.

I’m puzzled that they reverted most of the nerfs (which is great! i1 armour on EX Bullhorn was never too much to ask), except for 6HP and Bullslider.

6HP has slow startup (so the armour isn’t hella), and is unsafe on block–yet simultaneously fails to net decent damage from its CC property if spaced to a safe distance?

It seems that somebody over at Capcom doesn’t want people using a long, safe low on Bullslider (even though Urien’s 2MK is only -2…). Perhaps the adjustment to Birdie’s 2MK is to circumvent this loss?

Birdie also loses his turn after ex. bullhead when it was -2. Even with the push back, you couldn’t really hit a button. And yes, Birdie is absolutely free on wake up. The armor on frame one for ex bullhorn doesn’t negate the travesty that was done to ex. bullhead.