Some info I’ve gathered on this match up.
J.LK works as an instant overhead on Birdie.
Birdie has no 3 frame normals. He can’t contest the follow up to Pyscho Axe as a result.
Bull Slider (DF+HP) aka the Dolphin Dive is not punishable on block even though its -5. Due to push back Bison’s light moves will whiff. C.MP xx L/M.Blast for chip is also a no go, Blast will whiff.
Cancelling C.MP into LK Press will not have safe spacing and while MK Knee Press is safe your giving him back frame advantage. Best bet is to use S.HK to push you forward and get a +3 frame advantage on block and pressure from there. You will crush counter all his normal’s if he’s unwise enough to press a button.
Bull Charger (F+HP) while Bull Slider is a pain to deal with for Bison Bull Charger is less of a problem for Bison than most characters. Knee Press’s double hit takes care of the armor on this move and as exploid said above you will get a combo off LK/MK Knee Press as the second hit of Knee Press will hit as a counter hit.
Normal’s wise Birdie got some good shit. He mainly has range over speed.
C.LP 5 frames with decent range for a light.
S.LP 5 frames and again decent range but C.LP is probably better for Birdie
S.MP 7 frames and almost certainly will have a buffered Bull Head behind it! Out ranged by Bison’s S.MK
C.MK has decent range but has a 10 frame start up and it -4 on block.
S.MK 8 frame start up and decent range -2 on block. A frame slower than S.MK from Bison.
S.HK good range but has a 12 frame start up, 0 on block.
C.HK 10 frame start up on is -11 on block.
S.HP has the most range when it comes to punishing it. Cancel into Knee Press or Inferno.
Birdie’s not half bad in the footsies department but I think Bison beats him in neutral.
Birdie is not to difficult to anti air. J.MK will beat Bison’s S.HK, it also tends to trade with Bison’s C.HP but never stuffs it.
His J.MP is an amazing cross up jump. His animation makes it difficult to judge if he’s crossing you up or not.
C.MP is amazing anti air for Birdie, can stuff cross ups that are miles behind too. Birdie will have more success jumping at Bison than the other way round and will coincidentally get over Bison’s pokes but its not something Birdie can consistently rely on.
Off his normal throws, unless Birdie gets you in the corner he won’t get a meaty set up. This normal throw range matches Bison, they both have the best normal throw range in the game.
Hanging Chain.
Blocked from mid screen you can punish with MK or EX.Knee Press, slightly closer and you can punish with HK Knee Press. Don’t bother with Critical Art Cancels as they will whiff.
Block within 25% of the screen and punish with Pyscho Axe. From max range and even slightly further back you can V-Skill the chain and punish with a fireball.
Bull Head LP/MP/EX are -10 on block while HP is -5.
Will be buffered a lot from S.MP. Watch as Birdie players utterly rinse the S.MP buffered Bull Head once they get critical art stocked. Birdie’s also tend to throw this out raw and cancel into his V-Trigger which leaves him slightly negative and just outside of throw range. Birdies can be cheesy and throw out an VT.EX.Bull Head to blow up your next poke as Bull Head gains armor. Throw will counter this.
V-Trigger Bull Head damage is pretty derp and the armor on these moves in VT is a real game changer for Birdie as pokes become very risky against him but play too timid and you may end eating command grabs. Frame data changes on the punishes. LP/MP/HP are all -9 while EX is -7.
VT.EX Bull Head is quite tricky to punish. C.MP XX.MK/EX Knee Press is your best punish outside of V-Trigger combos. Critical Art cancels from Knee Press will whiff and Inferno will also whiff if cancelled from C.MP.
Killing Head is command grab doesn’t have massive range unlike other command grabs. The EX.Version has the most and has throw invincibility. Doesn’t lead to meaty pressure outside of the corner.
EX.Bull Horn along with its VT version and VT EX.Bull Head have armor from frame 1, so don’t expect meaties to beat them like you would beat Zangief’s and Mika’s armored moves that don’t get armor until frame 3.
Ex.Bull Horn having armor from frame 1 can be used to blow throw pokes at close range. However if the Birdie player guesses he wrong and you block he may cancel into V-Trigger, but if he does this he’s at -9. Punish him as hard as you can.
Bull Revenger is a gimmick, one that will make you very salty.
His V-Skill’s are a pain in the butt. I normally chill and ignore the Banana and it let it disappear on its own. Can is more problematic. I normally actually like to move towards it and try to block it early before Birdie is prepared to start his follow up pressure. Other options are try to get around it with Devils Reverse or Head Press and neutral jump. Bull Revenge may come behind this move but you must resist the temptation to neutral jump punish it as you will trip on the can and get punished. Jump away in either direction. If you have V-Trigger popped you can probably just HK Knee Press through it.
If Birdie is predictable with V-Skill usage and they can get overconfident when your far away, punish them with EX. Head Press.