A nifty trick you can do in the Necalli matchup is that EX Bullhead can be only punished by him in two ways: his CA and him V-reversaling out of it.
If he tries to punish it with a normal you can easily whiff punish it. Also look to whiff punish st. hk, and use cr. lp to keep him in check in poking wars.
Imo birdie loses to sim. The other 3 aren’t bad tho. Can’t imagine any of them being worse than even. Maybe I’ve just not played any good ones but cammy especially feels like a decent match for birdie.
Dunno but after getting up to super gold, I’m not comfortable with any of those Matchups lol. I think birdie might lose all of them.
I’d rate it worst to best sim, cammy, necalli, ryu.
Sim is like 6 4 because it requires hard reads or maybe option selects that i don’t know yet. Sim melts if you can knock him down and stabilize your offense but good luck getting there
Cammy has low health and technically birdies normals give her issues… but she never really has to get hit. She has great footsies tools and her shimmy causes massive problems because her walk speed and counter hit traps are insane. Her v skill also works well ahainst birdie because his defense sucks. I like to late tech which obv gets blown up by her v skill unless i do it super late. I have trouble hitting a good cammy but one good guess is like at least 25% health. I think it’s 6 4 cammy. At low level, birdie wrecks cammy.
Necalli has so many good tools but I don’t really know the matchup yet. This could be really bad for birdie or not so bad. I think in theory birdie can just keep necalli out with normals, but his tools are so good I’m not sure if that will work long term. Necalli never has to approach. He can just seismo. That means birdie has to go on offense which is not his strongsuit. Unsure of matchup. I get wrecked by good Necalli’s though but I don’t really understand the properties of his moves.
Ryu is weird. His tools are super annoying but there are so many terrible ryus online that it can cloud judgment. I think it’s even or 5.5 ryu. Birdie has the tools in this matchup to do well though. Not sure if ryu has to respect any of them though. Parry blows up a lot of stuff birdie does in neutral.
Anyway just my opinion. I suck though and don’t really know Matchups super well yet.
good nashs and chun li is the most dificults for me.
nash can keep zooning you and go in and out whatever they want, because of the boom recover, and chun li,well, because she is the damn chun li, she can punish birdie very well and outpoke him.
I’m dreading how the Guile matchup is going to be for poor Birdie :lol:
Granted, part of Nash’s advantage is that he can get out of the corner easily once he’s got V-meter. Backing Nash into the corner has to be priority number one for Birdie, and that means he has to do it at least twice a round.
I think Birdie loses all four.
Sim - strangely the matchup I feel is the best out of the four. He can’t really get in and exploit Birdies weakness easy, and Birdie can punish his long limbs quite well.
Necalli - feel that Birdie loses this outright, one of the hardest matchups for me. He can punish eating a donut full screen, and once he gets in its done. He has so good pressure up close that Birdie just can’t get him off him.
Cammy - similar to Necalli, she can just go in and keep mixing Birdie up and he just has to have immaculate defense until there is a chance to get her off.
Ryu - I feel him and Nash are similar for Birdie, they are both faster and have fast fireballs to control the flow of the game.
I get hate for it, but I think Birdie loses to most characters in this game. Birdie was strong early, when you don’t know him, but once you get to a higher level he can just get so horribly exposed for his weaknesses. He can still win though, since you only need a few combos in because of his sometimes ridiculous damage.
I do notice that Birdie can have issues getting any real pressure going against people who know what they’re doing - at least until he’s got the better walkspeed in V-trigger. Unless he’s got a can out, he generally needs to have people block a jumpin or to have them get hit by a cr.MP antiair in order to threaten with command grabs, and most of his stuff pushes people right out.
His gameplan isn’t BAD, but it does feel outclassed by people who can really threaten up close, who can link huge damage off a low, who get great continued pressure off a soft knockdown, and/or who can push you into the corner like nothing and abuse you there.
Still playing him, though, because I like the big lug.
i feel like a big key with him is trying to get his ex bullhorn timing down…you nail someone once with it they start getting afraid to go crazy. That said i think he still good and most of the match ups he does well against only ones i think are hard are mika and laura but i feel like neutral jump destroys pretty much everything mika does to get in.
I don’t think Birdie should have/needs raw offensive pressure.
The way his normals are so far reaching but average startup and then slow to recover make him seem like he is intended to keep people out in the first place by poking them at max range. Especially his st.hp, I hit idiots doing the momochi shuffle where they think they are safe allllll day with that. The people start dashing in or jumping in to try and get over it and now they are running into st.mk or st. mp or landing on cr.mp. You can’t go ham with his normals, the recovery is ass, I swear I’ve eaten jump in full punishes off a whiffed mk, you just have to be ready and hit the poke at the right range, hit or block is fine, whiffing is a no-no.
You have to be careful not to back yourself away from the opponent in order to stay at the max range of these moves or you find yourself in the corner and then you’re relying on a V-Reversal or EX Bluuhead / Vtrig bullheads to save you.
But I feel like if I play Birdie by standing my ground, or even walking forward (scary sometimes considering how big and slow birdie is and you feel like you’re about to get clipped by something at any second) and keep people out at the start of the round, then it forces them to try and rush into me, which leaves them vulnerable to all sorts, I mean cr.lp although not super fast for a light has to be the best low poke in the game imho, it has an outrageous range, it feels like any other characters cr.mk rather than a jab!
I would say at least 50% of the damage I’m doing in matches is just from single pokes. If you get in VTrig state you don’t need anything else +20% damage or whatever it is on normals really starts to stack up after a couple of hits.
I only really get big damage if my opponent fucks up and I get a st.mp xx whatever or a bullhorn VTC xx whatever combo opportunity.
Yeah, that’s what I do too. That’s what I mean about his gameplan. Just gotta be smarter about my pokes, I think. And USE THAT GODDAMN VT because I keep forgetting to do that :lol:
As Rashid I was unable to sweep it after a block. The only thing I can do is cr lk which can’t chain to anything else. I found the only reliable punish for Rashid was v-reversal away and eagle or rolling assulr if near corner. Even at -10 my sweep is blockable.
Still struggling mightily against Nash but have found a couple of tricks that help sometimes. At the very start of the round, you can just throw out a s.HK. If Nash opens with the medium sonic scythe (and 90% do?) you have a free crush counter to start.
Every now and then, I’ve been able to catch Nashs off guard with a f.HP in neutral. They don’t expect the armour on it, but you can abuse it.
Nash and Chun are by far my most difficult match ups. Hard to get in on either and once you do, both have really useful buttons for any situation. It’s not like other characters that rely on block strings and specials, you can’t just wait your turn and turn the tables because they’ll catch you with a poke. FANG can be hard to get in on, too, but at least once you’re in you can bully him.
At start of round I jump forward. Like 50% of bad Nashes start with sonic scythe or backfist and you can punish both on recovery. I usually do j. mp (especially useful against Nash’s moving moves) into st. lk, st. lp xx lp bullhead. I’m sure you can hit harder though since you have plenty of time to see them whiff the move under you. For this matchup, I do my best to walk Nash down to the corner and just stay ready to cr. mp his dumb stuff. I have the most trouble with him v triggering out of the corner and him randomly dashing forward and throwing me. You can punish his bazooka knee and overhead on block.