From a middle-of-the-ground-player viewpoint, I’d say Nash. Nashes who know to be patient are hell to get in on. At least with Dhalsim it feels like you have options and you can brutalize him once you are in, but Nash is slippery, especially with his V-trigger escapes, AND can mount a decent attack back at you.
Mind you, a good Sim is hard as hell too.
I’ve actually yet to play against a good Guile (haven’t played much since I got Dark Souls 3), so I dunno how he compares.
Right now I’d definitely say Nash followed by possibly Chun or Cammy.
Nash just has an answer for everything Birdie wants or can do. You can’t react to booms with your any chain specials at max range unless it’s EX hanging chain. Non ex it’s more of a guess or a psychic read which even then needs to be on point. Can is pretty decent in closing the space and allowing Nash to at least respect something but then you still have to block/avoid boom. Nash has good anti airs and really good air to air normals. Mix that with Birdie’s floaty jump and it’s an annoyance even if you attempt to throw out early air buttons to challenge his ground/air normals.
Also have to worry about Vreversal and Vtrigger. For this match it’s a mixture of getting into Vtrigger asap, staying on top of him and punishing his target combo strings. Baiting or catching the v-reversal will be important to keep him from escaping pressure. There’s ways around booms (f+HP, df+HP, VT bullhorn, VT bullhead,) but it’s still very hard to call them out unless he’s doing them off target combos.(and it’s also never fun guessing with f+HP when it’s -7 unspaced) But at that point you’re also worrying about getting thrown.
As for Cammy and Chun, they just have the ability to outfootsie him outside of V trigger due to better walkspeeds and pressure options. Chun doesn’t have to respect Birdie mid range and can continue to pressure him. Cammy can do the same but just shorter normal range. Cammy doesn’t allow Birdie to vskill at all anywhere on the screen in neutral, Chun punishes things that can be hard for others to punish with EX legs. Having poor reversal options also makes Chun/Cammy even more annoying.
That’s just my impression right now on the more annoying matchups.
Any advice on the Fang matchup? His multi hitting normals mess with armoured moves outside of V-Trigger something awful and his slow moving double projectiles are difficult to use Revenger through. Any ideas? I feel like getting in on Fang is a real pain.
Get him into the corner and command grab all day since he doesn’t like to jump (slow, floaty jump). Watch out for wakeup super and punish (different ways, but I usually do heavy bull revenger). If he does poison balls in your face, it’s not real. I’m not really sure how to punish it yet (maybe walk up command grab?), but yeah don’t let him do that. Hard to get great notes so I only play FANG once every 100 matches lol.
Nash is definitely Birdies hardest matchup, no question about that. Birdie has some tools to fight against him but if the Nash player acknowledges those tools playing around them and knows the matchup it feels pretty hard.
When Fang is putting pressure on you charge ex bullhorn and look for unsafe traps or fireballs to punish with it. Sometimes regular version works too. In neutral you might also want to do the same and punish fireballs and traps aswell. Be wary of Fangs ex trap though.
I space around Fangs fireballs and get the can rolling if I can do it safely. I feel like lk chain is a huge part of the MU, I look for patterns in his fireballs and throw it out at a safe range. He can punish it too close. Also always punish his dash punch move with mp to bullhead. Watch out for jump ins and yolo teleports.
Dont know if this helps but its something. I feel the match aint that bad and ive played against this russian Fang Fidoskin online and did pretty well. Although a top level Fang would prob make me feel otherwise.
One issue with Fang (and quite a few characters actually) is his walk speed being faster than Birdies by a fair amount. Being able to backpeddle and reacting to whatever Birdie tries to do as an approach. Trying to use the can seldom works for Fang due to the the speed of his projectiles and the awkward arc they travel in makes Revenger a big no go. LK chain does seem to work well if you can predict which version of his projectiles he will use. EX Chain and Bullhorn become your best friends for this fight. Once you get V-Trigger the increased Walk speed allows you to get in close and intimidate Fang a lot more. I still need to work on the matchup big time though, Fangs who know what they’re doing will pretty much be able to keep you in a poisoned state for most of the match.
I’ve been trying to think of the best ways to punish him for trying to use his Dash to get out of pressure.
You can throw him out of his command dash. He shouldn’t be doing it raw and if they’re doing it as a wakeup option just start throwing him for it. Just have to make sure he doesn’t have meter for wakeup super.
I haven’t played the fang match much lately but the last time I played I got rushed down. Though the overall goal is to get into Vtrigger and maul him. In VT you at least get armor moves (bullhead/bullhorn through non EX poison trap BnB enders, EX VT Bullhorn having 2 points of armor instead of 1 I think will play a huge roll later down the road.) on top of walkspeed and damage. Fang has to be more cautious when you’re in VT at the very least. Throwing down cans also helps as it goes through poison traps. Nothing huge but Fang has to respect it like everyone else. (and if he jumps that’s a free AA) Once you corner him he technically should die or at the very least should be looking out for his go to escape options. (wakeup super, EX command dash, vreversal.)
I’ve noticed sHK is pretty decent in this match if they push you out with cMK and cMP. cMK is +2 on block but once you’re pushed out the spacing allows sHK to counterpoke with no worries. KingFunk also did a FT5 not too long ago with Fidoskin that he put up on youtube that’s worth checking out just to get a general idea. I think right now most Fang players are choosing the lame route over rushdown so I don’t think many will see how much of an annoyance this match can be when he actually applies pressure towards Birdie.
You can throw him out of his command dash. He shouldn’t be doing it raw and if they’re doing it as a wakeup option just start throwing him for it. Just have to make sure he doesn’t have meter for wakeup super.
I haven’t played the fang match much lately but the last time I played I got rushed down. Though the overall goal is to get into Vtrigger and maul him. In VT you at least get armor moves (bullhead/bullhorn through non EX poison trap BnB enders, EX VT Bullhorn having 2 points of armor instead of 1 I think will play a huge roll later down the road.) on top of walkspeed and damage. Fang has to be more cautious when you’re in VT at the very least. Throwing down cans also helps as it goes through poison traps. Nothing huge but Fang has to respect it like everyone else. (and if he jumps that’s a free AA) Once you corner him he technically should die or at the very least should be looking out for his go to escape options. (wakeup super, EX command dash, vreversal.)
I’ve noticed sHK is pretty decent in this match if they push you out with cMK and cMP. cMK is +2 on block but once you’re pushed out the spacing allows sHK to counterpoke with no worries. KingFunk also did a FT5 not too long ago with Fidoskin that he put up on youtube that’s worth checking out just to get a general idea. I think right now most Fang players are choosing the lame route over rushdown so I don’t think many will see how much of an annoyance this match can be when he actually applies pressure towards Birdie.
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I think the general gameplan for FANG’s will be to try and lame out Birdie at the start and irritate him with poison to force him into coming after them, to which they can attempt to knock him down and then abuse Birdies crap wake up game with poison Oki. I’ve seen some pretty crazy poison Oki pressure shenanigans from FANG players when playing as other characters but some seem to be way more cautious of doing this to the likes of Birdie, they probably think he’s like Zangief with scary grabs on wake up when he honestly isn’t like that.
How do you guys keep laura out? I have trouble keeping her off of me and when she’s close i have the feeling that she can just go to town because all my normals are to slow to respond or her lights are just that good.
having modarate success with chain when i anticipate a dash forward but i just hate using the chain in this matchup because the recovery on this move is so retarded. one missed chain equals a knockdown opportunity which leads to me getting mashed on my quick stand into random jumpins.
Laura is my biggest problem also best options are light punch and medium kick…i think throwing out roundhouse every once in a while helps especially if shes dash happy. bananas down if she has no meter and as soon as she hits you block something v reversal if you have the meter…if she charges fireballs ex dive will catch her every time.
no… it’s true. Her mp, cr mk, hp are all 1 pixel short of reaching after the push-back. Only HK, sweep, mk, ca works. Not even orochi, tenko, ressenha, mujinkyaku nor rekka can reach in time. I’m afraid Karin is at quite a bad match up against turtling jabbing birdies. Since his cr jab beats her mk.
on defense just block and don’t let her get in, she has so many plus normals and now birdie lose the 1 frame armor, so block and wait to the opponent walk in to try a ex bull horn or press a c.lp, you survive longer than before because the damage reduction.
in her wake up just go in, now she has no real answer to your stuff, her ex dp is not a treat at all because the damage is not to much also the situation is in your favor (risk/reward/resources), even her reversal is worse no knock down.
in footsie range you have a chance because the damage factor is in your favor and also you has very good buttons, remember she can punish a lot of your stuff, like v.skill or c.hk, chains on block, use a s.hk or a s.mk in anticipation or whiff a jab and try to whiff punish her s.mk or s.hp, make her afraid to your damage. the dive kicks are negative on block, you can punish it or challenge after she can’t dp you with out wasting her meter, also you can beat the normal dive with a c.hp>fierce bull head.
Yeah I think Birdie goes at least even with Cammy now, possibly even a slight advantage. He always won the footsies game imo, but the problem was that Cammy could circumvent the footsies game with dive kicks and if she got in once she could stun/kill you after you guess wrong a couple times. Now her dive kicks are severely weakened. She can still hurt you pretty bad after one hit but at least you can do it too now with Birdie’s improved knockdown game.