Birdie Matchup Thread: Mash Potato!

The answer is neutral jump. Beats scissors, dashes and DR.

I think it’s doable but can’t say I’m good at it. You have to be surprisingly close for even the HK one to hit, does anyone know on which frame it becomes fireball invincible? Because I get hit out of it by plasma all the time. With meter the ex.horn is solid of course.

It’s not fireball invincible from the first frame iirc. At least it doesn’t work against:

  • Ryu’s meaty unblockable fireball or any other meaty fireball on your wakeup.

I think it’s fireball invincible from frame 2 or 3 onward.

How little recovery does Sim have on his dang teleports, anyway? Feels like he can just air-teleport anywhere he wants to get away.

Hrmmmm. Wonder if it’s possible to react to his fireballs with a Bullhead or something.

Alright so the only character I can’t figure out is Gief. I use banna to keep him back but birdie’s lack of a wake up game makes this a horrible match up for me. 7-3 easy in my opinion. A lot of birdies pokes trade or lose to Giefs too. Any tips?

I know it’s not the answer you’re hoping for, but focus on never getting knocked down so you don’t have to play Birdie’s bad wakeup. Once that happens we can’t give you much advice other than get the fuck out of there. It’s risky but st.lk should halt SPD attempts and give you some breathing room.

Get every anti air you can, but if you don’t feel confident in it (too late etc), back up, get some space, try to always have a banana and sit on it/just behind it. Well spaced bull sliders can annoy a Gief and can be unpunishable.

Attack in bursts, get some damage and get out of there, the tide could turn and you’ve put yourself exactly where you don’t want to be.

When you keep gief out it’s 9-1 but when he’s in, it’s turned out its head. Make your blocks and EX Killing Head if you’re 100% on an SPD.

Also in the Gief match up I think you can sometimes get early success with Birdie’s hanging chain (the horizontal chain) to punish players who poorly space their charged up HP or go fishing for SPD attempts with his f.mk that that can help to shut down Giefs attempts to protect him while he is working on getting in on you on the ground.

So the latest development in my Mika matches is that they’ve started spamming her little jumpkick at medium distance. Not the dropkick, but the one where she just does a quick little hop. It seems to beat out most of my buttons except F+HP, which I don’t like throwing out randomly against all her multi-hit approaches. Any better answers to that move?

Just a heads up and something worth mentioning, but Gief has punishes that reach even really far, so spacing bull slider is not impossible but quite tricky:

  • LP SPD
  • EX SPD
  • cLP (xx VTtriggered VT spin
  • sLK (xx VTriggered VT spin)

Also here’s some tech you can use against Zangief’s prejump frames.
After LP Bullhead, you can throw a meaty Hanging Chain to catch Zangief do anything besides block on a quickrise midscreen. He can’t jump out of it unlike other characters.
This doesn’t work from all combos or setups due to the fact hanging chain needs to travel and the pushback from combos.

So here’s a list where it does work afaik if Zangied does quick recovery.
(crossup jMP) All single normals xx LP Bullhead ~ LK Chain
(crossup jMP) cLK, sLK xx LP Bullhead ~ LK Chain
(crossup jMP) sLP, sLK xx LP Bullhead ~ LK Chain
(crossup jMP) VT sLK, sLP xx LP Bullhead ~ LK Chain
sHK, sLP xx LP Bullhead ~ LK Chain
sHK, cMP xx LP Bullhead ~ LK Chain
meaty overhead, sLK xx LP Bullhead ~ LK Chain
meaty overhead, sLP xx LP Bullhead ~ LK Chain

If Zangief does back recovery, you’re still safe everything he can do

If Zangief does DWU, you still have 22 frames to do something after Hanging Chain recovers.

  • You can fdash (23f) and end up being in a 1f disadvantage.
  • Vskill, If Zangief does VT or jumps forward, he’ll get hit by can

From the tier list discussion:

I’m still utterly free to runaway Nash players. Seems like they can throw Booms as much as they want from fullscreen, and they don’t have a hard time escaping the corner either.

I guess patience is key. Maybe building your own meter by whiffing stuff between booms? It feels like once Nash has meter (which doesn’t take long with all his booming) he can react to fullscreen stuff with an EX Moonsault. Bait it out?

What about teleports with a ex yoga fire before it?

Sometimes a nj.mp will get you out of trouble. Even if you trade with the fireball and back tech it can avoid the mix up.

Mix this up with hp bullhead when you see sim throw the fireball, non ex that is. Use this sparingly however, good sims will punish this.

Just fought a gold Ken who kept jumping in… But it turns out they CAN freaking jump in all the time in V-trigger, because air Tatsu passes right through Cr. MP antiair? Jesus.

I swear my head was right up in his crotch, it wasn’t even EX Tatsu, and I STILL got hit.

EDIT: AND he can cancel his DP with his V-trigger to make it safe. Wow. Ken has a surprising amount of bullshit.

Also, dear lord there are so many teleport-abusing Dhalsims in Silver. I took the last match as just training to learn to catch that shit with Cr. MP. Works wonders.

EDIT: And wow, does EX Bullhorn work extra-super-wonders.

Can’t you just Bullhorn react to Teleport with Sim?

If Ken cancels into V Trigger from any DP, he is -5, so you can just mash throw, or if you’re confident in your timing, command grab or standing jab/short into a combo

I’m currently updating the Ryu section on the first page, anyone have anything they want me to add?

Tons. It’s my best match by far.

Birdie beats Ryu by shutting down the fireball game. To do this, in neutral, always be charging for bullhorn. Without meter, use LP, with meter, use Lp plus Hp. Birdie with meter can effectively react to any fireball closer than full screen with a full punish.

When ryu respects your anti fireball game he has to move into the midrange where you dominate. Mk mp c.mk to beat his pokes, and you can poke with fHP if he starts doing heavier buttons.

If you are getting ryu to jump you are winning the matchup. Use your superior anti air to get easy damage. When ryu starts jumping, go easier on the pokes to avoid eating a fat combo.

The realistic way you lose this match is getting pushed to the corner. Don’t back up needlessly. You can use Alpha counter to keep him off you, but beware, this can be baited with throw or parry.

At full screen you have doughnut and can that you can react to a fireball with. Can is so good. Goes under fireballs and forces the block. Use your basic command grab or meaty hk mixup. If ryu reacts with Dp, that’s okay, one of these blocked equals a fat combo for you. Beware the Dp when ryu is stocked with meter. Respect ryu with meter.

Don’t waste meter. Punish fireballs. Anti air everything. Don’t back up. and then you win.