Birdie Matchup Thread: Mash Potato!

Do you play in bronze? Bullhorn range is extremely short range that you almost have to be in melee range to reach and Ryu doesn’t throw fireballs at that range. Id love your Battle ID so I can watch how you deal with Ryu. Because I think Ryu beats Birdie easy.

This is why I left it out on the Ryu section, it’s a week one gimmick that’s dated already. Ex bullhead has uses though for sure

Wow, I need to learn what things I can punish Karin for on block. Some of them just love pressing buttons all day.

EDIT: So, I went into a training session to at least figure out punish timing for having blocked the Rasenha full-screen overhead lower Karins love to throw out. Best/only real punish would be LKxxBullhead (into Super if you have it) once she lands for the long-range one, I think? For the closer ones, just mash throw on block if you haven’t got Super, since it’s apparently -5 to -6 after the initial whirlwind-hands leap?

Frame data says lp/mp/hp versions are -6/-5/-4 so all versions should be punishable by st.lk xx whatever.

I like throwing can as karins like to throw this move out to go over

Bison is going to make me quit this game

With Bison I see what is going on.
When I face a good Laura/Mika I feel violated but I don’t know what happened.

that pretty much essentially was my experience last. I don’t play much out of the week. dropped from silver down to ultra bronze. so many Bisons, Lauras, and Nashes.

I need to find out what is punishable on block and dedicate some time to training mode. mid-game feel like nothing birdie has is fast enough to punish, but I know he has options

he’s right, you’re wrong. bullhorn has half screen reach vs ryus fireball. why don’t you go test it out yourself? it’s a few pixels shy of f.hp range. it’s the range ryu’s will fireball as a poke.

Bison. When do I attack? Feels like everything this dude does is safe and his throw range seems crazy

Scissor kicks are all minus, however only blocked lk scissors are punishable by st.lk. Others leave him minus but safe so it’s always worth sticking out a poke afterwards to check him and start your own offense.

Use cr.mp to beat out headstomp until he starts to mixup with Devils reverse. Then meet air to air with j.fp as someone has mentioned before.

Basically when he gets in your face, just block until he is pushed so far back he has to either scissors, dash in and throw (which you should hit him out of with st.lk) or back off. Once you get the pressure going, it’s hard for Bison too. He has no reversal other than super so abuse him, j.mk helps for jumpins to beat or trade with some of his anti airs. J.lp also helps with Bisons that like to see you jump and meet you air to air so they can cross under or use their j.mp juggle into scissors or super.

Be wary of using banana and can in this match too as bison has ways of punishing you or at least make your attempt worthless.

Also, if they’re super-eager about long-range scissors and slides, do a few neutral jumps now and then. You can get in a full jump combo to punish them.

The thing with Bison is that he has no overhead. So when he is on the ground you can just crouch block and all you have to worry about is getting grabbed.

When Bison is pressing buttons on me, I just wait, everything is pretty much safe, the only thing I press buttons on are blocked scissors which I will throw out a lk afterwards just in case he pressed buttons, or if he ends a string with an inferno it’s super unsafe and you can hit him with mp xx whatever.

If you get the time, can and banana will shut down scissors and slide and get you some breathing room.

If bison goes for head stomp and any of the followups you can beat them all with cr.mp iirc. Apart from vtrig ex stomp, which is fast as shit.

The only thing you have to watch for is his v-trigger devils reverse (and just vtrigger in general) which is a cross up everywhere apart from in the corner when it has to come in from the front (I think, I mean I’ve only ever seen it coming in from the front when I’ve been in the corner).

I’ve also had some success neutral jumping on bison’s wake-up, some of them will wake up with buttons because his buttons are really good.

V-Triggered devil’s reverse is also perfectly reactable with Cr. MP. I’ve caught most of’em without even practicing, and my reactions aren’t great.

One thing I did have trouble with last time I played a Bison was that Bison’s dash seems to turn into an actual teleport in V-Trig. My LK went straight through his dash, and I got thrown. Any idea what the properties on those dashes are? Seems like it should be possible to stick a meaty like S.HK out to counter’em.

It happened again. His REGULAR dashes are teleports, too, but slower than V-triggered dashes. I saw him start dashing from half the screen away while in V-Trig, stuck out a Cr. LP, and while the LP was out he dashed through it and hit me. The hell is going on with this move?

I believe thwy are actual teleports. I would guess they can be punished when he phases back. The other day i played a bison and i read he was gunna come in on me(not nessecarly dash) and ex chain and as soon as he popped back in it grabbed him

Bison regular dash has a small amount of invul when he is completely off screen. Use a move with more active frames.

It’s hard and no one really has the timing down yet but it’s possible. Here’s the data so we can all get a better understanding :slight_smile:

Normal dash - 22f, frames 8-10 are fully invincible and frames 11-14 are strike and projectile invincible.

V-trigger dash - frames 6-13 are fully invincible and frames 14-18 are strike and projectile invincible.

So basically for normal dash we have 7 frames to interrupt at the start and 7 to punish at the end. It’s 5 and 5 for v trigger dash. Easier said than done I know when Bisons all up in your face but what’s our options?

Well st.lk is 4 frames so with reaction times it should work nicely. Although done too early and it whiffs and you get punished. Cr.lk > st.lk done late catches sometimes as Bison is likely to not go into crouch block after dashing.

Any killing head is 5 frames startup and this covers the frames bison isn’t throw invincible so may be a better option if bison is dashing close.

St.mp is 7 frames so it’s tighter but still an option for normal dash.

And neutral jump is always a nice option. I think between these options we should have some tools to combat it. But hey, we’re not supposed to just have a concrete counter to everything. As long as we have options I’m happy.

Maybe I will write up the Bison section for the front page next. It’s a common matchup and we all seem to be struggling.

Good stuff. I’m not denying Bison some legit mixup options - goodness knows he needs’em. :lol: I’m just having a hell of a time figuring’em out.

Even though I know what to do in theory, it’s rough out there sometimes man

Can I have your Capcom ID? So I can view your games, because its not working for me. The range is ridiculously short, no Ryu I face ever throw fireballs at that short range, where I can just click st. MK.