crLK, sLP doesn’t work.
sLK, sLP does work however. I don’t use it either that often, but sLP is easier to cancel into bullhead compared to slk.
Cancelling into bullhead from slk is harder to do because u need to do it faster and if u do it too fast, u can even get negative edge lk chain.
Also, LP can combo into MP bullhead in VT for great damage.
Question, does Birdie have any oki setups after EX head butt in corner?
009
203
Does anyone know what happened at 2:06 and Birdie didn’t lose the EX bar?
https://www.youtube.com/watch?v=mmErMV7pkrQ
Is this something that was changed through a later update?
Going to post this in the general and see if folks have seen his happen with other characters.
Folks in general think it’s a desync due to rollback.
Have a newborn Birdie
Don’t want to dig through the forum, but I’m sure this has been answered before
Why does standing short not combo into lp bullhead sometimes?
I can buffer from standing light punch without bullhead coming out on whiff, but it seems way harder to do with st.lk is there a restriction on st.lk? Or is it possible to buffer lp/ex bullhead from standing short without the specials coming out on whiff?
Maybe it has to do with the total frames of his s.LK? It’s quite quick compared to his other normals.
Will someone please explain to me the extent of birdie’s armor wakeup? Is it unlimited? Should I worry before I meaty? Is it ex only?
FDream
209
Don’t think about meaties on wakeup, just grab him on wakeup.
Can someone help me with frame traps? cant seem to find birdie’s.
FDream
210
Which buttons do you guys hold to use bullhorn in your combo’s?
@FDream
I play pad so
I usually hold HK or HP depending on which range I’m playing at or the character I’m playing against
Mostly HK though because stHP is so good at long range
I like keeping my stLK, stLP, stMK and stMP open
Stmp for whiff punishing
StLK and stLP for those dash ins, confirms, and interrupts
StMK for long low pokes
That said I don’t always hold a button down
It just depends on the situation
CrLK > stLK > stLP is a good frame trap and link into each other on oki wake up or dash ins
Put dummy on random guard
CrLK > hit > stLK > bullhead
CrLK > blocked > stLK > hit > stLP > bullhead
CrLK > blocked > stLK > blocked > stLP > blocked > stMP buffer or stHK or stHP or crHK
You can also do
stLK > walk > stLK > counterhit > stMP > bullhead
I don’t know how to explain this one
After the walk just do stLK > stMP and if stLK counterhits you’ll have enough time to recognize it after already pressing stMP to confirm into bullhead
You can also just do stLK > walk > stLK > stLP if you feel you can’t confirm the counterhit
What is Birdie’s best option for being on knockdown with a grappler character hovering over him? I play a pretty decent Birdie, but that is the one situation I get really confused on. Say I am in corner and I just took a piledriver from Zangief, and Zangief is within range to do another piledriver, what are my options besides trying to jump? Any advice is appreciated! Thanks!
Jookey
213
EX Killing Head, it’s throw invincible
FDream
214
Why is standing heavy punch so garbage? I end up using it more to bullhorn than anything because its so garbage.
It made more sense back in pre-release, with the CC property. Strange that they removed it when so many others can do that exact thing now.
My hope is that it gets the CC back in AE. That or allow Bad Hammer to work on block and give the CC to the followup, that would be interesting.
FDream
216
For all birdie mains: What would your ideal buff list look like?
1.) CC property on stHP or Bad Hammer. Frivolous with how good stHK is, but if anyone can roll out the door with CCs on everything, why not? Bad Hammer could use something to do. This could be awkward with blockstun changing on a shallow hit, though.
2.) Loosen spacing restrictions on 6HP. It feels silly as-is; if you’re close enough to combo from the CC, it’s unsafe. If you’re spaced for safety you get diddly squat from a CC. I also think it’s slightly too unsafe for its speed, but pushback’s there.
3.) Make 3HP safer (but less so than S1). This was abusable as all hell before, but now I rarely see it. Is that just me?
4.) Give his heavies “uh-oh” animations on block. I’d like this across the cast, but yeah. What’s up with the half-assed animation?