How to deal with Laura ?
that Mr.Shibasaki’s videos are pretty good.
Sasuga kanzaki no butleru.
Yes it is !
Some notes I have so far on birdie:
- means on-block
< means on-reaction
! means safe if spaced at max distance
Common Punishes
Drinks and food
< HK.Ressenha
Hanging Chain (Dive grab)
< nj.HK
All EX moves are at least (-10)
- cr.MP > cr.MK
- s.HK (needed against EX Bull Head)
- s.HP (needed against EX Bull Horn)
Bull Head (-10, -5 for HK version)
- s.HP
- s.LK (against HK version)
!
Bull charge (armor-absorbing attack) (-7)
- cr.MK
!
Situational Punishes
Bull slide (df.HP) (-5)
Cannot be punished without using super. Although, you are within cr.MK range to shift momentum.
Bull Revenger (Chain projectile throw)
- Tenko
- EX.Shoulder
EX version is safe unless you are within JFL range which will rarely happen.
Bull drop (overhead kick) (-4)
- s.LK if point-blank
!
s.MK (-2)
Strategies
He has no invincibility on wakeup except for CA, so you can frequently apply meaty pressure on his wakeup. Use meaty cr.MP > s.MP to account for his armor-absorbing f.HP wakeup. Be aware that grabs will beat his command grabs except for the EX version.
You have to be very on-point with your footsies spacing. He actually performs well within your s.MK range, so you can rely more on s.HK and sweep instead.
Aside from his light attacks and roundhouse (+0), all his normals are negative on block, so you can shift the momentum after blocking a string.
His biggest weakness is the corner because he has no reliable escape options. V-reversal is handy to keep him locked in the corner.
Far jump-ins attempts are actually low risk if you use them sparing, mainly because Birdie AA against far jump-ins are slow.
After a crossup attempt or ground blockstring, you can sometimes start a new crossup attempt at close range. Birdie’s tall and wide hurtbox gives him less time to react with his headbutt AA
someone needs to translate this. I’m getting my ass destroyed by mika
Bull slide can be punished with cr.MP not just super.
Fohstick, when you talk about footsies you mean close-range, mid-range or long-range ? Birdie can anti-air far jump-in with bis CR.MP ?
i tested it before and found that cr.MP is out of range to connect, even if bull slide is spaced poorly
birdie can keep up with your neutral game when you’re at max s.MK range. It’s in karin’s favor to play footsies from a farther range where Birdie’s normals can’t reach you or closer range where birdie’s escape options are limited
Birdie’s cr.MP only has 2 active frames. It’s like trying to jab against a far j.HK - if the jumper delays the j.HK, cr.MP will whiff. In addition, cr.MP damage is not very threatening when it connects
That’s surprising to me, but you might be right since I never tested it. And st. MP doesn’t reach either?
Another option would be st. LK.
cr.MP xx HK.dash works good here. Use it to catch whiffed limbs and advance
Quite the discussion
Yeah the video is good, but how can you beat Ryu’s jumping LK?
I can’t use s.LP, s.HP, OR c.HP because it either trades or it’s in Ryu’s favor.
I have a hard time using jumping MP or MK on reaction, and what if I have no meter for EX Ressenha?
I could dash away, but that’s just a waste of time.
Any help on this one?
@KGershkoff Without meter your options are limited, but they are there. Basically you’re going to have to jump backwards if he does the j.LK from a close range. You’re just gonna have to get used to that.
If he does j.LK from farther range c.HP works. If you do it late enough (but not too late into his jump) you’ll get a trade that’s in your favor. Not just because of the damage, but he gets reset in the air and you get a dash in meaty mix up or if he was close enough a free 50/50 dash under. Long as you get a trade you get the advantage. Work between those two options when you don’t have EX meter.