Birdie From Street Fighter Miscellany, Birdie From Street Fighter Alpha 2

Introduction

Influenced by life on the European back streets, Birdie has become familiar with the workings of Shadowloo as a bouncer in many punk clubs. He yearns for a part of the action. Using his strength and style to avoid the law, Birdie knows he must fight his way into the infamous crime organization.

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Well, pretty much accepted worst character in the game. Birdie sucks. But if you are up for a challenge, this is for you! Birdie actually can win matches, just isnt easy, but is really fun to play as (but not fight lol)

Pros:

One of the most damaging custom combo”s in the game, roughly 85-90% at lvl 3Due to the custom combo he is one of the most threatening and scary characters in the game, causing many to second guessGood anti-airsVery good jump arc and air normalsSuper is very good vs fireballers

Cons:

Birdman is slow as hellGrabs are very slow, he is NOT ZangiefNormals are slow and not really too goodLvl 3 headbutt super can be mashed out of (wtf capcom)One of the worst throw ranges in the game
Moves List

Normals

STANDING

– Nothing great, throw it out if you expect them to jump from a grab.

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– Really good anti-air, real good. I have no idea why, but it is. Punishable on standing hit.

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– Awesome range, slow as hell. Not something you wanna throw out alot. Can catch jumping opponents

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– Little kick to the toe, good to set up a tick throw

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– Ugly ass kick, short range, no real uses.

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– Limited AA use, but doubles as a overhead, which is very useful and can be comboed after.

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CROUCHING

cr.- Your normal crouching lp, nothing special, c.lk is better.

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cr.- Decent priority but slow recovery, so be careful when whiffing.

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cr.- The anti-poke/anti-air. Hit fast and 1st hit can be cancelled into special or super. This is the main normal to be used when close due to high priority and good speed, do not whiff. Love this thing. 2nd hit does not connect with many crouching opponents, punishable on hit.

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cr.- Long range lk good to tick, but same as c.lp you cannot chain these.

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cr.- A good poke and better anti-air, the latter being very efffective. Not abusable but very nice normal to have.

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cr.- Slow sweep with decent range.

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JUMPINGJumping

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(Neutral jump)

nj.- Great priority and beats many early anti airs, can be used to setup tick throws.

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nj.-

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nj.- Good range and priority, but a bit slow

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nj.- Awesome angle and great to use to tick, think of Rose”s j.lk

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nj.- Good air-to-air

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nj.-

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Jumping

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(Diagonal jump)

dj.- Great priority and beats many early anti airs, can be used to setup tick throws.

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dj.- Good priority and worth mentioning

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dj.- Good range and priority, but a bit slow. Beats many vertical anti airs at max range.

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dj.- Awesome angle and great to use to tick, think of Rose”s j.lk

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dj.- Good air-to-air

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dj.- My main air normal, fast, good priority, and crosses up. Its dope.

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Command Moves

(In Air)

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+ – Body Slam. The typical grappler splash, good priority and crosses up, abusable.

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Throws

/ + /- Bull Spike. Press any buttons rapidly for more hits

/ + /- Bad Throw.

Alpha Counter

Birdie was blessed with the worst ACs in the game.

+- Does a the final attack of Bull Horn, good vs air attack. I”ve seen this whiff on the ground, not much range.

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+- Does the second hit of S.. Doesn”t knock down or have any real frame advantage.

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Special Moves

+ – Murderer Chain.

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+ – Bandit Chain.

His grabs. I stick to kick cause it looks cooler, I believe version does most, but has the most range (and ). These grabs are damaging but can be jumped from or CC”d easier than Zangief, use at your own risk.

Charge , + – Bull Head. This moves is very useful when used correctly. Stick only to the version, as all other ones are death. When done from the right range it is safe 99% of the time unless they have meter. It will be a free CC for them. When done right you will be out of range from attacks and can do another one, and another, and another. You can even whiff punish with this.

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Super Moves

Charge , , , + – The Birdie. This super you can combo into, lvl 3 version can be mashed out of. Not worth it.

+ /- Bull Revenger. Punch goes short range and kick goes full screen. Very useful vs fireballers. Never use a lvl 2 or 3 unless it will kill or you really need to close the gap, cause you really want to land that cc.

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The Basics

Your main focus is to land your custom. Bottom line, it is a round winner. When the opponent is running away, whiff lp grab for meter. Once you get that lvl 3, look for a opening to land it. Until then you have some tricks to work with.

360 fun! (use light versions)

kkk (hit or blocked), 360c.lk, s.lk, 360j.lk or j.rh, 360360 on their wake up

After a grab, follow up with KKK, time it to hit, or not to not and 360 or cc. It is going to take alot of patience to win, but its worth it XD. Ill add more later.

Advanced Strategy

Use crouching medium kick to bait out turns and punish them with light bullhead.

Use your tick setups such as light kicks to force 50/50″s or bait out cc”s.

If they somehow get hit by a final at the end of a blocked cc, you may continue the combo with crouching heavy punch and light bullhead.

Combos

Combos to know

c.hp xx mp red head (2 hits)

overhead s.rh, c.mk or sweep (2 hits)

Custom Combos

Any lvl- c.lk, s.lk xN xx 360+rh (40-50%)

This is your starter combo until you can do his touch of death, and yes its better than reapeated red headbutts, which is…

lvl 1- c.rh xx final, final

lvl 2- c.rh xx final, final, final

lvl 3- c.rh xx final, final, final, final, red headbutt (gl with that last hit) (80%)

And for those defensive peeps

s.rh (overhead) xx c.rh xx final xN

AA CC

c.fp xx Final xN

How to do his custom to activate with lp, mp, hp, and lk, and HOLD THEM ALL DOWN. Sweep, RELEASE lp and press lp again BEFORE THE FINAL HITS, then as they hit, release mp, release hp, release lp. Final charges fast in cc mode XD.

Birdie:lvl 1- c.lk, s.lk xN, 360+hk

lvl 1- c.hk xx final x2

lvl 2- c.hk xx final x3

lvl 3- c.hk xx final x4/5 (can add a red headbutt at the end but is hard)

Match-ups

Vs. Adon: 4-6. This match is basically just building meter and trying to outpoke each other, then land the CC. Adon”s normals are better than Birdies in most cases, and he has a bunch of AA”s from different distances.

Remember Jaguar Kick is almost always unsafe and a free CC if he spaces it poorly. You can also AA CC jaguar tooth on reaction. Adon has no safe special to end blockstrings with.

Vs. Akuma:

Vs. Birdie (self):

Vs. Charlie:

Vs. Chun-Li:

Vs. Dan:

Vs. Dhalsim: 2-8. Extreme zoning and high priority buttons make this matchup very hard but the hardest thing about this matchup is Sims teleport. It completely removes Birdies sweep starter final custom and allows him out corners and continue zoning, Sims very slow and high jump arc is also extremely hard to reach him or air to air him due to birdies very low jump arc, Sims back medium punch is also a hard button for Birdie to handle. Winning this requires a careful get in and good use of supers as your custom is not nearly as powerful or useful in this matchup.

Vs. Gen:

Vs. Guy:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Rolento: 2-8. Extremely uphill due to the knifes and the sheer amount of zoning he can do with him bouncing around the screen. Risk and reward is never in your favor as relento”s custom is on par with birdie”s. Close and far bull revengers and extremely risky long rang bullheads are required to win this, standing and crouching medium punches are used to punch out the knifes but jumping light punch and jumping medium kick can be used at very specific angles. Standing back to build some meter during the zoning is also advised as your going to need as much as you can get.

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Vs. Rose:

Vs. Ryu:

Vs. Sagat:

Vs. Sakura: 3-7

You can punish a fireball meter building Sak player during the fb with Bull Punisher because it does not reach full screen, and the recovery is of course punishable. After Sakura”s P throw, if Sakura jumps forward in oki attempt, Birdie can just jump backward to avoid the j.MK altogether. As an alternative to the j.MK setup, walk up and punish with cr.HP if they jump after the throw. The reason why Birdie loses is due to Sakura”s tools against your jump-ins. Her st. HK is also a good poke against your 360s.

Vs. Sodom:

Vs. Zangief:

Miscellaneous

Taunt/Select button- Sodom”s taunt. Has a hitbox, and is possible to kill with in a CC.

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