Birdie's tools (normals, specials, hitboxes)

Birdie's tools (normals, specials, hitboxes)

Postby Angelus » March 3rd, 2016, 6:51 pm

Normals

Anti airs:

Bolded = Most Reliable

Super Far Range = HK Hanging Chain
Far Range = fHK, cHP, sHK, VT EX Bullhead
Close Range = fHK, cMP, cHP, VT EX Bullhead
Cross Up = cMP, cHP, VT EX Bullhead

- fHK is fast, has great hitboxes and hits incredibly high. It's his best anti air to stuff all jumps that aren't a crossup. Sadly you don't get any good mixups out of it like cMP or cHP.
- cMP is fast, can anti air crossups and puts the opponent in front of you
- cHP is very similar to cMP as it can also hit people who jump behind you, except it's slower and u can special cancel it into vskill to start a mixup. It's handy vs opponents with a slower jump speed or jump altering moves.
- sHK is slow, has the farthest reach and can crush counter
- VT Bullhorn is slow and has meh hitboxes, but can be used as a hard punish vs Bison stomps (~devil reverse), Vega's FBA, or Dhalsim with its many active frames.
- VT EX Bullhead has armor from frame 1 and starts up in 8 frames. Good for everything.

Jump Attack Guide

jHP (7f startup, 5f active frames) is best used as an Air to air, as a max range jumpin or as a neutral jump to control space (where only the hitboxes extend out of the hurtbox, so max range).
If used from far, you can cover its weakness of having hurtboxes on his legs and under his arms, so only the hitboxes that extend out of the hurtbox matter. I use it a lot when playing lame and neutral jumping to fish for a sMP xx headbutt xx super hitconfirm.
Image

jLP (4f startup, 5f active frames) Starts up the fastest and might just be his best jump attack. This angle and hitbox can stuff/trade some anti airs, Vega has no answer to it for example. It's also effective just throwing it out as a neutral jump to control space. Sadly the only flaw is that it can lose to some air to airs if you use it while rising and it also doesn't cause too much hitstun, meaning u can't combo out of it effectively. It's just a handy tool when u need to come in with a jump while beating some anti airs or to annoy your opponent.
Image

jMP (7f startup, 6f active frames) is just great. It isn't the best but isn't the worst either, it has decent active frames and consistent hitboxes / hurtboxes. works well as a surprise air to air if the opponent is close or jumping over you.
Image

jHK (9f startup, 5f active) is slower and hits the fartest (slightly farther than jHP and jLP) but is easier to anti air, depending on the opponent.
Imo it works slightly better as an air to air thanks to the hitboxes and additional distance it has over jMP and jLK, even though it starts slower and has less active frames.
Image

jMK (7f startup, 4f active) This jump attack hits the deepest out of all his jump attacks. It's best used when you need to jump in or punish something without relying too much on its hitboxes. For example, if you need to punish a whiffed throw, a command throw with a fast recovery, or a projectile, then this is the normal to use.
Image

Specials

EX spd is throw invincible
EX Bullhorn has armor on f1
VT EX Bullhead has armor on f1

fHP has armor on f3
VT Bullhorn has armor on f3
VT Bullhead have armor on f3
Last edited by Angelus on March 15th, 2016, 8:32 pm, edited 7 times in total.
Image
User avatar
Angelus
 
Joined: 5 Jan '13
Location: Belgium
Gamertag: steam: Angeluso
PSN ID: Ralenzo

Postby Angelus » March 3rd, 2016, 6:51 pm

Specials xx VT

EX Bullhead (1st hit) xx VT: +9 on block, +12 on hit
EX Bullhead (2nd hit) xx VT: -1 on block
MP Bullhead xx VT: -1 on block
HP Bullhead xx VT: -2 on block
LP Bullhead xx VT: -2 on block

Bullhorn xx VT: -5 on block
EX Bullhorn xx VT: -9 on block

Jump attack frame advantage

At worst (Zangief, Birdie, Fang while standing)

jLP: -1 on block, +2 on hit
jMK: -1 on block, +2 on hit
jMP: +2 on block, +5 on hit
jHK: +6 on block, +9 on hit
jHP: +7 on block, +10 on hit

At worst (Shotos while standing)

jLP: +1 on block, +4 on hit
jMK: +2 on block, +5 on hit
jMP: +5 on block, +8 on hit
jHK: +8 on block, +11 on hit
jHP: +9 on block, +12 on hit

At best(safejumps usually)

jLP: +5 on block, +8 on hit
jMK: +9 on block, +12 on hit
jMP: +9 on block, +12 on hit
jHK: +11 on block, +14 on hit
jHP: +11 on block, +14 on hit
Image
User avatar
Angelus
 
Joined: 5 Jan '13
Location: Belgium
Gamertag: steam: Angeluso
PSN ID: Ralenzo

Season 2 meterbuilding

Postby Angelus » December 29th, 2016, 5:20 pm

Bull Horn - 15 times for 1 bar
Bull head - 15 times for 1 bar
Chain Release - 15 times for 1 bar
Killing Head - 15 times for 1 bar
Chain Cancel - no meter anymore!

blocked - Bull Horn - 6 times for 1 bar
blocked - Bull head - 7.5 times for 1 bar
blocked - Chain Release - 15 times for 1 bar

hit - Bull Horn - 4.06 times for 1 bar
hit - Bull head - 5 times for 1 bar
hit - Chain Release - 4.33 times for 1 bar
hit - Killing Head - 2.5 times for 1 bar
Image
User avatar
Angelus
 
Joined: 5 Jan '13
Location: Belgium
Gamertag: steam: Angeluso
PSN ID: Ralenzo


Return to Birdie

Who is online

Users browsing this forum: No registered users and 1 guest

cron