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carnoustie

anti birdie

Mar 24th, 2017
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  1. This is an idea I've been playing with for a little while. I want to make a number of short videos just showing some of the basic punish opportunities and other need to know information when fighting against each character. I'll be making videos based on how often I'm seeing people drop punishes or miss guaranteed escapes, so I'll probably make videos for more popular characters first and well understood characters last. In return, I ask that you guys request which character I should do next in the comments, or contribute some of your own things I left out.
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  3. Just a note on birdie's anti airs, he's pretty well off. Crouch medium punch will hit jump attacks at most angles. And crouching hard punch is one of the highest damage anti airs in the game.
  4. Additionally, most of the stuff birdie does in neutral isn't really weak to a forward jump, so I'd say you should reserve your jump-ins most of the time.
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  6. birdie's answers to fireballs are a bit more limited and specific
  7. From around quarter screen birdie can release zonk to punish a fireball. It only works from certain ranges and is insanely risky against fireballs you can follow in, and it requires Birdie to already be holding a button so it's not always available.
  8. Birdie can also use a predictive chain to punish a fireball when afar. I'll talk about punishing chain more in a little bit but it's important to note this is pretty risky except from really far away since reactive chain is too slow, especially when close. And chain on block can be punished when moderately close.
  9. He can also EX jump throw through fireballs but the range is very specific and it relies on bar.
  10. And he can slide under fireballs with downtowards fierce but the timing is unbelievably strict, it requires prediction, and it's unsafe on block.
  11. Overall birdie's answers to fireballs are all very situational.
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  13. I don't have much to say for most of Birdie's normals, but it is worth noting that Birdie's fastest normal is 4 frames and overall his normals are some of the slowest in the game.
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  15. Birdie's towards roundhouse is 2 hits, and only the second hit is an overhead.
  16. You can react to the first hit and block the second hit high, so birdie will often try and use it meaty or at a range where the first hit whiffs. It's -6 on block, so even meaty you can often usea quick long range attack to punish it.
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  18. Towards fierce has a hit of armor, so it can counter certain attacks. It won't armor lows. And more importantly, it must be used predictively and is -8 on block, so please punish it.
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  20. Birdie's v-skill can be punished in neutral quite easily if your character has good fullscreen presence. This is even easier if you can armor through the can or banana.
  21. If you're within jumping range you can jump in on a can or banana and punish it.
  22. Note if birdie gets the food out in time and you land on it, even if you hit him he wins the trade
  23. You can always empty jump and block the food if you land into it. Birdie still gets a mixup, but this is preferred to just getting hit.
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  25. Birdie can cancel his chain and the cancel has basically no recovery, so I strongly don't advise trying to punish birdie players who hold chain.
  26. However, if you block chain or see him whiff the upward one you can generally punish him. He's -23 on the straight one. Even if you have no punish, use the opportunity to advance.
  27. I don't have much advice on punishing his jump grab. Obviously if you react in time, you can do a full neutral jump punish, and it is reactable even hidden in cancels. Just keep in mind the ranges he'd like to do it. The medium and hard ones are quite easy to react to, so focus on being aware for the light and EX ones.
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  29. Now, what we're really here for, punishing bull head.
  30. FIRST. Birdie's Bull head and bull horn are TWO separate moves.
  31. THIS IS bull head!
  32. THIS is bull horn!
  33. There are a LOT of players who don't know the difference, but the punishes are really different. Bull head is straight, bull horn goes upward!
  34. Light and medium bull head are extremely punishable. They're both -10 and hard to space.
  35. Note that Birdie says "bull head!" when he uses light or medium bull head.
  36. Hard bull head is only -5, but again, it's extremely hard to space. Note that birdie does NOT say bull head.
  37. Reacting to different bull heads can be hard, so you might want to just always use a 5f punish for all three versions. Consistency is good, but just remember this is unoptimal.
  38. Birdie can cancel bull head into v-trigger. Don't worry about needing to react, he has to do it before you can commit to a punish. Just abandon the idea of punishing if he does this, all versions are plusframes, including EX.
  39. Once he's in v-trigger, your punishes change. All bull heads are now -9, but recover much farther away and can even be spaced.
  40. You might have to settle on a sweep punish or the like for consistency. The punish here will be radically different depending on your character. Take it to training mode.
  41. So remember, you can always use a 5f punish outside trigger, and you can generally use a 9f punish inside trigger. Birdie's bull head has armor in v-trigger, so being able to punish it is very important.
  42. As of this recording EX bull head is -2 in and out of trigger, so it's safe. However, in the upcoming balance patch it's supposedly going to be -5, so punish it the way you would punish non VT headbutts.
  43. Now, non EX bull HORN is quite clearly a different move than bull head. It's pretty unsafe so hit it with your max damage. It's still extremely unsafe in v-trigger.
  44. EX bull horn is one of birdie's common armored reversals. Whether in or out of v-trigger, It's extremely unsafe as well, so again, punish it as hard as you can.
  45. Here's the real trick. Birdie can cancel EX bull horn into v-trigger, but only the 2nd hit. This is -5, and to be honest I see people let this one go ALL the TIME. Please react to this and punish it with a light combo, or a five frame medium combo if you can.
  46. Incidentally, regular bull horn can also cancel into trigger, which makes it neutral on block. This is less useful for birdie but it helps to know it's safe if you ever see someone do it.
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  48. Let's talk briefly about birdie's reversal options. Birdie generally has no true strike invincibility, he only has armored EX bull horn. And armor on all versions of v-trigger bull head. You can throw him out of these quite easily, none of them are that fast. They're also somewhat easy to safe jump. And you can break through the armor with any 2 hit attack.
  49. Right now they both only get armor on the third frame, so true meaty attacks will counterhit them. But, in the balance patch coming soon, he's supposed to get frame 1 armor on v-trigger bull head back. He gets that on the same patch all versions of bullhead become unsafe, so he's still forced to take big risks on his reversals.
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  51. Birdie's only other reversal option is EX command grab. This ONLY has grab invincibility, but since all his other reversals are throwable he can use this as a mixup for people attempting to throw him.
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  53. It's worth noting that you can neutral jump bull head, EX bull horn, and EX command grab, It's rewarding but if birdie does nothing he might react and hit you with low strong.
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  55. And, all of these require resources. If birdie's outside trigger and has no bar he's a sitting duck.
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  57. Birdie's super isn't fast, but it does have true strike, grab, and fireball invincibility, so it will beat almost any meaty you go for. Of course the price is high and it's insanely risky, so most birdie players won't use it if they can help it.
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