From SRK's article.
sfv-birdie-reveal-tallBirdie’s had an interesting series of transformations over the history of the Street Fighter franchise, going from a white, generic British punk-thug in the first game to a hulking black bouncer with a bizarre ‘do in the Alpha series, and now to a chubby, food-scarfing, tattooed bruiser in Street Fighter V.
I’m not sure if Birdie was particularly high on many folks’ returning-character wishlists, but now that he’s actually in the game, I’m really glad he’s there. Birdie serves a very interesting niche that’s different from his role in the Street Fighter Alpha series: a slow, power-heavy character that hits hard and comes equipped with long-range grabs using his chains. I didn’t think he’d be a character I’d enjoy playing–I gravitate towards “glass cannon” types, personally–but out of everyone in Street Fighter V so far, Birdie was far and away the most fun to play with.
V-Skill: Break Time (MP+MK, variants with stick motions)
Remember Ono’s banana picture? Yep, that’s actually one of Birdie’s V-Skills. Birdie stops to scarf a snack, but this is no mere taunt: the residue he throws can affect opponents. Neutral MP+MK produces a delicious donut that fills V-meter, while using back MP+MK has Birdie chomp down on a banana. The banana peel remains on the ground and can be slipped on by the opponent, causing knockdown (there’s a Diddy Kong joke to be had here, I’m sure). And finally, pressing down with MP+MK lets Birdie slam a Dew*, and his hastily discarded soda can rolls across the floor and hits low.
*No, it’s not actually Mountain Dew, but we can’t totally rule out future eSports sponsorships.
V-Trigger: Enjoy Time (HP+HK)
Now this is Hot Pepper Gaming! Activating Birdie’s V-Trigger sees the brute eat a pepper, providing him with a gauge that makes his skills super spicy. We’re talking extra damage and guard breaks on specials.
V-Reversal: Pepper Pot (During guard, towards+PPP)
Bull Head (HCF+P)
A signature Birdie skill returns from the Alpha series, only now it’s a half-circle rather than a charge. Birdie rushes a length of the stage with a devastating headbutt.
Bull Horn (Hold any P and release)
A slightly less involved input from the original Bull Horn, this can also can be held for a surprisingly long time–even taking a few hits couldn’t stop the charge, from what I recall. Sadly, I didn’t get the opportunity to test and see if it has the same chain abilities.
Hanging Chain (QCF+K)
Birdie launches a chain forward to grab his opponent and smash them around in a nasty, long-distance catch move. The strength of the kick pressed determines the launch angle.
Killing Head (HCB+P)
What’s this? A painful close-range throw that’s not a 360? Yep, I already mentioned before how 360s aren’t in the game, and here’s a prime example. It’s a bit surprising, given that Birdie existed in the original Alpha as the token 360 throw character (until they introduced the token 360 throw character in Alpha 2). Between this and Cammy’s Hooligan Combination, you can see how Capcom’s adjusting the controls for accessibility.
Bull Revenger (HCB+K)
What’s scarier than Birdie lunging at you? A leaping Birdie lunge where he can catch you and inflict a world of hurt, that’s what. It might not be a Super any more, but that doesn’t mean this ground-slamming special is any less painful.
Skip to My Chain (2xQCF+P)
One of the most entertaining–and devastating–Critical Arts shown so far, this attack has Birdie rolling his foe up in his chains and engaging in an impromptu jump-rope session, with his bound-up opponent suffering some seriously damaging skid burns as a result.
“And the very best thing of all, there’s no counter on this ball!” Okay, I’ll stop now.