Birdie Beginners Thread: Grabbing the Bull by the Horns

I don’t often use bullhorn outside of combos, but this is what I do when I try to combo.
sHK (cc) - hold the HK button: wait a bit, cHP xx (release kick button) Bullhorn
sLP /sLK / sMP xx EX Bullhead xx VT (hold the HK button from activating VT), cHP xx (release HK Button) Bullhorn

In midscreen neutral, I only use Bullhorn if I’m feeling gutsy in punishing a shoto fireball. In that case I hold the LP button. If the opponent for a random reason dashes forward to catch me off-guard, then I still have my 4f kicks. Bullhorn might be his worst anti air, hitbox wise compared to fHK, cHP or cMP, so I never use it for that purpose.

In VT it gains a lot more active frames and gains 2f~3f of armor from around startup frame 2, but I haven’t tested it extensively. The opponent can usually block in time if you want to make use of the armor to anti air the opponent.

I use HP for bullhorn and MP + HP for ex bullhorn. It sucks getting jumped in on when you have it held though, but you can always use it as an anti-air. I’m considering mapping V-Trigger to my fourth top button and using that for ex bullhorn.

Interesting. Thanks. I didn’t realize that I’d have enough time to charge up inside of a combo, but from your examples above it sounds like it’s not some some super needed thing to always be keeping a charge on in neutral. I was trying to work with it that way myself and was always getting my fingers in a knot keeping charge on.

Birdie crush counter punishes:

@ManiacMike313 - Wrong thread? There’s a specific [video thread](Birdie Video Thread: The Gluttonous Gangsta

yeah, just more practice in training mode & you’ll have it.

I’m still a beginner with Street Fighter, so I’ve pretty much played Ryu exclusively. The highest I’ve got with him is 1600 LP, but I definitely cannot maintain that number if I were to play ranked regularly. I think I’d probably hover around 1000 LP, but I mostly play casual and battle lounge. Birdie, just looks cool and relatively simple, though, so I’m interested in picking him up. I’m just worried that picking up another character at this point is going to hinder my overall progression since I can’t sniff Silver with Ryu.

Why not just play Casual matches with Birdie until you have enough of a handle on him to try ranked? You still get the experience points and fight money and you’re not risking losing any LP while you learn the character. A lot of people prefer casual matches over ranked anyway (less rage quitting, more people likely to rematch, etc).

Sounds like we’re in the same boat. I mained Nash, but was always better with Ryu, at first and got past that 1000 LP mark but could never consistently keep it up. I realized his play style just wasn’t for me. I switched to Birdie because he’s a bit slower, a bit simpler, it fits my play style much better. He taught me to be way more patient and efficient in all facets of the game, something I just didn’t have playing Nash. It’s made me a much stronger player overall. Still don’t have that consistency, but each time my LP peaks, it’s higher than before and I’m finding it way easier to keep up with better players as I learn.

Plus it’s sooooo satisfying to bullhorn someone out of the air, activate V-trigger, breath fire on them, start a bullhead and cancel into a Critical Arts with Birdie. That little bit of kid-like joy he gets when using an opponent as a jump rope and seeing the damage it does is good for the soul.

My concerns aren’t with losing LP by picking up Birdie. Playing casual is no issue because that’s mostly what I play as it is. I mentioned LP in my first post just to try to give you guys a picture of where I am as a player.

I just see everywhere how important it is to start out with Ryu to learn the game and build fundamentals, so I don’t want to lose out on that by picking up Birdie. I feel like I’m still bad since I can’t get to Silver with Ryu.

I don’t think you’ll lose out on fundamentals by making the switch. Birdie still relies on them heavily, it’s just a different set of tools once you factor in his can/banana and command grabs - good things to learn in SF anyway, especially V as there are many grappler-type characters. You’ll still absolutely need solid D, execution, anti-airs, knowledge of spacing and which buttons to use when to succeed.

At this point you’re probably super familiar with Ryu’s play style and move set. The fundamentals you’ve picked up are universal. If you feel like experimenting with someone else to see if it suits you more, I say go for it.

When I was teaching my friends how to play Street Fighter years back, they would ask who to start with. My mantra was “Your favorite, or Ryu.” Back when characters as complex as Gen existed, that would be problematic, but SFV isn’t like that. Especially not Birdie. One of my friends, who’s been playing for a few years, sucks badly with Ryu–but his Birdie is pretty respectable.

Birdie is really, really easy to use. Don’t let rankings delude you into thinking you can’t make a switch. In fact, for a beginner I’d say he might be the easiest character in the game. Low execution, high damage, excellent buttons, and fairly straightforward meter management. The fundamental fireball/DP game isn’t there, but his ground game and anti-air is still wicked strong.

What he said. Just go for it and see if he clicks. You’ll obviously need to make some adjustments, but your fundamentals ain’t going anywhere.

Took a couple days away from birdie, and just carved and went back to him today and have been busting people. Playing a non grappler without his godlike antiair makes it even more effective when you get those tools back.

Birdie’s a great character to pick up for anyone, as people here have mentioned. There are just two caveats:

  1. Don’t start off abusing Bull Revengers (the leaping command grab) against people who can’t defend against them. I’ve seen Birdies who rely on that, and that move is so very easy to punish once you learn to react to it. Instead, focus on learning your poke range and antiairing. You’ll get good mileage just out of his pokes at a low level anyway, and that sets up a good base for his trickery.

  2. Birdie’s defensive options aren’t great once people are in and pressuring, so make sure you don’t let them. For instance, follow up every single cr.MP antiair with a meaty of some sort if the opponent doesn’t have an invincible reversal. A decent base is to go into either St.HK, F.HK (his overhead) or command grab. If they have an invincible reversal, you’ll need to block here and there, but reversals aren’t risk-free in this game.

Also, USE HIS DANG V-TRIGGER. Birdie’s so much better in V-trig, and one weakness I have is that I just forget about it.

Cool, thanks for the tips everyone. I’m gonna try him out. I just need to watch some more gameplay and a tutorial or something. I have no game plan with him and find myself leaning on raw specials, which I know is what I shouldn’t be doing. He just doesn’t seem to have many combos and my neutral game is weak.

I should add: Learn to do his LK-Bullhead combo. It’s tough to figure out, but once you have it in your fingers you can punish so much stuff. One of the first steps of really learning any matchup is figuring out which moves can be punished with your LK.

For instance, a lot of Karins like to abuse their leaping hand-whirling special. However, when you block any of those, you can punish with LK into Bullhead before Karin can do one of her followups. You get damage, she doesn’t get free pressure.

You mean LK, LP xx LP Bullhead right? I was practicing that yesterday but it’s pretty tough. Linking LP from LK isn’t too bad, it just seems like the cancel window off of LP is so small. In training, I get a lot of two-hit combos by linking the lights and then a bullhead that hits but doesn’t combo. Clearly, that’s not going to fly in matches.

Nope, just LK into Bullhead at first. That one’s much easier to get into your fingers.

Oh ok, thanks. How’s the cancel window on that one? I feel like it would be pretty hard to confirm a single light into bullhead.