Birdie's page


Name: Birdie


Ocupation: Bad boy!


Martial art: Street brawling



Character's techniques

Birdie is slow. Very slow. This is why you don't want to get yourself too far from your oponent: you'll have very hard time getting close again. To defend yourself if you're far and under heavy attack, use the standing HP. It has the best priority a normal move can have. If you're close, don't miss. Do the Chain grab, with a few hits (combo) before.
If your gauge is full, you can wait far, and if a fireballer DARES "fireballing", he is good for the awefull leaping chain grab. Combo a Mega headbutt rush if you're close.


Comboable Move lists.

O means able, X means unable.

Chainables moves: the normal moves that can be interupted by another one with greater strength.

LP LK MP MK
Standing X O X X
Crouching X X O X

Interuptables moves: the normal moves that can be interupted by a special move.

LP MP HP LK MK HK
Standing O X X O X X
Crouching O O O O X X

Typical combos:

Stand LK, Crouch MP, Crouch HP, Headbutt rush.
Not a real combo, but if timed properly, the Chain grab will be unblockable:
Jumping HK (blocked or not), Chain grab.

Complex comand moves

Common moves

Zero counter B DB D + p A short headbutt rush.
Taunt Start Birdie licks his chains.

Simple moves

Body press (jump) D + HP Birdie opens his arms and lets himself fall on you.

Special moves

Headbutt rush B (c) F + p A forward rush, head first.
Turn around headbutt Hold 2p/k, release Birdie turns around (invincible) and does a headbutt rush.
Chain grab D DF F UF U + p Birdie grabs you in his chains and slams you on the floor.

Super combos

Mega headbutt rush B (c) F B F + p Multiple headbutt rushes. 3, 4 or 6 hits.
Leaping chain grab. (D DF F)*2 + p/k A quick jump and a stronger chain grab.
Button gives length of jump (LP: shortest, HK: longest).




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