Street Fighter Alpha 3/Birdie

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Introduction

Not content with working with Shadaloo as a mere goon anymore, Birdie now plans to seek out his superior M. Bison so he can overthrow him! To do this, he will need to find something called the "Psycho Drive".

Pros Cons
  • Has a decent set of long-range normals on the ground
  • s. FP is one of the best preemptive anti-airs in the game
  • Great jump-ins, particularly j. LK and splash
  • Good air to airs
  • Decent command grabs that recover fairly quickly on whiff. Can choose whether to throw them forward or backwards
  • Bull horn (TAP) forces the opponent to play differently and can make them second guess themselves
  • Bull horn is a very rewarding early anti-air
  • Whiffed grabs recover fast and are good for building meter
  • Late whiffed air grab makes him land faster and can be used to bait activates on occasion
  • You can charge up to 4 bull horns at once and release them individually by letting go of only one button
  • Final TAPs can be charged in only 13 seconds and do insane damage/stun
  • Great, reliable customs with good damage and potential infinite setups
  • Large hurtbox makes him susceptible to jab pressure
  • Bull head is incredibly unsafe and is an awful move outside of combos
  • Bull horns are unsafe on block if done too close without enough charge
  • Bull horn invincibility is not as good as it was in A2.
  • Reactive anti-air is awful. c. FP gets beat by most jump-ins and late bull horn can be option-selected (f. RH is a decent close-range anti-air on V-ISM)
  • Gets bullied hard by a lot of characters due to his large size and poor mobility/anti-air
  • Characters with strong lows can practically ignore his bull horn, since it has very limited low invincibility


Birdie
SFA3 Birdie Art.png
Character Data

Introduction

SFA3 birdie face.jpg

Moves List

Ground Normals

  • Close/Far Standing Jab:
Damage 7 SFALPHA3 BIRDIE 5LP.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Close/Far Standing Strong:
Damage 14 SFALPHA3 BIRDIE 5MP.PNG
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3 (XV 4)
Frame Count 6/6/19
Block Stun -6
Hit Stun/Counter Hit -5/-1
  • Close Standing Fierce:
Damage 11+7 SFALPHA3 BIRDIE 5HPCLOSE.png
Stun 4x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1x2 (XV 3x2)
Frame Count 14/4,2/27
Block Stun -6
Hit Stun/Counter Hit -5/-
  • Far Standing Fierce:
Damage 10+6 SFALPHA3 BIRDIE 5HP.png
Stun 4x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1x2 (XV 3x2)
Frame Count 12/3,4/25
Block Stun -6
Hit Stun/Counter Hit -5/-
  • Close/Far Standing Short:
Damage 6 SFALPHA3 BIRDIE 5LK.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 5/4/15
Block Stun -5
Hit Stun/Counter Hit -4/+1
  • Close/Far Standing Forward:
Damage 13 SFALPHA3 BIRDIE 5MK.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3 (XV 4)
Frame Count 9/5/16
Block Stun -2
Hit Stun/Counter Hit -1/+3
  • Close/Far Standing Roundhouse:
Damage 17 SFALPHA3 BIRDIE 5HK.PNG
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4 (XV 6)
Frame Count 8/4/18
Block Stun -
Hit Stun/Counter Hit +1/+2
  • Crouching Jab:
Damage 6 SFALPHA3 BIRDIE 2LP.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/10
Block Stun 0
Hit Stun/Counter Hit +1/+6
  • Crouching Strong:
Damage 13 SFALPHA3 BIRDIE 2MP.PNG
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 5/4/15
Block Stun 0
Hit Stun/Counter Hit +1/+5
  • Crouching Fierce:
Damage 10+7 SFALPHA3 BIRDIE 2HP.png
Stun 4x2
Chain Cancel No (V Yes)
Special Cancel Yes
Super Cancel No (V Yes)
Meter on whiff/hit 1/1x2 (XV 3x2)
Frame Count 6/1,1,1/30
Block Stun -8
Hit Stun/Counter Hit -7/-
  • Crouching Short:
Damage 6 SFALPHA3 BIRDIE 2LK.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/13
Block Stun -3
Hit Stun/Counter Hit -2/+3
  • Crouching Forward:
Damage 12 SFALPHA3 BIRDIE 2MK.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3 (XV 4)
Frame Count 9/2/22
Block Stun -5
Hit Stun/Counter Hit -4/0
  • Crouching Roundhouse/Sweep:
Damage 16 SFALPHA3 BIRDIE 2HK.PNG
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4 (XV 6)
Frame Count 10/6/23
Block Stun -6
Hit Stun/Counter Hit -/-

Air Normals

  • Neutral Jump Jab:
Damage 7 SFALPHA3 BIRDIE 8LP.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 3/10/11


  • Diagonal Jump Jab:
Damage 7 SFALPHA3 BIRDIE 9LP.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 5/10/11


  • Neutral Jump Strong:
Damage 13 Birdie 8mp.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 3/8/13


  • Diagonal Jump Strong:
Damage 13 Birdie 9mp.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/8/13


  • Neutral Jump Fierce:
Damage 17 Birdie 8hp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 12/6/7


  • Diagonal Jump Fierce:
Damage 17 Birdie 9hp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 12/6/7


  • Neutral Jump Short:
Damage 6 Birdie 89lk.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 5/10/11


  • Diagonal Jump Short:
Damage 6 Birdie 89lk.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 5/8/11


  • Neutral/Diagonal Jump Forward:
Damage 13 Birdie 89mk.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 7/8/13


  • Neutral Jump Roundhouse:
Damage 17 Birdie 8hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/6/15


  • Diagonal Jump Roundhouse:
Damage 17 Birdie 9hk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/6/15


Command Moves

  • Bull Drop: f+HK
Damage 18+17 Birdie 6hk.png
Stun 8x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4x2(A)6x2(XV)
Frame Count 8/2,4/20
Block Stun ?
Hit Stun/Counter Hit ?/Launch


  • Body Slam: d+HP
Damage 15 Birdie j2hp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 2/(A)4(XV)6
Frame Count 7/16/*


Throws

Bull Spike

  • Forward or Back + Any 2 Punches Buttons

Bad Throw

  • Forward or Back + Any 2 Kicks Buttons

Bad Scrap

  • (In Air)Forward or Back + Any 2 Punch Buttons

Special Moves

Bull Head(X, A, and V-Ism)

  • Charge Back, Forward + Punch

Bull Horn(X, A, and V-Ism)

  • Hold all three Punch or Kick buttons, then release
    • The longer you hold,the more damage it does

Murderer Chain(X, A, and V-Ism)

  • 360 Motion + Punch

Bandit Chain(X, A, and V-Ism)

  • 360 Motion + Kick

Super Combos

The Birdie(X and A-Ism)

  • Charge Back, Forward, Back, Forward + Punch

Bull Revenger(A-Ism)

  • Double Quarter Circle Forward + Punch or Kick

The Basics

Which Ism?

A-Ism

Amazing anti-fireball super, and a very safe level 1 super, but not much else compared to V

V-Ism

Your Main Option

Turns him from one of the worst characters in the game to a wildcard that can end any round on a good read.

X-Ism

Slept on, super leads to stun ending in massive damage

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Match-ups

Has massive issues with Charlie's zoning/pressure game

Notable Players

Japan

Bideru (V-Birdie)

Kinoko (V-Birdie)

Kuro QP (A/V Birdie)

North America

Carvd/tomass (A/V-Birdie)

Kyokuji (V-Birdie)

Slamtown Alpha (A/X-Birdie)

Europe

Middlekick/s-e-h (V-Birdie)

Discussion

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