Street Fighter Alpha 3/Birdie

From SuperCombo Wiki

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

Color Options

X-Ism A-Ism V-Ism
Sfa3 Birdie pxism.png Sfa3 Birdie kxism.png Sfa3 Birdie paism.png Sfa3 Birdie kaism.png Sfa3 Birdie pvism.png Sfa3 Birdie kvism.png
Punch Kick Punch Kick Punch Kick

Moves List

Ground Normals

  • Close/Far Standing Jab:
Damage 7 Sfa3 Birdie jab.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 Sfa3 Birdie strong.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 Sfa3 Birdie fierce1.png Sfa3 Birdie fierce2.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 Sfa3 Birdie fierce3.png Sfa3 Birdie fierce4.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 Sfa3 Birdie short.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 Sfa3 Birdie forward.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 Sfa3 Birdie roundhouse.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 Sfa3 Birdie crjab.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 Sfa3 Birdie crstrong.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 Sfa3 Birdie crfierce1.png Sfa3 Birdie crfierce2.png
Stun 4x2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/1x2 (XV 3x2)
Frame Count 6/1,1,1/30
Block Stun -8
Hit Stun/Counter Hit -7/-

2nd hit can only be special canceled in V-Ism, both hits can be super canceled.

  • Crouching Short:
Damage 6 Sfa3 Birdie crshort.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 Sfa3 Birdie crforward.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 Sfa3 Birdie crroundhouse.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 Sfa3 Birdie njjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 3/10/11
  • Diagonal Jump Jab:
Damage 7 Sfa3 Birdie fjjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 5/10/11
  • Neutral Jump Strong:
Damage 13 Sfa3 Birdie njstrong.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 3/8/13
  • Diagonal Jump Strong:
Damage 13 Sfa3 Birdie fjstrong.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/8/13
  • Neutral Jump Fierce:
Damage 17 Sfa3 Birdie njfierce.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 12/6/7
  • Diagonal Jump Fierce:
Damage 17 Sfa3 Birdie fjfierce.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 12/6/7
  • Neutral Jump Short:
Damage 6 Sfa3 Birdie jshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 5/10/11
  • Diagonal Jump Short:
Damage 6 Sfa3 Birdie jshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 5/8/11
  • Neutral/Diagonal Jump Forward:
Damage 13 Sfa3 Birdie jforward.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 7/8/13
  • Neutral Jump Roundhouse:
Damage 17 Sfa3 Birdie njroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/6/15
  • Diagonal Jump Roundhouse:
Damage 17 Sfa3 Birdie fjroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/6/15

Command Moves

  • Bull Drop: f+HK
Damage 18+17 Sfa3 Birdie axekick1.png Sfa3 Birdie axekick2.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 -1
Hit Stun/Counter Hit 0/Launch
  • Bad Hammer f: f+HP after close HP on hit only.
Damage 10 Sfa3 Birdie badhammer.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/6
Frame Count 14/6/11
Hit Stun/Counter Hit -
  • Body Slam: d+HP
Damage 15 Sfa3 Birdie bodyslam.png
Stun 8
Meter on whiff/hit 2/(A)4(XV)6
Frame Count 7/16/*

Throws

Bull Spike:

b/f+PP

Damage 4x(1~10)++16 Sfa3 Birdie p throw.png
Stun 0
Meter Gain 1(A)3(XV)
Frame Count 5/1/20

Bad Throw:

b/f+PP

Damage 20 Sfa3 Birdie k throw.png
Stun 0
Meter Gain 1(A)3(XV)
Frame Count 5/1/20

Bad Scrap:

Any direction but u/d+PP

Damage 20 Sfa3 Birdie air throw.png
Stun 0
Meter Gain 1(A)3(XV)
Frame Count 3/1/1(before landing)

Alpha Counter

During Blockstun f+P.png+K.png of same strength

  • A-ISM:
Damage 4 Sfa3 Birdie acaism.png
Frame Count 24/8/17
Invincibility 0-24
  • V-ISM:
Damage 4 Sfa3 Birdie acvism.png
Frame Count 25/6/12
Invincibility 0-25

Special Moves

Bull Head fff: Chargef, f + P.png

  • Startup:
Sfa3 Birdie BH 1.png Sfa3 Birdie BH 2.png Sfa3 Birdie BH 3.png
Frame Count (Fierce) 8
Frame Count (Fierce) 12~25*
Frame Count (Fierce) 16~44*
  • Active:
Jab Strong Fierce Sfa3 Birdie BH 4.png
Damage 14 15 16
Stun 8
Meter on whiff/hit 6(A)9(XV)/3(A)4(XV)
Block Stun -25 -28 -31
Hit Stun/Counter Hit -
Frame Count 4
  • Recovery:
Sfa3 Birdie BH 5.png Sfa3 Birdie BH 6.png Sfa3 Birdie BH 7.png Sfa3 Birdie BH 8.png Sfa3 Birdie BH 9.png
Frame Count (Jab) 40
Frame Count (Strong) 43
Frame Count (Fierce) 46

Bull Horn fff: Hold PP or PP then release.

  • Startup:
Sfa3 Birdie BHN 1.png Sfa3 Birdie BHN 2.png Sfa3 Birdie BHN 3.png Sfa3 Birdie BHN 3.png Sfa3 Birdie BHN 4.png
Frame Count (Level 1) 3 20 2~56*
Frame Count (Level 2) 4 19 2~56*
Frame Count (Level 3) 5 18 2~56*
Frame Count (Level 4) 6 17 6~60*
Frame Count (Final) 7 16 6~60*
  • Active:
1 2 3 4 F Level 1 Level 2 Level 3 Level 4 Final
Damage 14 14+4 14+6x2 14+8x3 18+10x4 Sfa3 Birdie BHN LVL1.png Sfa3 Birdie BHN LVL2.png Sfa3 Birdie BHN LVL3.png Sfa3 Birdie BHN LVL4.png Sfa3 Birdie BHN LVL5.png
Stun 3 3x2 3x3 3x4 3x5
Meter on whiff 1
Meter on hit 3(A)4(XV) 1x2 1x3 1x4 1x5
Block Stun -9 -8 -6
Charge Time 32F 121F 241F 481F 961F
Frame Count 2 2,2 2,2,2 2,2,2,2 2,2,2,2,2
  • Recovery:
Sfa3 Birdie BHN 5.png Sfa3 Birdie BHN 6.png Sfa3 Birdie BHN 7.png Sfa3 Birdie BHN 8.png Sfa3 Birdie BHN 9.png Sfa3 Birdie BHN 10.png
Frame Count (Level 1) 26
Frame Count (Level 2) 25
Frame Count (Level 3) 23
Frame Count (Level 4) 23
Frame Count (Final) 23

Murderer Chain fff: 360.png + P.png

  • Startup:
Sfa3 Birdie MBC 4.png
Frame Count 6
  • Active:
Jab Strong Fierce Jab Strong Fierce
Damage 14+10 15+12 16+14 Sfa3 Birdie MBC 1.png Sfa3 Birdie MBC 2.png Sfa3 Birdie MBC 3.png
Stun 0
Meter on whiff 3(A)4(XV)
Meter on hit 15(A)22(XV)
Frame Count 1
  • Recovery:
Sfa3 Birdie MBC 5.png Sfa3 Birdie BR 3.png Sfa3 Birdie BR 4.png Sfa3 Birdie BR 3.png
Frame Count (Jab) 33
Frame Count (Strong) 41
Frame Count (Fierce) 49

Bandit Chain fff: 360.png + K.png

  • Startup:
Sfa3 Birdie MBC 4.png
Frame Count 6
  • Active:
Short Forward Roundhouse Short Forward Roundhouse
Damage 8+12 6x2+11 6x3+11 Sfa3 Birdie MBC 1.png Sfa3 Birdie MBC 2.png Sfa3 Birdie MBC 3.png
Stun 0
Meter on whiff 3(A)4(XV)
Meter on hit 10(A)16(XV)
Frame Count 1
  • Recovery:
Sfa3 Birdie MBC 5.png Sfa3 Birdie BR 3.png Sfa3 Birdie BR 4.png Sfa3 Birdie BR 3.png
Frame Count (Short) 33
Frame Count (Forward) 41
Frame Count (Roundhouse) 49

Super Combos

The Birdie ff: Chargef, ff f + P.png

  • Level 1 & 3:
Level 1 Level 3
Damage 16+14x2 20x3+12+20 Sfa3 Birdie TB LVL1 1.png Sfa3 Birdie TB LVL1 2.png Sfa3 Birdie TB LVL1 3.png Sfa3 Birdie TB LVL1 4.png Sfa3 Birdie TB LVL1 5.png Sfa3 Birdie TB LVL1 6.png Sfa3 Birdie TB LVL1 7.png
Invincibility 0~9 0~21
Block Stun -2 +10
Frame Count 9~26*1 6 *
Sfa3 Birdie TB LVL1 8.png Sfa3 Birdie TB LVL1 3.png Sfa3 Birdie TB LVL1 4.png Sfa3 Birdie TB LVL1 5.png Sfa3 Birdie TB LVL1 6.png Sfa3 Birdie TB LVL1 7.png Sfa3 Birdie TB LVL1 8.png Sfa3 Birdie TB LVL1 3.png
Frame Count * 6 *
Sfa3 Birdie TB LVL1 4.png Sfa3 Birdie TB LVL1 5.png Sfa3 Birdie TB LVL1 6.png Sfa3 Birdie TB LVL1 7.png
Frame Count 6 13(LVL.1) 7(LVL.3)
  • Level 2:
Damage 20x2+18x2 Sfa3 Birdie TB LVL1 1.png Sfa3 Birdie TB LVL1 2.png Sfa3 Birdie TB LVL1 3.png Sfa3 Birdie TB LVL1 4.png Sfa3 Birdie TB LVL1 5.png Sfa3 Birdie TB LVL1 6.png Sfa3 Birdie TB LVL1 7.png
Invincibility 0~15
Block Stun -14
Frame Count 9~26*1 6 *
Sfa3 Birdie TB LVL1 8.png Sfa3 Birdie TB LVL1 3.png Sfa3 Birdie TB LVL1 4.png Sfa3 Birdie TB LVL1 5.png Sfa3 Birdie TB LVL1 6.png Sfa3 Birdie TB LVL1 7.png Sfa3 Birdie TB LVL1 8.png Sfa3 Birdie TB LVL1 3.png
Frame Count * 6 *
Sfa3 Birdie TB LVL1 4.png Sfa3 Birdie TB LVL1 5.png Sfa3 Birdie TB LVL1 6.png Sfa3 Birdie TB LVL1 7.png Sfa3 Birdie TB LVL2 1.png Sfa3 Birdie TB LVL2 2.png Sfa3 Birdie TB LVL2 3.png Sfa3 Birdie TB LVL1 3.png
Frame Count 6 *
Sfa3 Birdie TB LVL1 4.png Sfa3 Birdie TB LVL1 5.png Sfa3 Birdie TB LVL1 6.png Sfa3 Birdie TB LVL1 7.png
Frame Count 6 23

Bull Revenger f: Qcf.pngQcf.png + P.png or K.png

Level 1 Level 2 Level 3
Damage 16x2 16x3 16x4 Sfa3 Birdie BR 1.png Sfa3 Birdie BR 2.png Sfa3 Birdie BR 3.png Sfa3 Birdie BR 4.png Sfa3 Birdie BR 3.png
Invincibility 0~29
Frame Count 28 1 34

Miscellaneous

  • Idle, Crouching, Airborne:
Sfa3 Birdie idle.png Sfa3 Birdie crouching.png Sfa3 Birdie jump.png

The Basics

-Try to always have a TAP (bullhorn) on deck to severely punish any heavy mids/highs or mashing jabs, this move can also be used to react to certain specials, such as heavy fireballs or akuma's overhead ender on demon flip for example.

-j.lk is your main get in for tick throws, it pairs nicely with birdies extremely low jump, when tick throwing from attack's such as cr.lk or cr.lp remember you will have to change your timing if it lands as a counter hit, this also goes for deep jump in tick throw attempts.

-Bullhead is always risky and damage wise not worth it but it can be a very good tool to keep your opponent on their toes, if your daring see if you can catch your opponent walking forward with a light or medium bullhead depending on range, medium bullhead might not seem fast but it can catch a lot of people off guard in spaces were they will most likely feel completely safe.

-Be aware that consistent air to airs can vary a good bit between matchups.

Which Ism?

  • A-ISM:

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

  • V-ISM:

Recommended.

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

  • Basic Combos:
  • V-ISM Combos:

Advanced Strategy

-st.hk is your main tool for contesting space, the button has low crush properties and moves you forward. With its fast recovery it allows for tricks such as crushing a low poke then command grabbing them. This proves especially useful against any character with strong crouching medium kicks. if spaced correctly using its range to the max it will also prove useful to consistently anti air or beat any reaching mids during footsies.

-Speaking of low crushes this also applys ever more so to his forward heavy kick, this button is used to anti-air people who are jumping right above you and to punish chunkier lows like most sweeps where the forward momentum of his st.hk will at best still leave you to far to do much or at worst get you hurt. The first part of the attack evades the low and the second part drops down and punishes it.

-Birdies air throw throw-box is very low instead of most characters which lean higher, this requires all of birdies air throws in neutral to be proactive instead of reactive (except in cases of unique high or floaty jumps).

-Both of Birdies normal throws launch the opponent into the air which can lead to multiple scenarios in the corner, if they dont air tech you can go for a air throw after, if the opponent air techs you can try to catch them in the air which on counter hit can lead to cc juggle combos or on air block lead to unblockable setups forcing them to eat a grounded attack while stuck in blockstun and in air.

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

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
Dhalsim
E. Honda
Gen
Guy
Juli
Juni
Karin
Ken
M. Bison
R. Mika
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Vega
Zangief
Home/Handheld Exclusive
Dee Jay
Eagle
Evil Ryu
Fei Long
Guile
Ingrid
Maki
T. Hawk
Yun