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 |
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Introduction
Moves List
Ground Normals
- Close/Far Standing Jab:
Damage | 7 | |
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 | |
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 | ![]() |
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 | ![]() |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | ![]() |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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 | ![]() |
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
Damage | 18+17 | ![]() |
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 |
Damage | 15 | ![]() |
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)