Street Fighter Alpha 3/Birdie/Introduction

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