Street Fighter V/Birdie

From SuperCombo Wiki

Introduction

About Birdie

Birdie joined Shadaloo for money, however he left the organization after they forced him to wear a hat as part of the uniform. While on the run, he ends up at the Kanzuki Estate and meets Karin. Karin offers him a job working at her mansion, in exchange for infinite supply of food.

Birdie is considered the defensive grappler of the game. His stand MP is one of the longest ranged cancelable buttons, his stand HK has a fantastic hitbox that extends past his hurtbox and is a crush counter, stand HP is one of the longest ranged buttons in the game, and his chain can be used to grab people at a distance even through projectiles. His EX Bull Revenger can also be used to surprise people with a quick command grab. With his V-Skills, Birdie can also further enforce his defensive wall, force the opponent to come to him by building V-Meter, or setup his own approach. Outside of V-Trigger his walk speed is slow and he has no 3f button which can make him feel sluggish, however if you like command grabs and defensive play Birdie is a great choice.

Final Patch

Players to Watch

  • MenaRD
  • Magnegro
Birdie
SFV-Birdie Portrait.jpg
Vitals
Life Points 1050
Stun Points 1000
V-Gauge Points
V-Trigger 1 3 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.031
Backward Walk Speed 0.024
Forward Dash Speed 23
Backward Dash Speed 26
Forward Dash Distance 1.325
Backward Dash Distance 1.346
Backdash CH Frames 3-20
Jumping
Back Jump Speed 50(5+41+4)
Neutral Jump Speed 50(5+41+4)
Forward Jump Speed 49(4+41+4)
Forward Jump Distance 1.435
Backward Jump Distance 1.312
Throws
Throw Hurtbox 0.3
Throw Range 0.9
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Birdie 5LP.png
Normal Startup Active Recovery Hit
5 2 10 4
Damage Stun Attack Block
40 90 H 3
  • Cancel options: sp su vs1 vs2 vt1 vt2
FATonline.png
VT1 Startup Active Recovery Hit
5 2 10 4
Damage Stun Attack Block
48 90 H 3
5MP
Stand MP
5MP
SFV Birdie 5MP.png
Normal Startup Active Recovery Hit
7 2 16(20) 4
Damage Stun Attack Block
60 120 H 1
  • Confirm windows:
    • Specials & CA: 14
    • V-Trigger: 14
  • Cancel options: sp su vs1 vs2 vt1 vt2
Very strong footsie / buffer tool
4 extra recovery frames (20) on whiff
FATonline.png
VT1 Startup Active Recovery Hit
7 2 16(20) 4
Damage Stun Attack Block
72 120 H 1
  • Confirm windows:
    • Specials & CA: 14
  • Cancel options: sp su vs1 vs2
Very strong footsie / buffer tool
4 extra recovery frames (20) on whiff
5HP
Stand HP
5HP
SFV Birdie 5HP.png
Normal Startup Active Recovery Hit
14 2 22 4
Damage Stun Attack Block
90 150 H -6
  • Confirm windows:
    • V-Trigger: 19
  • Cancel options: vt1 vt2
Crouch-sized hurtbox on frames 11-29 (but not actually considered in a crouching state)
FATonline.png
VT1 Startup Active Recovery Hit
14 2 22 4
Damage Stun Attack Block
108 150 H -6
Crouch-sized hurtbox on frames 11-29 (but not actually considered in a crouching state)
5LK
Stand LK
5LK
SFV Birdie 5LK.png
Normal Startup Active Recovery Hit
4 3 6 6
Damage Stun Attack Block
30 90 H 3
  • Cancel options: sp su vs1 vs2 vt1 vt2
Good combo and pressure tool
FATonline.png
VT1 Startup Active Recovery Hit
4 3 6 6
Damage Stun Attack Block
36 90 H 3
  • Cancel options: sp su vs1 vs2
Good combo and pressure tool
5MK
Stand MK
5MK
SFV Birdie 5MK.png
Normal Startup Active Recovery Hit
9 3 16 2
Damage Stun Attack Block
60 120 H -2
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
Great poke tool
FATonline.png
VT1 Startup Active Recovery Hit
9 3 16 2
Damage Stun Attack Block
72 120 H -2
Great poke tool
5HK
Stand HK
5HK
SFV Birdie 5HK.png
Normal Startup Active Recovery Hit
12 3 20 7
Damage Stun Attack Block
100 150 H 0
  • Crush Counter: Stagger, 31 Adv, +150 V-Gauge.
  • Confirm windows:
    • V-Trigger: 19
  • Cancel options: vt1 vt2
Crush Counter (Stagger: +31)
Das Boot!
FATonline.png
VT1 Startup Active Recovery Hit
12 3 20 7
Damage Stun Attack Block
120 150 H 0
  • Crush Counter: Spinning, 31 Adv, +300 V-Gauge.
Crush Counter (Stagger: +31)
Das Boot!
2LP
Crouch LP
2LP
SFV Birdie 2LP.png
Normal Startup Active Recovery Hit
5 3 10 4
Damage Stun Attack Block
40 90 H 2
  • Cancel options: vt1 vt2
Incredibly strong poke tool
FATonline.png
VT1 Startup Active Recovery Hit
5 3 10 4
Damage Stun Attack Block
48 90 H 2
Incredibly strong poke tool
2MP
Crouch MP
2MP
SFV Birdie 2MP.png
Normal Startup Active Recovery Hit
6 5 16 0
Damage Stun Attack Block
70 120 H -2
  • Confirm windows:
    • Specials & CA: 17
    • V-Trigger: 12
  • Cancel options: sp su vs1 vs2 vt1 vt2
Good combo and anti-air tool (but cannot hit cross-up (behind Birdie)
Last 3 active frames whiff on crouching opponents
FATonline.png
VT1 Startup Active Recovery Hit
6 6 15 0
Damage Stun Attack Block
84 120 H -5
  • Confirm windows:
    • Specials & CA: 17
  • Cancel options: sp su vs1 vs2
Good combo and anti-air tool (but cannot hit cross-up (behind Birdie)
2HP
Crouch HP
2HP
SFV Birdie 2HP.png
Normal Startup Active Recovery Hit
11 4 26 KD
Damage Stun Attack Block
80 120 H -9
  • Crush Counter: Flipping Juggle, J Adv, +150 V-Gauge.
  • Knockdown: 93(119) KD Adv, 32(54) Quick Rise Adv, 37(59) Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 20
    • Target Combos: 33
    • V-Trigger: 19
  • Cancel options: sp su vs1 vs2 vt1 vt2
Launches opponent into a limited juggle state
Crush counters on first active frame only
KDA for crush counter in parentheses
Hurtbox is smaller than crouching (low profile) on frames 5-12
-1 VTC KDA if cr.HP hits further away (on 2nd active frame)
V-Trigger 1 Cancel KDA +103/43/48 (+5 extra KDA if V-Trigger activation juggles afterwards);
V-Trigger 2 Cancel KDA +83/22/27 (+22 extra KDA if V-Trigger activation juggles afterwards)
V-Trigger 1 Crush Counter Cancel KDA +123/65/70 (-14 extra KDA if V-Trigger activation juggles afterwards)
V-Trigger 2 Crush Counter Cancel KDA +105/44/49 (+3 extra KDA if V-Trigger activation juggles afterwards
KDA if canceled into V-Skill 1 (Donut ** Banana ** Can): +70/9/14 ** +63/2/7 ** +61/0/5
KDA if canceled into V-Skill 2: +61/0/5
FATonline.png
VT1 Startup Active Recovery Hit
11 4 26 KD
Damage Stun Attack Block
96 120 H -9
  • Crush Counter: Flipping Juggle, J Adv, +150 V-Gauge.
  • Knockdown: 93(119) KD Adv, 32(54) Quick Rise Adv, 37(59) Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 20
    • Target Combos: 33
  • Cancel options: sp su vs1 vs2
Launches opponent into a limited juggle state
Crush counters on first active frame only
KDA for crush counter in parentheses
Hurtbox is smaller than crouching (low profile) on frames 5-12
-1 VTC KDA if cr.HP hits further away (on 2nd active frame)
KDA if canceled into V-Skill 1 (Donut ** Banana ** Can): +70/9/14 ** +63/2/7 ** +61/0/5
KDA if canceled into V-Skill 2: +61/0/5
2LK
Crouch LK
2LK
SFV Birdie 2LK.png
Normal Startup Active Recovery Hit
5 2 11 4
Damage Stun Attack Block
30 90 L 2
  • Cancel options: vt1 vt2
FATonline.png
VT1 Startup Active Recovery Hit
5 2 11 4
Damage Stun Attack Block
36 90 L 2
2MK
Crouch MK
2MK
SFV Birdie 2MK.png
Normal Startup Active Recovery Hit
10 2 18 -1
Damage Stun Attack Block
60 120 L -4
  • Confirm windows:
    • V-Trigger: 13
  • Cancel options: vt1 vt2
FATonline.png
VT1 Startup Active Recovery Hit
10 2 18 -1
Damage Stun Attack Block
72 120 L -4
2HK
Crouch HK
2HK
SFV Birdie 2HK.png
Normal Startup Active Recovery Hit
12 3 25 KD
Damage Stun Attack Block
100 150 L -14
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: vt1 vt2
FATonline.png
VT1 Startup Active Recovery Hit
12 3 25 KD
Damage Stun Attack Block
120 150 L -11
8LP
Jump LP
8LP
SFV Birdie 8LP.png
Normal Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
50 90 M -
FATonline.png
VT1 Startup Active Recovery Hit
4 5 - -
Damage Stun Attack Block
60 90 M -
8MP
Jump MP
8MP
SFV Birdie 8MP.png
Normal Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
70 120 M -
Can Cross-up
FATonline.png
VT1 Startup Active Recovery Hit
7 6 - -
Damage Stun Attack Block
84 120 M -
Can Cross-up
8HP
Jump HP
8HP
SFV Birdie 8HP.png
Normal Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
100 150 M -
FATonline.png
VT1 Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
120 150 M -
8LK
Jump LK
8LK
SFV Birdie 8LK.png
Normal Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
50 90 M -
FATonline.png
VT1 Startup Active Recovery Hit
5 5 - -
Damage Stun Attack Block
60 90 M -
8MK
Jump MK
8MK
SFV Birdie 8MK.png
Normal Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
70 120 M -
FATonline.png
VT1 Startup Active Recovery Hit
7 4 - -
Damage Stun Attack Block
84 120 M -
8HK
Jump HK
8HK
SFV Birdie 8HK.png
Normal Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
100 150 M -
FATonline.png
VT1 Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
120 150 M -

Command Normals

6HP
Bull Charge
6HP
SFV Birdie 6HP.png
Normal Startup Active Recovery Hit
25 6 16 3
Damage Stun Attack Block
80 150 H -8
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 110 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
Forces opponent into standing state
One hit of armor on frames 3-18
FATonline.png
VT1 Startup Active Recovery Hit
25 4 18 3
Damage Stun Attack Block
96 150 H -8
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 110 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
Forces opponent into standing state
One hit of armor on frames 3-18
3HP
Bull Slider
3HP
SFV Birdie 3HP.png
Normal Startup Active Recovery Hit
19 6 21 -1(4)
Damage Stun Attack Block
90 150 L -8(-3)
Airborne on frames 11-14
Hops over lows on frames 7-14
Upper-body projectile invincible on frames 15-36
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it connects
FATonline.png
VT1 Startup Active Recovery Hit
19 5 22 -1
Damage Stun Attack Block
108 150 L -8
Airborne on frames 11-14
Hops over lows on frames 7-14
Upper-body projectile invincible on frames 15-36
6HK
Bull Drop
6HK
SFV Birdie 6HK.png
Normal Startup Active Recovery Hit
7 3(12)4 18 2
Damage Stun Attack Block
40*80 (120) 50*100 (150) H*M -7
2nd hit is an Overhead
FATonline.png
VT1 Startup Active Recovery Hit
7 3(12)4 18 2
Damage Stun Attack Block
48*96 (144) 50*100 (150) H*M -7
2nd hit is an Overhead

Target Combos

2HP > 5HP
Bad Hammer
2HP > 5HP
SFV Birdie 2HP 5HP 1.png
SFV Birdie 2HP 5HP 2.png
Normal Startup Active Recovery Hit
11+7 5 31 KD
Damage Stun Attack Block
80*81 (161) 150*135 (285) H*H -12
  • Knockdown: 62(21) KD Adv, 1(21) Quick Rise Adv, 6(21) Back Rise Adv.
  • Confirm windows:
    • Target Combos: 33
  • Cancel options: vs1 vs2
Follow-up only possible on hit
Up to +2 extra KDA the further away the initial hit connects
Hard knockdown (+21) if done from a crush counter
Can be canceled into V-Skill but Birdie is heavily punishable (-20+) unless done from a crush counter
FATonline.png
VT1 Startup Active Recovery Hit
11+7 5 31 KD
Damage Stun Attack Block
96*97 (193) 150*135 (285) H*H -12
  • Knockdown: 62 KD Adv, 1 Quick Rise Adv, 6 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 33
Follow-up only possible on hit
Up to +2 extra KDA the further away the initial hit connects

Throws

LPLK
Bad Skull
Throw
LPLK
SFV Birdie LPLK.png
Normal Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 150 T -
  • Knockdown: 71 KD Adv, 12 Quick Rise Adv, 12 Back Rise Adv.
FATonline.png
VT1 Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
144 200 T -
4LPLK
Bad Chain
Back Throw
4LPLK
SFV Birdie 4LPLK.png
Normal Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 200 T -
  • Knockdown: 74 KD Adv, 15 Quick Rise Adv, 15 Back Rise Adv.
FATonline.png
VT1 Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
84*84 (168) 100*100 T -

Special Moves

5
Neutral Attack
5
SFV Birdie 5.png
Startup Active Recovery Hit
478 40 - -
Damage Stun Attack Block
10 0 H -
Throws a small booger at the opponent
Capcom says the input for this is a 'brief' neutral input at 478f startup
FATonline.png
236LP
LP Bull Head
236LP
SFV Birdie 236P.png
Normal
SFV Birdie 236P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 3 29 KD
Damage Stun Attack Block
100 150 H -10
  • Knockdown: 85 KD Adv, 26 Quick Rise Adv, 31 Back Rise Adv.
  • Cancel options: su vt1 vt2
+10 extra VTC Hit KDA if V-Trigger 1 activation juggles afterwards
FATonline.png
VT1 Startup Active Recovery Hit
10 2(1)4 29 KD
Damage Stun Attack Block
24*96 (120) 10*140 (150) H -9
  • Knockdown: 84 KD Adv, 25 Quick Rise Adv, 30 Back Rise Adv.
  • Cancel options: su
One hit of armor on frames 3-6
236MP
MP Bull Head
236MP
SFV Birdie 236P.png
Normal
SFV Birdie 236P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
18 3 30 KD
Damage Stun Attack Block
110 150 H -10
  • Knockdown: 84 KD Adv, 25 Quick Rise Adv, 30 Back Rise Adv.
  • Cancel options: su vt1 vt2
+10 extra VTC Hit KDA if V-Trigger 1 activation juggles afterwards
FATonline.png
VT1 Startup Active Recovery Hit
15 2(2)2(2)4 29 KD
Damage Stun Attack Block
24x2*84 (132) 10x2*130 (150) H -9
  • Knockdown: 84 KD Adv, 25 Quick Rise Adv, 30 Back Rise Adv.
  • Cancel options: su
One hit of armor on frames 3-10
236HP
HP Bull Head
236HP
SFV Birdie 236P.png
Normal
SFV Birdie 236P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
27 3 24 KD
Damage Stun Attack Block
140 150 H -5
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su vt1 vt2
+10 extra VTC Hit KDA if V-Trigger 1 activation juggles afterwards
FATonline.png
VT1 Startup Active Recovery Hit
22 2(1)2(1)2(3)4 23 KD
Damage Stun Attack Block
24x3*96 (168) 10x3*120 (150) H -9
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su
One hit of armor on frames 3-12
236PP
EX Bull Head
236PP
SFV Birdie 236PP.png
Normal
SFV Birdie 236PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 4(26)4 28 KD
Damage Stun Attack Block
75*75 (150) 100*100 (200) H*H -5
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: vs2 vt1 vt2
Can cancel second hit into V-Skill 2 on Hit (KD (+55/-4/1)) or Block (-40)
FATonline.png
VT1 Startup Active Recovery Hit
8 1(3)2(2)2(2)4(20)2(3)4 23 KD
Damage Stun Attack Block
24x3*42*24*42 (180) 10x3*90*10*70 (200) H*H -9
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: vs2
One hit of armor on frames 1-17
Can cancel last hit into V-Skill 2
hold any button, release
Bull Horn
hold any button, release
SFV Birdie hold any button release.png
Normal
SFV Birdie hold any button release vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
15 6 15+14 KD
Damage Stun Attack Block
120 200 H -18
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su vt1 vt2
Charges in 50 frames
Airborne on frames 17-34
Projectile invincible on frames 6-20
+3 extra VTC KDA if V-trigger activation juggles afterwards (+23 extra KDA if V-Trigger 2 activation juggles afterwards)
Birdie's hurtboxes pull back a little bit on frames 5-11
CA will NOT have Armor Break property if canceled into from this move
FATonline.png
VT1 Startup Active Recovery Hit
15 12 31 KD
Damage Stun Attack Block
72*72 (144) 100*100 (200) H -18
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Cancel options: su
One hit of armor on frames 1-11
Charges in 50 frames
Airborne on frames 18-37
Projectile invincible on frames 3-21
Birdie's hurtboxes pull back a little bit on frames 5-11
CA will NOT have Armor Break property if canceled into from this move
hold any 2 button, release
EX Bull Horn
hold any 2 button, release
SFV Birdie hold any 2 button release.png
Normal
SFV Birdie hold any 2 button release vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
15 9(11)4 32 KD
Damage Stun Attack Block
75*75 (150) 50*200 (250) H*H -21
  • Knockdown: 88 KD Adv, 29 Quick Rise Adv, 34 Back Rise Adv.
  • Cancel options: vs2 vt1 vt2
Frames 1-20 have 1 hit of armor
Charges in 50 frames
+8 extra VTC KDA if V-Trigger 1 activation juggles afterwards (+27 extra KDA if V-Trigger 2 activation juggles afterwards)
Can cancel second hit into V-Skill 2 on Hit (KD (+59/0/5)) or Block (-50)
FATonline.png
VT1 Startup Active Recovery Hit
15 2(1)2(3)2(11)4 31 KD
Damage Stun Attack Block
24*24*66*66 (180) 10*10*80*150 (250) H*H -17
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: vs2
Two hits of armor on frames 1-39
Charges in 50 frames
Can cancel last hit into V-Skill 2
63214LP
LP Killing Head
63214LP
SFV Birdie 63214P.png
Normal
SFV Birdie 63214P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
20*160 (180) 40*160 (200) T -
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
FATonline.png
VT1 Startup Active Recovery Hit
5 2 52 KD
Damage Stun Attack Block
24*192 (216) 40*160 (200) T -
63214MP
MP Killing Head
63214MP
SFV Birdie 63214P.png
Normal
SFV Birdie 63214P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
20*20*150 (190) 40x2*120 (200) T -
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
FATonline.png
VT1 Startup Active Recovery Hit
5 2 52 KD
Damage Stun Attack Block
24x2*180 (228) 40x2*120 (200) T -
63214HP
HP Killing Head
63214HP
SFV Birdie 63214P.png
Normal
SFV Birdie 63214P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
20x3*140 (200) 40x3*80 (200) T -
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
FATonline.png
VT1 Startup Active Recovery Hit
5 2 52 KD
Damage Stun Attack Block
24x3*168 (240) 40x3*80 (200) T -
63214PP
EX Killing Head
63214PP
SFV Birdie 63214PP.png
Normal
SFV Birdie 63214PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 2 60 KD
Damage Stun Attack Block
10x6*160 (220) 30x6*70 (250) T -
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
FATonline.png
VT1 Startup Active Recovery Hit
5 2 52 KD
Damage Stun Attack Block
12x6*192 (264) 30x6*70 (250) T -
236LK
LK Hanging Chain
236LK
SFV Birdie 236LK.png
Normal
SFV Birdie 236LK vt1.png
V-Trigger 1
SFV Birdie 236LK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
25 16 24 KD
Damage Stun Attack Block
120 200 H -23
  • Knockdown: 79(80) KD Adv, 20(21) Quick Rise Adv, 20(21) Back Rise Adv.
Denies back-roll on wake-up (counts as a Throw)
Cannot hit airborne opponents
Technically a strike and does not clash with projectiles
KDA varies slightly depending on how close to the wall opponent is when the chain hits (Close to wall: +79/20/20 - Further away: +80/21/21)
Deals 10 chip dmg on block
No extra damage on counter-hit
FATonline.png
VT1 Startup Active Recovery Hit
25 16 24 KD
Damage Stun Attack Block
144 200 H -23
  • Knockdown: 79(80) KD Adv, 20(21) Quick Rise Adv, 20(21) Back Rise Adv.
Denies back-roll on wake-up (counts as a Throw)
Cannot hit airborne opponents
Technically a strike and doesn’t clash with projectiles
KDA varies slightly depending on how close to the wall opponent is when the chain hits (Close to wall: +79/20/20 - Further away: +80/21/21)
Deals 12 chip dmg on block
No extra damage on counter-hit
VT2 Startup Active Recovery Hit
25 16 24 KD
Damage Stun Attack Block
130 200 H -23
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 21 Back Rise Adv.
Denies back-roll on wake-up (counts as a Throw)
Cannot hit airborne opponents
Technically a strike and doesn’t clash with projectiles
No extra damage on counter-hit
236MK
MK Hanging Chain
236MK
SFV Birdie 236MK.png
Normal
SFV Birdie 236MK vt1.png
V-Trigger 1
SFV Birdie 236MK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
20(19) 16 24 KD
Damage Stun Attack Block
150 200 H -23
  • Knockdown: 78 KD Adv, 29 Quick Rise Adv, 29 Back Rise Adv.
1F faster startup if canceled from standing MP or crouching MP
Denies back-roll on wake-up (counts as a Throw)
Cannot hit airborne opponents
Technically a strike and doesn’t clash with projectiles
Deals 10 chip dmg on block
No extra damage on counter-hit
The delay after hit can be canceled with Chewing Time
FATonline.png
VT1 Startup Active Recovery Hit
20(19) 16 24 KD
Damage Stun Attack Block
180 200 H -23
  • Knockdown: 78 KD Adv, 29 Quick Rise Adv, 29 Back Rise Adv.
1F faster startup if canceled from standing MP or crouching MP
Denies back-roll on wake-up (counts as a Throw)
Cannot hit airborne opponents
Technically a strike and doesn’t clash with projectiles
Deals 12 chip dmg on block
No extra damage on counter-hit
VT2 Startup Active Recovery Hit
20(19) 16 24 KD
Damage Stun Attack Block
160 200 H -23
  • Knockdown: 68 KD Adv, 19 Quick Rise Adv, 19 Back Rise Adv.
1F faster startup if canceled from standing MP or crouching MP
Denies back-roll on wake-up (counts as a Throw)
Cannot hit airborne opponents
Technically a strike and doesn’t clash with projectiles
No extra damage on counter-hit
236HK
HK Hanging Chain
236HK
SFV Birdie 236HK.png
Normal
SFV Birdie 236HK vt1.png
V-Trigger 1
SFV Birdie 236HK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
25 16 31 KD
Damage Stun Attack Block
160 200 H -
  • Knockdown: 81 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
Denies back-roll on wake-up (counts as a Throw)
Cannot hit grounded opponents
Technically a strike and doesn’t clash with projectiles
No extra damage on counter-hit
FATonline.png
VT1 Startup Active Recovery Hit
25 16 31 KD
Damage Stun Attack Block
192 200 H -
  • Knockdown: 81 KD Adv, 27 Quick Rise Adv, 27 Back Rise Adv.
Denies back-roll on wake-up (counts as a Throw)
Cannot hit grounded opponents
Technically a strike and doesn’t clash with projectiles
No extra damage on counter-hit
VT2 Startup Active Recovery Hit
25 16 31 KD
Damage Stun Attack Block
170 200 H -
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 22 Back Rise Adv.
Denies back-roll on wake-up (counts as a Throw)
Cannot hit grounded opponents
Technically a strike and doesn’t clash with projectiles
No extra damage on counter-hit
236KK
EX Hanging Chain
236KK
SFV Birdie 236KK.png
Normal
SFV Birdie 236KK vt1.png
V-Trigger 1
SFV Birdie 236KK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
15 17 21 KD
Damage Stun Attack Block
70*100 (170) 100*120 (220) H -21
  • Knockdown: 78 KD Adv, 29 Quick Rise Adv, 29 Back Rise Adv.
Denies back-roll on wake-up (counts as a Throw)
Technically a strike that also nullifies 2-hit projectiles
Can hit grounded and airborne opponents
Deals 10 chip dmg on block
No extra damage on counter-hit
FATonline.png
VT1 Startup Active Recovery Hit
15 17 21 KD
Damage Stun Attack Block
84*120 (204) 100*120 (220) H -21
  • Knockdown: 78 KD Adv, 29 Quick Rise Adv, 29 Back Rise Adv.
Cannot be canceled
Denies back-roll on wake-up (counts as a Throw)
Technically a strike that also nullifies 2-hit projectiles
Can hit grounded and airborne opponents
Deals 12 chip dmg on block
No extra damage on counter-hit
VT2 Startup Active Recovery Hit
15 17 21 KD
Damage Stun Attack Block
75*105 (180) 100*120 (220) H -21
  • Knockdown: 78 KD Adv, 29 Quick Rise Adv, 29 Back Rise Adv.
Cannot be canceled
Technically a strike that also nullifies 2-hit projectiles
Denies back-roll on wake-up (counts as a Throw)
Can hit grounded and airborne opponents
No extra damage on counter-hit
hold K, press P
Hanging Chain Cancel
hold K, press P
SFV Birdie hold K press P.png
Startup Active Recovery Hit
- - 17 -
Damage Stun Attack Block
- - - -
Hold input to continue swinging chain
Cancelable into cancel at frame 19 and onward
FATonline.png
63214LK
LK Bull Revenger
63214LK
SFV Birdie 63214K.png
Normal
SFV Birdie 63214K vt1.png
V-Trigger 1
SFV Birdie 63214K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
35 2 28 KD
Damage Stun Attack Block
70*70*30 (170) 100*100*30 (230) T -
  • Knockdown: 75 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Airborne on frames 7-30
FATonline.png
VT1 Startup Active Recovery Hit
35 2 28 KD
Damage Stun Attack Block
84*84*36 (204) 100*100*30 (230) T -
  • Knockdown: 75 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Airborne on frames 7-30
VT2 Startup Active Recovery Hit
35 2 28 KD
Damage Stun Attack Block
75*75*30 (180) 100*100*30 (230) T -
  • Knockdown: 75 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Airborne on frames 7-30
63214MK
MK Bull Revenger
63214MK
SFV Birdie 63214K.png
Normal
SFV Birdie 63214K vt1.png
V-Trigger 1
SFV Birdie 63214K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
40 2 28 KD
Damage Stun Attack Block
70*70*40 (180) 100*100*30 (230) T -
  • Knockdown: 75 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Airborne on frames 9-35
FATonline.png
VT1 Startup Active Recovery Hit
40 2 28 KD
Damage Stun Attack Block
84*84*48 (216) 100*100*30 (230) T -
  • Knockdown: 75 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Airborne on frames 9-35
VT2 Startup Active Recovery Hit
40 2 28 KD
Damage Stun Attack Block
75*75*40 (190) 100*100*30 (230) T -
  • Knockdown: 75 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Airborne on frames 9-35
63214HK
HK Bull Revenger
63214HK
SFV Birdie 63214K.png
Normal
SFV Birdie 63214K vt1.png
V-Trigger 1
SFV Birdie 63214K vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
43 2 28 KD
Damage Stun Attack Block
70*70*50 (190) 100*100*30 (230) T -
  • Knockdown: 75 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Airborne on frames 12-38
FATonline.png
VT1 Startup Active Recovery Hit
43 2 28 KD
Damage Stun Attack Block
84*84*60 (228) 100*100*30 (230) T -
  • Knockdown: 75 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Airborne on frames 12-38
VT2 Startup Active Recovery Hit
43 2 28 KD
Damage Stun Attack Block
75*75*50 (200) 100*100*30 (230) T -
  • Knockdown: 75 KD Adv, 26 Quick Rise Adv, 26 Back Rise Adv.
Airborne on frames 12-38
63214KK
EX Bull Revenger
63214KK
SFV Birdie 63214KK.png
Normal
SFV Birdie 63214KK vt1.png
V-Trigger 1
SFV Birdie 63214KK vt2.png
V-Trigger 2
Normal Startup Active Recovery Hit
23(30) 11 47 KD
Damage Stun Attack Block
50*50*80 (180) 50*50*130 (230) T -
  • Knockdown: 72 KD Adv, 23 Quick Rise Adv, 23 Back Rise Adv.
Airborne and throw invincible on frames 5-37
Throw invincible on frames 5-35
Hurtbox during dive is small and high up, able to avoid most projectiles including aegis (however, Birdie is NOT projectile invulnerable)
Hairstyle recovery on frames 20-40 after whiff
Doesn't hit most standing opponents until around frame 25 and most crouching around frame 30
FATonline.png
VT1 Startup Active Recovery Hit
25 11 47 KD
Damage Stun Attack Block
60*60*96 (216) 50*50*130 (230) T -
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 20 Back Rise Adv.
Airborne on frames 5-37
Hairstyle recovery frames 20-40 after whiff
VT2 Startup Active Recovery Hit
23 11 47 KD
Damage Stun Attack Block
50*50*90 (190) 50*50*130 (230) T -
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 20 Back Rise Adv.
Airborne on frames 5-37
Hairstyle recovery on frames 20-40 after whiff
Doesn't hit most standing opponents until around frame 25 and most crouching around frame 30

Critical Art

236236P
Skip To My Chain
236236P
SFV Birdie 236236P 1.png
SFV Birdie 236236P 2.png
Normal
SFV Birdie 236236P vt1 1.png
SFV Birdie 236236P vt1 2.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 5 60 KD
Damage Stun Attack Block
50x3*190 (340) 0*0*0*0 H -30
  • Knockdown: 36 KD Adv, 36 Quick Rise Adv, 36 Back Rise Adv.
Fully invincible on frames 1-10
Hard Knockdown
Turns opponent into Diglett on K.O.
FATonline.png
VT1 Startup Active Recovery Hit
6 5 60 KD
Damage Stun Attack Block
60x3*228 (408) 0*0*0*0 H -30
  • Knockdown: 36 KD Adv, 36 Quick Rise Adv, 36 Back Rise Adv.
Fully invincible on frames 1-10
Hard Knockdown
Turns opponent into Diglett on K.O.
Loses Armor Break property if canceled into from Bull Horn (both normal and VT1 versions)

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Birdie 5PPPKKK.png
"I'mma make you buy me lunch later."
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
FATonline.png

V-System

V-Skill 1

MPMK (VS1)
Break Time
MPMK (VS1)
SFV Birdie MPMK (VS1).png
Normal Startup Active Recovery Hit
40 - 12 -
Damage Stun Attack Block
- - - -
Builds 50 (1/6th bar) V-Gauge on frame 40
Builds V-Gauge (V-Timer) during V-Trigger 1 as well
Birdie is NOT in a counter-hit state while eating (unlike most V-Skills)
FATonline.png
VT1 Startup Active Recovery Hit
40 - 12 -
Damage Stun Attack Block
- - - -
Builds 50 (1/6th bar) V-Gauge on frame 40
Builds V-Gauge (V-Timer) during V-Trigger 1 as well
Birdie is NOT in a counter-hit state while eating (unlike most V-Skills)
4MPMK (VS1)
Banana Time
4MPMK (VS1)
SFV Birdie 4MPMK (VS1).png
Normal Startup Active Recovery Hit
50 200 9 29
Damage Stun Attack Block
10 0 H 2
  • Knockdown: 29 KD Adv, 29 Quick Rise Adv, 29 Back Rise Adv.
Builds 50 (1/6th bar) V-Gauge on frame 35
Banana is generated on frame 50 and exists for 200 frames
Banana is a physical hit and not a projectile
Susceptible to counter-hits during startup (frames 1-49)
FATonline.png
VT1 Startup Active Recovery Hit
50 - 9 29
Damage Stun Attack Block
12 0 H 2
  • Knockdown: 29 KD Adv, 29 Quick Rise Adv, 29 Back Rise Adv.
Builds 50 (1/6th bar) V-Gauge on frame 35
Banana exists for 200 frames
Banana is a physical hit and not a projectile
Susceptible to counter-hits during startup (frames 1-49)
2MPMK (VS1)
Drink Time
2MPMK (VS1)
SFV Birdie 2MPMK (VS1).png
Normal Startup Active Recovery Hit
50 - 11 28
Damage Stun Attack Block
10 0 H 10
  • Knockdown: 28 KD Adv, 28 Quick Rise Adv, 28 Back Rise Adv.
Builds 50 (1/6th bar) V-Gauge on frame 40
Can is a physical hit and not a projectile
Susceptible to counter-hits during startup (frames 1-49)
FATonline.png
VT1 Startup Active Recovery Hit
50 - 11 28
Damage Stun Attack Block
12 0 H 10
  • Knockdown: 28 KD Adv, 28 Quick Rise Adv, 28 Back Rise Adv.
Builds 50 (1/6th bar) V-Gauge on frame 40
Can is a physical hit and not a projectile
Susceptible to counter-hits during startup (frames 1-49)

V-Skill 2

MPMK (VS2)
Chewing Time
MPMK (VS2)
SFV Birdie MPMK (VS2).png
Normal Startup Active Recovery Hit
60 - 1 -
Damage Stun Attack Block
- - - -
Builds 50 (1/6th bar) V-Gauge on frame 60
Blows a bubble if MP+MK is held
Can also be done while crouching (no change in framedata)
Birdie is NOT in a Counter-Hit state during this move (if he doesn't blow a bubble)
FATonline.png
VT1 Startup Active Recovery Hit
60 - 1 -
Damage Stun Attack Block
- - - -
Builds 50 (1/6th bar) V-Gauge on frame 60
Blows a bubble if MP+MK is held
Counter hit state entire duration
MPMK (VS2) (Hold)
Chewing Time (Hold)
MPMK (VS2) (Hold)
SFV Birdie MPMK (VS2) (Hold).png
Normal Startup Active Recovery Hit
37 - - -
Damage Stun Attack Block
- - - -
Initial small bubble
1 hit of projectile durability
Can also be done while crouching
Locked into 24 frame animation of wiping his face when a bubble pops from a projectile
Builds 100 (1/3rd) V-Gauge when bubble pops from a projectile
Birdie is in a Counter-Hit state for the entire duration
Birdie cannot jump while a bubble is active
Birdie does not turn around if opponent goes behind him while a bubble is active
Does not benefit from increased walk speed in V-Trigger 1
FATonline.png
VT1 Startup Active Recovery Hit
37 - - -
Damage Stun Attack Block
- - - -
Initial small bubble
1 hit of projectile durability
Locked into 24 frame animation when bubble pops from a projectile
Builds 100 (1/3rd) V-Gauge when bubble pops from a projectile
Counter hit state entire duration
Does not turn around if opponent goes behind Birdie
Does not benefit from increased walk speed in V-Trigger 1
MPMK (VS2) > LP
Bubble Gum Pop
MPMK (VS2) > LP
SFV Birdie MPMK (VS2) LP.png
Normal Startup Active Recovery Hit
12 4 16(21) 12(7)
Damage Stun Attack Block
40(60) 50 H 9(4)
1 hit of projectile durability
Can also be done while crouching (no change in framedata)
Deals increased damage based on size of bubble (40/50/60)
Builds 80/100/120 V-Gauge based on size of bubble
Framedata in the parentheses refers to the version if done while crouching (crouch version has increased recovery resulting in less hit and block advantage)
FATonline.png
VT1 Startup Active Recovery Hit
16 4 17 12(7)
Damage Stun Attack Block
48(72) 50 H 9(4)
1 hit of projectile durability
Can also be done while crouching
Deals increased damage based on size of bubble (48/60/72)
Framedata in the parentheses refers to the version if done while crouching (crouch version has increased recovery resulting in less hit and block advantage)
MPMK (VS2) > MP
Bubble Gum Launch MP
MPMK (VS2) > MP
SFV Birdie MPMK (VS2) MP.png
Normal Startup Active Recovery Hit
16 - 20(25) 12(7)
Damage Stun Attack Block
40(60) 50 H 9(4)
1 hit of projectile durability
Can also be done while crouching (no change in framedata)
The trajectory of the projectile alters depending on if launched while standing or crouching
Deals increased damage based on size of bubble (40/50/60)
Builds 80/100/120 V-Gauge based on size of bubble
Framedata in the parentheses refers to the version if done while crouching (crouch version has increased recovery resulting in less hit and block advantage)
The bubble projectile itself has 31 hitstun and 28 blockstun (The Hit/Block advantage is just referring to if the projectile hits up close)
FATonline.png
VT1 Startup Active Recovery Hit
16 - 21(26) 12(7)
Damage Stun Attack Block
48(72) 50 H 9(4)
1 hit of projectile durability
Can also be done while crouching
The trajectory of the projectile alters depending on if launched while standing or crouching
Deals increased damage based on size of bubble (48/60/72)
Framedata in the parentheses refers to the version if done while crouching (crouch version has increased recovery resulting in less hit and block advantage)
The bubble projectile itself has 31 hitstun and 28 blockstun (The Hit/Block advantage is just referring to if the projectile hits up close)
MPMK (VS2) > HP
Bubble Gum Launch HP
MPMK (VS2) > HP
SFV Birdie MPMK (VS2) HP.png
Normal Startup Active Recovery Hit
16 - 20(25) 12(7)
Damage Stun Attack Block
40(60) 50 H 9(4)
1 hit of projectile durability
Can also be done while crouching (no change in framedata)
The trajectory of the projectile alters depending on if launched while standing or crouching
Deals increased damage based on size of bubble (40/50/60)
Builds 80/100/120 V-Gauge based on size of bubble
Framedata in the parentheses refers to the version if done while crouching (crouch version has increased recovery resulting in less hit and block advantage)
The bubble projectile itself has 31 hitstun and 28 blockstun (The Hit/Block advantage is just referring to if the projectile hits up close)
FATonline.png
VT1 Startup Active Recovery Hit
16 - 21(26) 12(7)
Damage Stun Attack Block
48(72) 50 H 9(4)
1 hit of projectile durability
Can also be done while crouching
The trajectory of the projectile alters depending on if launched while standing or crouching
Deals increased damage based on size of bubble (48/60/72)
Framedata in the parentheses refers to the version if done while crouching (crouch version has increased recovery resulting in less hit and block advantage)
The bubble projectile itself has 31 hitstun and 28 blockstun (The Hit/Block advantage is just referring to if the projectile hits up close)
MPMK (VS2) > K
Blow Bubble
MPMK (VS2) > K
SFV Birdie MPMK (VS2) K 1.png
SFV Birdie MPMK (VS2) K 2.png
Normal Startup Active Recovery Hit
17 - - -
Damage Stun Attack Block
- - - -
Can also be done while crouching (no change in framedata)
Increases the damage by 10 and size (projectile hitbox) of the bubble (up to 2 times)
FATonline.png
VT1 Startup Active Recovery Hit
17 - - -
Damage Stun Attack Block
- - - -
Can also be done while crouching
Increases the damage by 12 and size (projectile hitbox) of the bubble (up to 2 times)

V-Trigger 1

HPHK (VT1)
Enjoy Time
HPHK (VT1)
SFV Birdie HPHK (VT1).png
Startup Active Recovery Hit
12 16 3 KD
Damage Stun Attack Block
- - - -
  • Knockdown: 106 KD Adv, 47 Quick Rise Adv, 52 Back Rise Adv.
3 bar V-Trigger
Duration of 4000 frames (~67 seconds)
Damage increased by 20%
Movement speed and forward dash distance increased
Changes armor properties on some specials
V-gauge timer decreases when using special moves and Super, but increased with Break Time
The attack on activation whiffs on most standing opponents (can hit taller opponents like Abigail)
The attack on activation spawns two separate projectiles several frames apart, is not a physical-type attack
FATonline.png
5HP (hold)
Stand HP (hold)
5HP (hold)
SFV Birdie 5HP (hold).png
Startup Active Recovery Hit
24 2 22 KD
Damage Stun Attack Block
120 150 H -6
  • Knockdown: 69 KD Adv, 10 Quick Rise Adv, 15 Back Rise Adv.
  • Cancel options: vt1 vt2
This fully held version knocks down
Crouch-sized hurtbox on frames 21-29 (but not actually considered in a crouching state)
FATonline.png

V-Trigger 2

HPHK (VT2)
Birdie Time
HPHK (VT2)
SFV Birdie HPHK (VT2).png
Startup Active Recovery Hit
1+4 20 15 KD
Damage Stun Attack Block
100 100 - -
2 bar V-Trigger
Duration of 4000 frames (~67 seconds)
Slightly improves the damage on the Hanging Chain and Bull Revenger specials
Gives access to two new specials (Bull Swing & Bull Capture)
The attack on activation can only hit airborne opponents
The attack on activation is a physical-type hit not a projectile (and cannot nullify projectiles)
KDA varies greatly (since the attack can't hit grounded opponents the KDA varies depending on opponent's height in-air when hit)
FATonline.png
HPHK
Bull Swing
HPHK
SFV Birdie HPHK.png
Startup Active Recovery Hit
21 8(21)2 15(17) KD
Damage Stun Attack Block
50*30 (80) 120 H -2
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
2-hit strike hitbox
First hit cannot hit airborne
On hit; Launches opponent into a free juggle state in front of Birdie
On block; Pulls opponent closer towards Birdie
True blockstring
FATonline.png
2HPHK
Bull Capture
2HPHK
SFV Birdie 2HPHK.png
Startup Active Recovery Hit
19 8(21)2 18 KD
Damage Stun Attack Block
50*50 (100) 150 L -2
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
2-hit strike hitbox
First strike hits low
On hit; Knocks down opponent in front of Birdie
On block; Pulls opponent closer towards Birdie
Not a true blockstring when canceled into from other attacks
Low chain can interact with Birdie's banana (pushes it further forward) and can (makes the can start bouncing around a few times before fading out)
The bouncing can puts airborne opponents into a free juggle state (unless they're already being juggled)
The bouncing can can be juggled into from Birdie's other specials (including command grab!)
FATonline.png

V-Shift

5MKHP
V-Shift
5MKHP
SFV Birdie 5MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
FATonline.png

V-Shift Break

5MKHP
Bull Crush
5MKHP
SFV Birdie 5MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

6PPP
Pepper Pot
6PPP
SFV Birdie 6PPP.png
Startup Active Recovery Hit
17 2 19(23) KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 82 KD Adv, 23 Quick Rise Adv, 28 Back Rise Adv.
Strike and Projectile invincible on frames 1-30
4 extra Recovery Frames (23) on hit
FATonline.png


SFV Navigation

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