Street Fighter V/Birdie/Combos

From SuperCombo Wiki
General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
Character legend
Full move name Abbreviated name Input
Bull Horn bullhorn Hold any button and release
Bull Head bullhead 236P

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK, 5LK xx 236LP

137

291

0

5f low

5LK, 5LK xx 236LP

137

291

0

Fastest startup

5LK, 2MP xx bullhorn

189

358

0

Bufferable light->bullhorn combo

5LK, 2MP xx 236MP

181

318

0

If you can't buffer the bullhorn

2LP, 5LK, 5LP xx 236LP

169

348

0

3 lights, works off a tick grab button

2LK, 5LK xx 236PP

177

331

1

2LP, 5LK, 5LP xx 236PP

205

383

1

Confirms

Notation Damage Stun Meter Cost Notes

5MP, 5LK xx 236LP

167

321

0

St. mp conversion, super common and what you'll most likely get off a jump-in

5HK, 5MP xx bullhorn

250

418

0

5HK, 5MP xx 236MP

242

378

0

5HK, 5MP xx 236MK

274

418

0

2HP xx 236HP

206

255

0

A surprisingly effective whiff punish tool, along with a decent post jump-in option

2HP xx bullhorn

188

300

0

Post jump-in option, better oki than qcf+hp

2HP xx 236HK

224

300

0

More damage, less oki, but requires you to be point blank. also functions as an anti-air

5MP, 5LK xx 236PP

177

331

1

5HK, 5MP xx 236PP

271

418

1

5HK, 5MP xx 236KK

290

434

1

2LK, 5LK xx 236LP xx CA

375

291

3

Any of the 0 b** combos that end in bullhead/horn can be cancelled into ca

5HK, 5MP xx bullhorn xx CA

488

418

3

Any of the 0 b** combos that end in bullhead/horn can be cancelled into ca

Punishes

Notation Damage Stun Meter Cost Notes

5LK xx 236LP

120

225

0

Fastest option - 4f

5LP xx 236LP

130

225

0

Longer range than st. lk - 5f

2MP xx 236MP

169

255

0

Point blank - 6f

2MP xx bullhorn

178

300

0

Point blank - 6f

5MP xx 236MP

159

255

0

Works at pretty far ranges - 7f

5MP xx bullhorn

168

300

0

Works at pretty far ranges - 7f

VT2 activate, 2HP xx 236HP xx CA

542

348

3

Walk forward slightly, activate to catch them in mid-air, and juggle

nj.HP, 2HP xx 236HP

304

408

0

Neutral jump punish

nj.HP, 2HP xx bullhorn

288

448

0

Whiffs in corner

nj.HK, 5HK, 5MP xx 236PP xx HPHK, 2HP xx 236HP xx 2VT2

509

718

1

vt2 active

CC Punish

Notation Damage Stun Meter Cost Notes

5HK CC, microwalk, 2HP xx 236HP

282

381

0

CC Punish

5HK CC, microwalk, 2HP xx bullhorn

268

416

0

CC Punish

5HK CC, 236MP

208

300

0

CC Punish at range

VT2 Activation Combo

Notation Damage Stun Meter Cost Notes

5HK, 5MP xx bullhead xx VT2, 2HP xx 236KK

387

582

1

Vt2 activation, only works in the corner

VT2 Combo

Notation Damage Stun Meter Cost Notes

2LP, 5LK, 5LP xx 236PP xx VT2, 2HP xx 236HP xx 2HPHK

326

550

1

Vt2 active - basic extension off of an ex bullhead

5MP, 5LK xx 236PP xx VT2, 2HP xx 236HP xx 2HPHK

361

572

1

Vt2 active - off a medium

5HP xx VT2, 2HP xx 236HP xx 2HPHK

384

549

0

Vt2 active - off a long range normal

5HK xx VT2, 2HP xx 236HP xx 2HPHK

394

549

0

Vt2 active

VT1 Activation Combo

Notation Damage Stun Meter Cost Notes

5MP, 5LK xx 236PP xx VT1 on first hit, 2HP xx 236HP

263

401

0

VT1 Activation Combo

5HK, 5MP xx bullhead xx VT1, 236MP

346

528

1

VT1 Activation Combo

VT1 Combo

Notation Damage Stun Meter Cost Notes

2LP, 5LK, 5LP xx 236MP

211

348

0

Can now cancel into medium bullheads off of lights

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