Street Fighter 1 MR/Birdie

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Birdie

Birdie is a British thug that turned to the life of crime in the events of SF1, with street fighting and nightclub bouncing to make a living for himself. While you may be familiar with Birdie's Street Fighter V or even his Street Fighter Alpha incarnations, SF1MR Birdie is a much different character overall. Birdie is SF1MR's bully character. Big buttons and great pressure from fast options make Birdie a threat in both neutral and offense. His core tool is his Headbutt ([4]6P), fast and forward moving specials that give him great frame advantage on block. These can stuff a ton of things from the opponent, and establish pressure from shockingly far away. Once Birdie lands a punish, his damage is immense, especially with his Super Headbutt 236236P which does massive damage. Simply doing 2A > 2C > 236236P melts healthbars and makes opponents regret their mistake, especially if it's in the corner where Birdie can juggle a j.D or even a second super for some of the highest damage in the game.

Birdie doesn't come without other weaknesses however. He's one of the biggest characters in the game, and while he isn't exactly slow, his size and lack of any way to avoid them gives him a huge weakness to fireballs and disjoints. His defense is quite high, giving him more effective health, but his defense is still lacking with only a super to reversal with. Maintaining that super is harder than other characters as well, since Birdie has one of the longest taunts in the game. These aren't major weaknesses, but SF1MR has many characters with overpowering neutral control, leaving Birdie struggling in many matchups.


Pros Cons
  • Good Buttons: Birdie has a great variety of pokes and antiairs. He naturally outranges most characters with poking, too.
  • Pressure: Once Birdie charges his way in, he can abuse his [4]6P for enough + frames to infinite blockstring everyone.
  • High Damage: Birdie hits like a freight train on many hits due to having a high attack multipler. His pokes do great damage, and confirms (especially into super) likewise.
  • Health: One of Birdies unique traits is that he has a high defense multiplier. He can tank more hits and gets whittled down by chip much slower, making him more resilient against infinite blockstrings until the timer runs down.
  • Fireball Matchups: Fireballs give Birdie a really hard time in neutral, his huge hurtbox and lack of answers means he gets swatted around by them.
  • Defense: Birdie's only callouts to pressure are his supers, he doesnt have any meterless invuln options.
  • Bad Taunt: Birdie's long duration on his taunt doesnt give him much room to set it up. In order for Birdie to stock a super, he needs to build meter through offense, or gain a prior knockdown.
Profile
SF1MR Portrait Birdie.png

Stats and Vitals

  • Attack Rating = 140
  • Armor Rating = 110
  • Forward Walk Speed = 2.4
  • Backward Walk Speed = -2.3
  • Taunt = 55f

Movelist

Special Moves
236A/C - Overhead Punch: Antiair
[4]6A/C - Headbutt: Combo Ender
[4]6B/D - Jump Hammer: Leaping Overhead
Supers
236236P - Super Headbutt: Combo Ender Super
236236K - Birdie Special: Overhead Super
Unique Attacks
N/A

Colors
borderless

Normals

Standing Normals

Stand Light Punch
5A
SF1MR Birdie 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
38 Mid 2 3 3 GA/SP/SU +7 +2

A typical close-range mashing and pressure option with great range for a 5A. Whiffs on crouchers

Stand Light Kick
5B
SF1MR Birdie 5B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
38 Mid 4 5 5 GA/SP/SU +2 -3

A long poke and pressure starter with charge. 5D has the exact same duration, but the upside to 5B is it's cancel ability.

Stand Heavy Punch
5C
SF1MR Birdie 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
136 Mid 6 11 5 N/A +10 -2

A high-damage poke and antiair. This buttons poking potential while limited by how it whiffs on crouchers is great for its raw damage, pushback, and frame advantage, you can typically link by following up a Headbutt ([4]6P) for a knockdown.

Stand Heavy Kick
5D
SF1MR Birdie 5B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
122 Mid 4 5 5 N/A +4 +6
  • Air Unblockable

A great long-range button with shockingly quick duration for a heavy normal. This is just as fast as 5B with a whopping 84 more damage and linking potential. This is a great poke in conjunction with 5C.

Crouching Normals

Crouch Light Punch
2A
SF1MR Birdie 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
32 Mid 2 3 2 GA/SU +6 +4

A close range panic mash and pressure option. It's startup makes it a good linking option out of 2C for punishes, and for typical hit confirms, it can be used to grant inherent charge routes.

Crouch Light Kick
2B
SF1MR Birdie 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
32 Low 3 4 3 GA/SP/SU +6 -4

Birdie's main low poke. Multiple of these linked together also grant inherent charge routes. Although unsafe on block, it can be cancelled into Headbutt for bullying or confirms.

Crouch Heavy Punch
2C
SF1MR Birdie 2C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 9 8 9 SP/SU +5 +6

A slow but hefty punch with good frame advantage. This is your main normal to cancel into Headbutt or Super Headbutt (236236P) when you can land it, and is nice for pressure.

Crouch Heavy Kick
2D
SF1MR Birdie 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
109 Low 10 10 8 SP/SU KD -2

A safe but slow low poke, and a combo ender Birdie can use without charge. While too slow to be linked into, it can be cancelled into by 2A or 2B. This can also juggle into Super, though it loses hits compared to grounded conversions.

Jumping Normals

Jump Light Punch/Kick
j.A/j.B
SF1MR Birdie jX.PNG
Prepare to see this sprite a lot
Prepare to see this sprite a lot
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
38 High 2 Until Landing 2 N/A Varies Varies

An active jump normal, but not a great air-to-air. Birdie's hitboxes on all of his jump normals are not good, and are very prone to antiairs; you're generally better controlling the ground.

Jump Heavy Punch/Kick
j.C/j.D
SF1MR Birdie jX.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
98 High 2 8 2 N/A Varies Varies

A less active but more damaging jump normal than j.A/j.B, making it Birdie's go-to jump in.

Taunt

Taunt
A+B
SF1MR Birdie Taunt.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 55 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Birdie is hit out of it or not, hence the 1 frame startup.

Although Birdie is great with a headbutt super stocked for better damage and a more threatening neutral, this is not a great taunt for it's very slow duration and limited knockdowns to get this up safely.

Special Attacks

Overhead Punch
236A/C
SF1MR Birdie 236P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A/C 91,91 Mid 3 22 0 N/A +4 +6

Despite it's name it is NOT AN OVERHEAD! It does however have fast startup, a long active duration, and doesn't require charge for a special. This makes it a really great antiair that can pick up a Headbutt super anywhere, a chargeless combo ender, and a meaty that can link into any normal.


Headbutt
[4]6A/C
SF1MR Birdie 46P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 112 Mid 5 20 3 N/A KD +8
C 126 Mid 5 20 3 N/A KD -4

A version has less damage and has less distance, but is safe on block; and C version does more damage, travels farther, but is unsafe on block. This is a very core part of Birdie's gameplan, as it keeps Birdie up close to his opponent with + frames and can infinite blockstring at that, as well as confirm Birdie's combos very reliably. This special is a charge motion at 40 frames of charge time, but Birdie has nice routes that give him charge as well as long normals that can cancel into it.


Jump Hammer
[4]6B/D
SF1MR Birdie jX.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B/D 112 High 21 16 3 N/A KD +2
D 140 High 21 16 3 N/A KD +2

B version has less distance and has less damage, while D version goes farther and has more damage. This is a pretty niche special that works as a gimmick for those not knowing to high block it, the things it would theoretically be good at doesn't work due to slow startup. It can't really punish as a low crush, it cant punish low fireballs, and is a pretty reactable overhead. It has decent reward if it lands though, it has good damage and sets up a safe taunt.

Supers

Super Headbutt
236236P
SF1MR Birdie 236236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
56,56,56,56,56,56 Mid 5 20(8)20(8)20 3 N/A KD +8
  • Frames 1 through 15 Invulnerable

A great confirming super that has absurd damage. It doesn't need charge unlike Headbutt, and confirms off many pokes. In the corner as long as you get any of the last 2 hits, you can juggle a j.C/j.D. If the opponent blocks it, you actually are rewarded with the infinite blockstring.


Birdie Special
236236B/D
SF1MR Birdie 236236K.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
56,170 High 21 16 3 N/A KD +2
  • Frames 1 through 15 Invulnerable

A very rare case where you can choose the distance of the super based off which strength kick you press. It's unique, but that doesn't make it good. Just like the charge special it's based on, it's slow startup really hinders it from doing anything notable, as you can't combo into it at all, can't really punish anything (even regular fireballs despite it's invuln), and it's a reactable overhead. The rewards only come when it lands, giving you hefty damage and a safe taunt. Overall, this super is a gimmick, and it doesn't see any use in Birdie's gameplan. Your meter is much better spent on his other great super.

Arcade Ending


General
Controls
HUD
System
Glossary
FAQ
Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat