Birdie Moves and Hitboxes

Birdie moves, stats and hitboxes

How to play Birdie in Street Fighter 5

Birdie is one of the grapplers with a focus on mid-range, utility and reads.
His read heavy playstyle is defined by his close range command grabs that are actually slower than regular throw so they’re only really usefull to beat out the opponents normal throw.

The use of his chain command grabs to go over projectiles or to snap you right out of the air further enhanches your ability to make hard reads.

Some of Birdie’s normals are actually pretty good(st. LK ,st.MK ,st.HK and cr.LP ,cr.LK ,cr.MK), having long range and they’re relatively safe if spaced correctly.

His banana and drink V-Dkill can setup some interesting mixups or simply create some space to further harras from mid to long range.

Stats:

Vitality: 1050
Stun: 1000
V-Gauge: 900
Forward Walk Speed: 3.1 (V-Trigger: 4.3)
Backward Walk Speed (Pixels Per Frame): 2.4 (V-Trigger: 3.3)
Dash Duration (Total Frames): 23
Dash Distance (Total Pixels): 132.6 (V-Trigger: 170.3)
Backdash Duration (Total Frames): 26 (frames 1-10 throw invincible; frames 3-20 airborne)
Backdash Distance (Total Pixels): 134.6
Pre-Jump Frames: 4
Jump Duration (Total Frames): 41
Forward Jump Distance (Total Pixels): 143.5
Backward Jump Distance (Total Pixels): 131.2

Normal Moves

Birdie Light Punch Hitbox - Normal Move

 Light Punch

  • Long range for a light.
  • Main combo starter.
  • Startup: 5
  • Active: 2
  • Recovery: 10
  • On hit: 4
  • On block: 3
  • Damage: 40
  • Cancels into: SP/CA/VT/VS
Birdie Medium Punch Hitbox - Normal Move


Medium Punch

  • Good for punishing whiffs.
  • Startup: 7
  • Active: 2
  • Recovery: 16
  • On hit: 4
  • On block: 1
  • Damage: 60
  • Cancels into: SP/CA/VT/VS
Birdie Hard/Heavy Punch Hitbox - Normal Move


Hard Punch

  • Great amount of pushback.
  • Startup: 14
  • Active: 2
  • Recovery: 22
  • On hit: 4
  • On block: -6
  • Damage: 90
  • Cancels into: VT
Birdie Light Kick Hitbox - Normal Move


Light Kick

  • Decent tick throw setup.
  • Startup: 4
  • Active: 3
  • Recovery: 6
  • On hit: 6
  • On block: 6
  • Damage: 30
  • Cancels into: CH/SP/CA/
    VT/VS
Birdie Medium Kick Hitbox - Normal Move


Medium Kick

  • Great for counter poking.
  • Startup: 9
  • Active: 3
  • Recovery: 16
  • On hit: 2
  • On block: -2
  • Damage: 60
  • Cancels into: VT
Birdie Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Crush counter properties.
  • +300 V-Gauge on hit.
  • Startup: 12
  • Active: 3
  • Recovery: 20
  • On hit: 7
  • On block: 0
  • Damage: 100
  • Cancels into: VT
Birdie Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Huge hitbox for a light.
  • Startup: 5
  • Active: 3
  • Recovery: 10
  • On hit: 4
  • On block: -2
  • Damage: 40
  • Cancels into: VT
Birdie Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Go to anti air.
  • Startup: 6
  • Active: 6
  • Recovery: 15
  • On hit: 0
  • On block: -5
  • Damage: 70
  • Cancels into: SP/CA/VT
Birdie Crouching Hard/Heavy Punch Hitbox - Normal Move


Crouching Hard Punch

  • One of his best punish tools.
  • Startup: 11
  • Active: 4
  • Recovery: 26
  • On hit: KD
  • On block: -9
  • Damage: 80
  • Cancels into: CA/SP/VT
Birdie Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Hits low.
  • Startup: 5
  • Active: 2
  • Recovery: 11
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: VT
Birdie Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • Great poke.
  • Startup: 11
  • Active: 2
  • Recovery: 18
  • On hit: -1
  • On block: -4
  • Damage: 60
  • Cancels into: VT
Birdie Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • Crush counter properties(hard knockdown).
  • Startup: 12
  • Active: 3
  • Recovery: 25
  • On hit: KD
  • On block: -11
  • Damage: 100
  • Cancels into: VT
Birdie Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Okay when jumping in if you want to download your opponent (will give info about their reversal habits, if they’re willing to dp for the most minor stuff).
  • Startup: 4
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 50
  • Cancels into: ~
Birdie Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Cross up.
  • Startup: 7
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Birdie Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Great air to air.
  • Startup: 7
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 100
  • Cancels into: ~
Birdie Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Good for stuffing opponents in air to air situations.
  • Startup: 5
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 50
  • Cancels into: ~
Birdie Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Decent jump in tool.
  • Startup: 7
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Birdie Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Go to punish jump in.
  • Startup: 9
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 100
  • Cancels into: ~
Birdie Bad Skull Hitbox - Throw

(Neutral or Forward)

Bad Skull

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 120
  • Cancels into: ~
Birdie Bad Chain Hitbox - Throw


Bad Chain

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 70*70
  • Cancels into: ~

Unique Moves

Birdie Bull Charge Hitbox - Unique Move


Bull Charge

  • 1 hit of armor from frame 3-15.
  • Force standing.
  • Startup: 25
  • Active: 4
  • Recovery: 18
  • On hit: 3
  • On block: -8
  • Damage: 80
  • Cancels into: ~


Bull Drop

  • First hit whiffs against crouching opponents.
  • Second hit is overhead.
  • Great anti air against long range jump ins.
  • Startup: 7
  • Active: 3(12)5
  • Recovery: 18
  • On hit: 2
  • On block: -6
  • Damage: 40*80
  • Cancels into: ~
Birdie Bull Slider Hitbox - Unique Move


Bull Slider

  • It can be effective as a low profile if you space it at max range.
  • Frames 11-14 airborne.
  • Frames 15-36 upper-body projectile invincible.
  • Counter hit doesn’t add frame advantage.
  • Startup: 19
  • Active: 5
  • Recovery: 22
  • On hit: -1
  • On block: -8
  • Damage: 90
  • Cancels into: ~
Birdie Idle Pose Hitbox - Unique Move

(Idle Pose)

  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 10
  • Cancels into: ~

Special Moves



Bull Head

  • During V-Trigger, Bull Head gets an extra hit of armor.
  • Button strength determines travel distance.
  • Combo ender.
  • Startup: 14/18/27/14
  • Active: 3/3/3/4(26)4
  • Recovery: 29/30/24/28
  • On hit: KD/KD/KD/KD
  • On block: -10/-10/-5/-2
  • Cancels into: CA/VT


  
Hanging Chain

  • Main anti fireball tool.
  • NOT a command grab.
  • When the button is hold birdie will keep spinning the chain till release.
  • EX version has a hit of armor and can’t be hold.
  • Startup: 25/25/25/15
  • Active: 16/16/16/17
  • Recovery: 24/24/31/21
  • On hit: KD/KD/KD/KD
  • On block: -23/-23/~/-21
  • Cancels into: ~


(Hold and Release)
 

Bull Horn

  • Requires 50 frames of charge.
  • Frames 17-34 airborne.
  • EX version has a single hit of armor on frames 1-20.
  • Startup: 15/15
  • Active: 6/9(11)4
  • Recovery: 29/32
  • On hit: KD/KD
  • On block: -18/-19
  • Damage: 120/75*75
  • Cancels into: CA/VT


 
Killing Head

  • Button strength determines range, LP has most range but least damage etc.
  • It’s slower then a regular throw.
  • EX version has throw invincibility on frames 1-6.
  • Startup: 5/5/5/5
  • Active: 2/2/2/2
  • Recovery: 52/52/52/52
  • On hit: KD/KD/KD/KD
  • On block: ~/~/~/~
  • Damage: 20*160/
    20*20*150/20x3*140/
    10x6*160
  • Cancels into: ~


 
Bull Revenger

  • Button strength determines travel distance.
  • Great mixup in blockstrings.
  • EX versions range can be adjusted by holding back of forward.
  • Startup: 35/40/43/25
  • Active: 2/2/2/11
  • Recovery: 28/28/28/47
  • On hit: KD/KD/KD/KD
  • On block: ~/~/~/~
  • Damage: 70*70*30/
    70*70*40/70*70*50/
    40*40*100
  • Cancels into: ~

V-Skills

Birdie Break Time - V-Skill

  
Break Time

  • Builds V-Gauge.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~
Birdie Drink Time Hitbox - V-Skill

  
Drink Time

  • Used for some tricky mix-ups.
  • Startup: 50
  • Active: ~
  • Recovery: 11
  • On hit: 28
  • On block: 10
  • Damage: 10
  • Cancels into: ~
Birdie Banana Time Hitbox - V-Skill

  
Banana Time

  • Will cause a crumpled state when the opponent touches it, which allows for a combo.
  • If the banana is onscreen you can’t drink or eat donuts.
  • Startup: 50
  • Active: ~
  • Recovery: 9
  • On hit: 29
  • On block: 2
  • Damage: 10
  • Cancels into: ~
Birdie Pepper Pot Hitbox - V-Reversal

(During Guard)
  

Pepper Pot

  • Causes knockdown on hit, slow startup so care.
  • Startup: 16
  • Active: 2
  • Recovery: 19
  • On hit: KD
  • On block: -2
  • Damage: 60
  • Cancels into: ~
Birdie Enjoy Time Hitbox - V-Trigger


Enjoy Time

  • Changes frame data on his bull head/horn attacks.
  • Startup: 12
  • Active: 16
  • Recovery: 3
  • On hit: KD
  • On block: -2
  • Damage: 60
  • Cancels into: ~

Critical Art

Birdie Skip To My Chain Hitbox - Critical Art

   
Skip To My Chain

  • Quite long range so can be used to punish.
  • Otherwise it’s his big damage combo ender.
  • Startup: 6
  • Active: 5
  • Recovery: 60
  • On hit: KD
  • On block: -30
  • Damage: 50x3*190
  • Cancels into: ~

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