Street Fighter 5 Season 2 Changes: Birdie

Unfortunately, Birdie will not be getting a costume in the update.

Really missed a chance for an easy Santa costume. It would be hilarious if they switched his donut with a big cookie if he wins in the costume.

A general comment from Capcom about the Birdie changes:

Birdie’s attacks have been adjusted to match the general changes to the game. The advantage after certain attacks have increased, including the ability to follow Standing HK to Standing MP and Crouching HP to H Hanging Chain.

Here are the specifics:

Health:

 Reduced health from 1050 to 1025

Bad Head (Forward Throw):

 Reduced damage from 150 to 120

Bad Chain (Reverse Throw):

 Reduced damage from 150 to 140

Standing LK:

 Extended duration of hitbox from 2F to 3F

Standing MP:

 Changed advantage on-block from -1F to +1F

 Reduced pushback on-hit

 Expanded hitbox in forward direction

 Expanded hurtbox around hands in forward direction, and shrunk back side of hurtbox around feet

 Moved position that animation begins after taking damage or cancelling attack forward o Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing MK:

 Changed attack startup from 8F to 9F

 Reduced damage from 70 to 60

 Expanded hurtbox that appears after hitbox disappears

 Moved position that animation begins after taking damage or cancelling attack forward o Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing HP:

 Advantage on-hit changed to -2F to +4F

 Moved position that animation begins after taking damage or cancelling attack forward o Accordingly adjusted position of hitbox, hurtbox, and collision box

Standing HK:

 Reduced V-Gauge meter gain on Crush Counter

 Extended 2F of opponent reeling on Crush Counter

 Increased distance opponent reels on Crush Counter

 Changed advantage on-hit from +6F to +7F

 Increased pushback on-block Crouching LP:

 Increased duration of hitbox from 2F to 3F

Crouching LK:

 Changed attack startup from 4F to 5F

Crouching MP:

 Added forward hurtbox during active 5F-8F

 Shrunk forward, back, and upper hitboxes that appear during active 2F-5F

 Expanded horizontal knockback on air hit

Crouching MK:

 Changed attack startup from 10F to 11F

 Shrunk upper hitbox

 Expanded lower hitbox

Crouching HP:

 Changed attack startup from 10F to 11F

 Reduced damage from 90 to 80

Crouching HK:

 Changed advantage on V-Trigger cancel from -19F to -2F

Jumping MP:

 Somewhat shrunk lower hitbox

Bull Charge:

 Reduced damage from 100 to 80

 Reduced pushback on-block

 Changed advantage on-block from -7F to -8F

Bull Slider:

 Reduced damage from 100 to 90

 Changed advantage on-block from -5F to -8F

 Expanded back hurtbox during animation

Bad Hammer:

 Increased damage from 60 to 90

Bull Drop:

 Changed advantage on-block from -4F to -6F

 Shrunk forward and upper hitboxes for first hit, and shrunk forward hitbox on second hit

 Expanded hurtbox around hitbox in upward direction and shrunk it in downward direction

V-Trigger – Enjoy Time:

 Changed attack recovery from 33F to 29F

V-Skill – Drink Time:

 Slightly slowed down speed that the can rolls at

V-Reversal – Pepper Pot:

 Changed distance from opponent and advantage on-hit

Bull Horn:

 Reduced normal damage from 130 to 120

 Reduced damage during V-Trigger from 156 to 144

EX Bull Horn:

 Changed appearance of armor box from 1F-20F to 3F-20F

L Bull Horn (Normal/V-Trigger):

 Reduced normal damage from 120 to 100

 Reduced damage during V-Trigger from 144 to 120

 Increased juggle potential when used for air combos

 Expanded hitbox while rushing during V-Trigger in upward direction

M Bull Horn (Normal/V-Trigger):

 Reduced normal damage from 130 to 110

 Reduced damage during V-Trigger from 156 to 132

 Increased juggle potential when used for air combos

 Expanded hitbox while rushing during V-Trigger in upward direction

 Made V-Trigger hurt and collision boxes the same as that of L and H Bull Horn

H Bull Horn (Normal/V-Trigger):

 Reduced normal damage from 140 to 120

 Reduced damage during V-Trigger from 168 to 144

 Increased juggle potential when used for air combos

 Expanded hitbox while rushing during V-Trigger in upward direction

EX Bull Horn (Normal/V-Trigger):

 Reduced normal damage from 160 to 150

 Reduced damage during V-Trigger from 192 to 180

 Changed normal advantage on-block from -10F to -2F

 Changed advantage on-block during V-Trigger from-7F to -2F

 Expanded hitbox while rushing during V-Trigger in upward direction

Bull Revenger:

 Reduced recovery on-hit by 6F

EX Bull Revenger:

 Reduced damage from 200 to 180

L Hanging Chain:

 Reduced damage from 140 to 120

H Hanging Chain:

 Increased juggle potential when used for air combos

 Reduced distance from opponent on-hit

EX Hanging Chain:

 Reduced distance from opponent on-hit

Killing Head:

 Reduced CA meter gain on activation

 Increased CA meter gain on-hit

 Reduced distance from opponent on-hit

Skip To My Chain (Critical Art):

 Reduced damage from 350 to 340

 Expanded hitbox in forward and upward direction

 Expanded hitbox toward torso

 Increased juggle potential when used for air combos

Advertisements

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s