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The Birdie Time is Birdie's second V-Trigger in Street Fighter V.

Bull Swing Arcade-Button-HPunch.png+Arcade-Button-HKick.png
Bull Capture Arcade-Stick-Down.png+Arcade-Button-HPunch.png+Arcade-Button-HKick.png


Birdie using Bull Swing against Cammy.

Executed by pressing Heavy Punch and Heavy Kick simultaneously, Birdie vertically shoots flames from his mouth at the start of the move. The chains around his wrists also change colors, amplifying any special attacks that involve his chain.

Birdie also has access to a couple of new chain attacks. By pressing Heavy Punch and Heavy Kick simultaneously, Birdie performs the Bull Swing. Birdie throws his chain horizontally at his opponent. If the move hits his opponent, Birdie pulls them closer towards him and puts them in a juggle state.

By pressing down, plus Heavy Punch and Heavy Kick simultaneously, Birdie performs the Bull Capture, which is a low-hitting chain attack that targets the opponent's legs. Similar to Bull Swing, it also launches his opponent and brings them closer.


Birdie pulling in his opponent with Birdie Time.

While active, his Hanging Chain and Bull Revenger inflicts more damage, compared to the regular versions. However, the startup remains the same. Also, Birdie doesn't receive any follow-ups with his chain attacks on hit. Birdie can use the flames as a combo extender when Birdie Time is activated, although the moves required to link into the flame is very specific, such as Crouching Heavy Punch or Bull Horn in the corner. If Bull Capture or Bull Swing is used, it will consume a third of Birdie's V-Gauge.

Bull Swing pulls the opponent closer to him for follow-up attacks. It can be linked from Birdie's normal attacks or a couple of his special attacks such as Bull Head. It is also fairly safe on block, making it difficult for his opponent to punish. Bull Swing cancelled from any of Birdie's Heavy normals or EX Bull Head. Unfortunately, Bull Swing cannot be used to juggle the opponent, unless this move starts the combo. However, once Birdie does pull his opponent close to him, he can extend the combo for maximum damage or hit them with a Standing Light Punch to get a reset situation, allowing him to follow up with a Crush Counter move or command grab

Bull Capture hits low and also brings the opponent closer to Birdie. This move not only has good range, but it's also safe on block, similart to Bull Swing. The startup is slightly faster than Bull Swing. It can also be cancelled from Birdie's Medium normals. If Birdie cancels Bull Head into Bull Capture, he will be very close to his knocked down opponent, making it a solid combo ender. Also, the Bull Capture can interact with the objects Birdie throws on the ground for his V-Skill, giving him a unique new approach to the neutral game. If the chain hits the banana, it will move the peel forward. Hitting the can with the chain will give Birdie a bouncing projectile.

Compared to Enjoy Time, Birdie Time exchanges raw damage and armor for offensive pressure and combo extensions. Its lower cost combined with Birdie's above-average V-Meter gain through his V-Skills lets his activate sooner than most characters, and its safety makes it useful in the neutral game as a low-risk option with a good reward.