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Birdie by SmuvMoney

Version: 0.007 | Updated: 07/28/99

Version 0.007
July 28, 1999
By David J. Antoine/$muvMoney 
Copyright (c) 1999 David J. Antoine

Unpublished Work Trademarked (tm) and copyrighted (c) David Antoine 1999.  All 
Rights Reserved.


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as no copyright infringement was intended.  David Antoine also acknowledges and 
respects all copyrights, patents (pending or not), and trademarks of ALL OTHER 
FAQ AUTHORS (whether if it's Kao Megura, John Culbert, Henry LaPierre, Josh 
Harring, or otherwise) and if for any reason I MUST USE any or all of the 
document, it will be mentioned somewhere in this document, commonly in the 
Acknowledgements section of this document.

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please properly give credit where credit is due.

must destroy this document at all costs.

Street Fighter II, Street Fighter Alpha, Birdie, and other related events and 
objects are registered trademarks and copyrighted (c) 1991-1999 Capcom.  All 
Rights Reserved. This document was carefully prepared and created by David 
Antoine in respect to all Capcom Properties, as no copyright infringement was 

I'll make this clear: This document is MINE and there is NO UNAUTHORIZED USE of 
this document at any cost!!!  You are free to mirror this document at your web 
UNTOUCHED.  Feel free to distribute this document BUT IT MUST BE DISTRIBUTED 
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(namely EGM, who's been making blood money from some Tekken 3 FAQs back in 1997) 
print this document into a magazine.  NO MONETARY COMPENSATION CAN BE MADE FROM 


Note: This copyright is shared with Kao Megura's and Mark Kim's well-placed 
copyright except that Mark decided to make the copyright a little more severe.  
Notice that Mark Kim as well as I acknowledges ALL of Kao Megura's works and 
admires his work and he wanted to imitate his copyright.  This copyright that 
you see is similar to Mark Kim's copyright on his LA Machine Guns Anti-
Terrorist Manual.


- What Is This?
- Where To Find This FAQ
- Special Thanks : Special People, FAQ Writers/Contributors

- Introduction To Street Fighter Alpha 3
- Introduction To Birdie
- Legend : General Notation, Joystick/Button Layout, Button Presses
- Universal Moves : ISMs, Moving & Blocking, Special/Other Universal Moves
- Birdie Command Attacks : Bull Drop, Body Slam, Bad Hammer 
- Birdie Throws : Bull Spike, Bad Throw, Bad Scrap, Murderer Chain, Bandit Chain 
- Birdie Special Moves : Bull Head, Bull Horn
- Birdie Super Combos : The Birdie, Bull Revenger

- Normal Moves : Standing/Crouching/Jumping LP/MP/HP/LK/MK/HK
- Throws : Bull Spike, Bad Throw, Bad Scrap, Murderer Chain, Bandit Chain
- Special Moves : Bull Head, Bull Horn
- Super Combos : The Birdie, Bull Revenger

- Basic
- 2-in-1
- Variable

- General : Poking, Jumping, Ticking, Countering, Recovering 
- Vs CPU : E. Honda, Blanka, Balrog, M. Bison
- Vs Human : Chun Li, E. Honda, Ryu, Ken

- Storyline : Opening Storyline (Personal Data, Special Moves, Opening 
Introduction), Vs E. Honda, Vs Blanka, Vs Balrog, Vs M. Bison
- Ending
- Win Quotes
- Animations
- Colors

- Acknowledgements : Vesther Fauransy, Kao Megura, Chocobo, Micheal Torres, 
Nedfar, Svenyip & Shred-Man, Kailu Lantis, Robert Iu, ShinJN, Gamefaqs.com, 
- What's New In This Version : Version 0.007, Version 0.006, Version 0.005, 
Version 0.004, Version 0.003, Version 0.002, Version 0.001, Upcoming



Before reading this FAQ, make sure that the following carats, hyphens, numbers, 
asterisks, and periods line up.


If they do not, please switch to a fixed font like Courier or Courier New or 
else certain parts will be unreadable.

What Is This?

This is a FAQ detailing SFA3 Birdie, a member of the Shadaloo organization and 
an underling and henchman of M. Bison, the ruthless and evil dictator of 
Shadoloo/Shadaloo/Shadowlaw (same organization).  Since no one has written a FAQ  
on him for SFA3, I took it upon myself to write one up.  Most people have 
written him off as a bad/bottom-tier character, but I have seen him used at a 
decent, playable level.  Based on that and my own experience I write this FAQ.  
I will list Birdie's moves and throws and super combos.  I then go on to 
analyze/discuss their uses.  I also include combos and versus strategy towards 
the end of this FAQ followed by miscellaneous information about Birdie.

Where To Find This FAQ

Sooner or later, I will post this on my web site at this location: 
http://members.tripod.com/davidja/faqs/sfa3birdie.txt.  I will also 
attempt to put this on gamefaqs.com.  In the meanwhile, enjoy.

Special Thanks

This FAQ would not be possible without the work and efforts of the following 

Special People

-God for allowing me to grace this earth
-My parents and family for birthing, raising, loving, and tolerating me
-Myself for finally deciding to be man enough to write a FAQ and face 
criticism on my FAQ and SFA3 techniques

FAQ Writers/Contributors

-Vesther Fauransy for his help with the copyright information
-Kao Megura, Chocobo, Michael Torres, Nedfar, Svenyip & Shred-Man, Kailu Lantis, 
Robert Iu, and ShinJN for their FAQ's
-Capcom for another great albeit flawed in some spots arcade and PSX SFA3 (and 
hopefully DreamCast SFA3)
-falconpain@my-deja.com, Kao Megura, and Nedfar for Birdie feedback
-a.g.sf2 (alt.games.sf2) for being a good source of info for all SF games 
-Gamefaqs.com for having such a huge depository of information on so many 
video games and for eventually posting this FAQ
-the Pokemon-carrying dude at the Super Just Games Mid West tourney who showed 
me that Birdie can be useful and fun (man I forgot your name - if you ever read 
this, email me and I will properly give you the credit you deserve)

Full acknowledgements (FAQ titles, etc) are listed at the bottom of this FAQ.


This is where I talk about the SFA3 engine as well as Birdie's special moves, 
command attacks, throws, and super combos.

Introduction to Street Fighter Alpha 3

In an effort to make this FAQ a whole lot shorter, I am assuming that you have a 
working knowledge of Street Fighter.  If you are completely new to Street 
Fighter Alpha 3, then I suggest you read the following FAQ's: 

Kao Megura's Street Fighter Alpha 3 FAQ
Nedfar's Street Fighter Alpha 3 Combo System and General FAQ

They are both listed below in the Acknowledgements section and can be found at 
http://www.gamefaqs.com.  If you have a basic understanding of Street Fighter 
and can do without, then read on.

Introduction to Birdie

Birdie is an unusual character.  He is slow-moving but can hit with extreme 
power and prejudice.  His shortcomings come with his slow ground movement.  Even 
his 360-degree throws come out slowly (why? I don't know).  Is it impossible to 
win with Birdie?  Some say yes, but I am writing this to prove otherwise.  Even 
though Birdie will never be top tier thanks to Capcom, but I hope this FAQ will 
make sure that you never suck at him either.  With that, let's begin.


The format used in this legend is loosely based on James Chen's X-Men versus 
Street Fighter combo model/format.  

General Notation

+ : Perform simultaneously             _ : Or (or simply the word "or")
, : Perform next motion                => : Perform next sequence          
/\ : Leave ground for attack           \/ : Land from a jumping attack
* : Hold direction/button              ^ : Release button(s) held down
X n : Perform n times/repeatedly       XX : Cancel into special move/super combo
J : Jumping                            CU : Cross Up
Close : Standing close                 Far : Standing far
(air) : Move can be performed in air   air : Move can only be performed in air
360 : One full joystick rotation       720 : Two full rotations of the joystick
(XAV) : Available in X, A, or V-ISM

Joystick/Button Layout

           1P                            2P
UB  U  UF                     UF  U  UB
  O O O                         O O O
   \|/    (LP)  (MP)  (HP)       \|/    (LP)  (MP)  (HP)
B O-O-O F                     F O-O-O B
   /|\    (LK)  (MK)  (HK)       /|\    (LK)  (MK)  (HK)
  O O O                         O O O
DB  D  DF                     DF  D  DB

For the purposes of this FAQ, I am assuming that you are facing right, i.e., the 
default 1P side.  If you happen to be on the 2P side, simply switch the left and 
right joystick commands to get the same effect.  I will be using both letter and 
joystick notation to describe each move.

Up/Back(UB)    Up(U)       Up/Forward(UF)    Light     Medium    Hard 
                                             Punch     Punch     Punch
      O             O             O 
       \            |            /           (LP)      (MP)      (HP)         

Back(B)        Neutral(N)  Forward(F)        Jab       Strong    Fierce
      O-            O            -O          Short     Forward   Roundhouse
Down/Back(DB)  Down(D)     Down/Forward(DF)  (LK)      (MK)      (HK)
       /            |            \           Light     Medium    Hard 
      O             O             O          Kick      Kick      Kick

Button Presses
P/K : Any Punch/Kick                PP/KK : Two Punches/Kicks 
3P/3K : All Punches/Kicks           P_K : Any Attack
LL : Light Punch + Kick (LP + LK)   MM : Medium Punch + Kick (MP + MK)
HH : Hard Punch + Kick (HP + HK)    SS : Same Strength Punch + Kick (LL_MM_HH)
START :  Arcade Start button        SELECT : PSX Select button

Universal Moves

Most of these are self-explanatory, but it is good to mention them since the 
game engine for Street Fighter Alpha 3 had undergone some major changes.


The chart below is courtesy of Kao Megura's excellent FAQ on Street Fighter 
Alpha 3.  It explains the differences between the 3 ISMs.

ABILITIES               X-ISM               A-ISM               V-ISM
Air Blocking            No                  Yes                 Yes
Air Recovery            Yes                 Yes                 Yes
Ground Recovery         No                  Yes                 Yes
Taunts                  Only Dan            Yes                 Yes
Guard Power Rating      High                Varies              Varies
SC/OC Gauge Speed       Slow                Normal              Fast
Levels Available        1                   3                   2 (50% / 100%)
Alpha Counter Cost      n/a                 1 SC + 1 GP         50% OC + 1 GP
Damage Rating           x1.2*               x1.0                x0.8
Defense Rating          x0.8                x1.0                x1.0

(OC = Original Combo aka Variable Combo)
(GP = Guard Meter Point)
(SC = Super Combo Level)

I further break down what these ISMs mean to Birdie in the MOVES ANALYSIS & 
STRATEGY section.

Moving & Blocking

You have to move your character around somehow.  Second to importance to moving 
is blocking.  Without blocking, you will eventually die from a dizzy or an empty 
life bar.  However, too much blocking/defending and you will also die thanks to 
the guard meter and guard crushing.  To reduce your guard meter, you can use 
guard protection, which is blocking right when the attack strikes you.

(XAV) Move Forward : F


(XAV) Move Backwards : B


(XAV) Crouch : DB_D_DF

 / or | or \
O     O     O

(XAV) Jump : UB_U_UF

O     O     O
 \ or | or / 

(XAV) High Block : B


(XAV) Low Block : DB

(AV) Air Block : air B_DB 

O     O     O
 \ or | or /  O- or  /

Special/Other Universal Moves

These are moves that every character unless the ISM dictates otherwise.  
Remember that (SS) means Same Strength Punch and Kick.

(XAV) Guard Protection : B_DB

O- or  /

(AV) Damage/Dizzy Reduction : B, F X n + P_K X n

O- -O X n + P_K X n
(XAV) Air Recovery : air B_N_F + PP

O- or O or -O + PP

(AV) Ground Recovery : N_F + KK

O or -O + KK

(AV) Alpha Counter : F + SS

-O + SS

(V) Variable Combo : (air) SS

(air) SS

(XAV) Throw : B_F + PP_KK

O- or -O + PP or KK
(XAV) Air Throw : air B_F + PP_KK

O     O     O
 \ or | or /  O- or -O + PP or KK 

(XAV) Tech Hit : B_F + PP

O- or -O + PP


O- or O or -O + START_SELECT

Birdie Command Attacks

Birdie has three command attacks.

(XAV) Bull Drop : F + HK

-O + HK
(XAV) Body Slam : air D + HP

 O  O
/ or \ | + HP
(X) Bad Hammer : Close HP => U

Close HP => |

He does have a close standing move in his hard punch.  In V-ISM, you can use 
this move anywhere by holding back and pressing hard punch.  This is true for 
all V-ISM characters.  If you wish to use the far reaching fierce, move the 
joystick to neutral or forward before pressing hard punch.

Birdie Throws

(XAV) Bull Spike : B_F + PP

O- or -O + PP

(XAV) Bad Throw : B_F + KK

O- or -O + KK

(XAV) Bad Scrap : air B_F + PP

O     O     O
 \ or | or /  O- or -O + PP

Note the multiple methods for the 360 throws.  I put the best ways to perform it 
on the ground.  I will explain the motions further in analysis.

(XAV) Murderer Chain : 360 + P
               O O                                 
O-  / | \  -O /  | + P 
   O  O  O

              O  O
-O \  |  / O-  \ | + P 
    O O O

            O O O
 / | \  -O /  |  \ O- + P 
O  O  O

               O O O
O-  / | \  -O /  |  \ O- + P 
   O  O  O 

              O  O  O
-O \  |  / O-  \ | /  -O + P 
    O O O

(XAV) Bandit Chain : 360 + K

               O O                                 
O-  / | \  -O /  | + K 
   O  O  O

              O  O
-O \  |  / O-  \ | + K
    O O O

            O O O
 / | \  -O /  |  \ O- + K 
O  O  O

               O O O
O-  / | \  -O /  |  \ O- + K 
   O  O  O 

              O  O  O
-O \  |  / O-  \ | /  -O + K 
    O O O

Birdie Special Moves

Remember that the asterisk (*) next to a button means to hold the button(s) 
down.  If the (*) is next to a direction, i.e., back or (*B), that means to hold 
back.  A carat (^) means to release the button held down.  

(XAV) Bull Head : *B, F + P

*O- -O + P

(XAV) Bull Horn : *PP, ^P_*KK, ^K

*PP, ^P_*KK, ^K

Birdie Super Combos

(XA) The Birdie : *B, F, B, F + P

*O- -O O- -O + P

(A) Bull Revenger : D, DF, F, D, DF, F + P_K

| \  -O | \  -O + P_K
O  O    O  O


Now that you have the joystick motions for all of Birdie's moves, what are you 
going to do with them?  Well, this is the section for you.

Normal Moves

Since I haven't talked about Birdie's normal moves yet, let's start with them to 
get a better understanding of Birdie.

Light Punch/Jab


Birdie throws a quick standing punch.  It is bufferable, but it doesn’t hit 
crouching opponents.  Maybe it is good for anti-air purposes, but I’d rather use 
hard punch for that.  The jab is not fast enough to repeat or chain into itself.


Birdie throws a quick low punch.  This is a very good move because your Jab Bull 
Head can buffer off of it for a painful two hit combo.  It is also good for 
poking and ticking.


Birdie throws a downward punch close to his body.  If you want to set up a tick 
from the air, I would suggest this, the short, or the fierce body slam.  It 
stays a little too close to Birdie’s body for any real air-to-air except at very 
close range.

Medium Punch/Strong


Birdie throws a standing reverse punch.  Even though it is bufferable, it also 
hits very high.  It may be good for anti-air if the opponent is in front of you.  
It isn’t too quick either so I’m not too gung ho on this punch.  However, it 
does pack a wallop for a strong punch.


Birdie throws a low reverse punch.  This punch I’m a little more gung ho on.  It 
is good as a poke and is bufferable into a Jab Bull Head.  It has good range for 
a low strong.  It comes pretty fast for Birdie.  Here is a tidbit about the 
crouching strong from fellow Birdie user Kao Magura:

"Also, Birdie's low MP makes for a great anti-air, just like most other
characters in the game."

I also suggest you use standing/crouching HP along with the MP for a good mix of 
anti-air normal moves.


Birdie throws a downward punch in the air close to his body.  This hits better 
than his jumping jab, but I can’t really find any air-to-air use for it.  It is 
a decent jump-in combo starter, but Birdie has much better.

Hard Punch/Fierce


Birdie performs a two handed uppercut when close.  In X-ISM, you can hit the 
opponent once more if you juggle with both hits of the close HP by holding up.  
In other ISMs, it is too slow to allow for any real juggles.  When further away, 
Birdie does a downward double axehandle blow that hits twice.  Since Birdie puts 
his fists over his head, it can be used for anit-air pretty well.  It is also 
his longest poke.  It is far enough to hit some foot sweeps, but since your foot 
extends slightly forward while doing it, you can be swept as well.


Birdie performs an uppercut with his mohawk that hits twice on standing 
opponents.  This is best bufferable move.  In V-ISM, you can buffer off of 
either hit.  In A-ISM and X-ISM, you can only buffer special moves off of the 
first hit, but you can buffer super combos off of the second hit.   It also has 
surprising range – about equal to the crouching strong punch.  It is also faster 
than the strong.  Because it is an uppercut, you can use it as a mix-up in the 
anti-air game.  It also does large amounts of damage even if it hits once.


Birdie does a two-handed downward stirke in the air.  If you jump in the air 
with fierce, chances are you are going to use the Body Slam (D + HP) if you are 
going to jump in.  The normal jumping fierce is not very good at all.  Stick to 
the Body Slam unless you need air-to-air combat.  The jumping fierce doesn’t hit 
very well while the Body Slam can hit very deeply as a jump-in.  The Body Slam 
is one of his really good jump-in attacks.

Light Kick/Short


Birdie does an ankle kick with the side of his boot.  This move is kind of slow, 
but it is bufferable and easy to tick from.  There isn’t much else to say about 


Birdie performs an ankle kick leading with the tip of his boot.  This move is 
actually good in combos and ticking.  Since it hits low, opponents have to 
block.  However, it does have short range and it is not very repeatable.  


Birdie does a downward side kick that sticks out briefly.  This is another jump-
in to use in a tick or combo as it can hit deeply.  You can also jump back and 
kick an opponent right next to you.  This is a decent jump-in if you need to 
stay close to your opponent.

Medium Kick/Forward


Birdie kicks out waist high.  This kick isn’t that great.  It isn’t very quick, 
it doesn’t hit crouching opponents, and its recovery isn’t that great.


Birdie performs a low kick leading with the flat of his boot.  Even though the 
animation has changed from SFA2, this move has a lot of range.  Its only 
weakness is that it is a little slow.  However, since Birdie kicks slightly 
above the ground, it looks like it can go over other foot sweeps that hug the 


Birdie kicks straight out in front of him while airborne.  This is a good air-
to-air move as he leads with his foot.  The opponent would have to be above him 
to completely avoid the foot.  It isn’t so hot on air-to-ground attacking as it 
can be ducked.

Hard Kick/Roundhouse


Birdie does a mid-level front kick while moving forward.  This has about as much 
range as the standing forward and exhibits most of the same properties.  It 
doesn’t hit crouching opponents and its recovery isn’t good at all.  If you hold 
forward while pressing hard kick, you perform the Bull Drop, his overhead.  As 
with most overheads, it’s kind of slow and easy to see coming.  It doesn’t have 
much range either.


Birdie spins around and swings his foot at the opponent’s feet.  This foot sweep 
isn’t that bad.  I tend to use it as a longer range poke.  It is also Birdie’s 
only knockdown from a normal move.  I’m not sure about its priority, but it 
seems to have decent distance.


Birdie performs a drop kick leading with both boots.  This is great in air-to-
air and air-to-ground attacking.  You can hit very deep with it or take people 
out of the air.  Since Birdie shortens his body during the kick (rather than 
lengthen like Zangief), he more or less hides behind his feet.  You can jump 
over projectiles relatively easily with this move.  Overall, this is his best 
jumping attack IMHO.  


Birdie has a ton of throws.  Some have good range while others are slow to come 
out.  One thing they all have in common is that they do good damage.  Use them 
if you have the opportunity.

Bull Spike (XAV) [B_F + PP]

Birdie grabs the opponent and continuously headbutts them with his mohawked 
skull. As you can guess from the description, this is a hold.  However, it has 
squat range compared to the Bad Throw and his other throws.  It does offer some 
good setups based on whether or not your opponents flip out of the hold.  You 
can Jab Bull Head after the hold if the opponent doesn’t recover at all.  You 
can also wait and see what the opponent does and attempt to take him/her out 
that way.  Here is a note on what else you can do with the Bull Spike from Kao 

"Btw, although it's easily gotten out of, I found that doing X-Birdie's
headbutt throw in the corner (mash the buttons), then juggle with close
standing HP into Bad Hammer (press u) does only a few points less than the
Level 3 Birdie. Easily escapable, sure (tech. hit or PP flip afterward),
but it'd probably be fun to do on scrubs :)" 

Of course, you can do many other nasty things to the opponent if they air 
recover from the Bull Spike.  Use your imagination.  In fact, here is a 
suggestion from Nedfar:

"I dunno if it is already in your FAQ or not, but if you are fighting someone 
who is slow to flip out, then after you hit them with a PP throw (the 
Bull Spike) you can hit them with a Bull Horn or an airthrow juggle, or with 
your B-F-B-F super levels 1 or 3(the level 2 one is freaky and misses the 
last hit). Not too useful against most of the people I fight, since they 
are trained to immediately flip at all times or else be horrendously juggled 
all the way across the screen :)"

Great minds think alike I guess. =)

Bad Throw (XAV) [B_F + KK]

Birdie grabs the opponent by the legs and tosses him/her completely over his 
head and across the screen.  This throw can be air recovered out of, but that 
can lead to good things for Birdie.  Why?  Because you can either whip out an A-
ISM Bull Revenger to grab when they hit the ground or you can give a Bull Head 
or Bull Horn if they're still airborne.  The latter you can only do near a 
corner or they recover right next to you.  The best thing your opponents can do 
is not air recover and save themselves the potential damage.

Bad Scrap (XAV) [air B_F + PP]

Birdie grabs the opponent out of the air and slams them down with his chain.  I 
can't really think of any follow-ups for this attack.  The range is also quite 
small like his ground PP throw.  For the record, it does look kind of brutal.

Murderer Chain (XAV) [360 + P]

Birdie wraps the chain around the opponent's neck and slams them twice into the 
ground.  Am I only one who thinks Birdie's 360 throws got raped?  The startup 
time on this is bad.  However, it does good damage.  If you're going to use 
this, use the Jab version. It does almost the same amount of damage as the 
Fierce.  It has slightly better range than the Fierce version, which makes it a 
better tick.  Even though the range is small on the Murderer Chain, you can 
still tick off of it using a jab or short.  In fact, using a Body Slam, you can 
set up good ticks like the following (initially starting from 1P side):

(XAV) Body Slam \/ Standing Short => Murderer Chain: J D + HP \/ LK => 360 + P

 O                                O O  
/  | + HP \/ LK => O-  / | \  -O /  | + P
   O                  O  O  O

You can also use a crouching short or a standing/crouching jab in this tick.  
You have to enter the 360 during the light kick, but you do not buffer it into 
the light kick as you would a Bull Head.  That will cause a "missed throw" 
animation to occur, which can be fatal for Birdie.  You perform the motion while 
the light kick is thrown, but you time the button press so that you grab them at 
the end of hit/block stun.  You can also use the Murderer Chain instead /without 
a jump-in.  Simply do the motion in the air and press any punch when you touch 
the ground.

Bandit Chain (XAV) [360 + K]

Birdie grabs the opponent's legs with his chain and slams him/her to the ground 
repeatedly before throwing them far and away over his head.  This is Birdie's 
other 360 throw.  The Roundhouse does the most damage since Birdie slams the 
opponent down 3 times before throwing them.  The short and forward version slam 
down once and twice respectively.  It seems like this move grabs a little faster 
than the Murderer Chain.  The damage between Short and Roundhouse is large 
enough to warrant using only the Roundhouse version.  I think the range on all 
three is about the same unlike the Murderer Chain (I could be wrong here).   The 
tick listed for the Murderer Chain will also work for the Bandit Chain:

(XAV) Body Slam \/ Standing Short => Bandit Chain: J D + HP \/ LK => 360 + K

 O                                O O 
/  | + HP \/ LK => O-  / | \  -O /  | + K
   O                  O  O  O

You can also use a crouching short or a standing/crouching jab in this tick.  On 
a crossup Body Slam, you may actually be able to use crouching strong.

Before I forget, let me briefly explain the principles behind 360-degree throws.  
In actuality, you only need to do a 270-degree motion on the joystick to execute 
a 360-degree throw.  A 270-degree motion is simply 6 consecutive points on a 
joystick, i.e., F, DF, D, DB, B, UB, U.  However, for some people (like myself), 
it is easier for me to do a 360 than a 270 even though the motion is longer.  I 
also use Zangief and I tend to use a 360-degree motion starting from F, B, or DB 
(actually 315 from DB to B) for all my 360-degree throws.  If you have never 
done 360 motion throws consistently, I suggest you practice before using this in 
your repertoire.  Once you're able to do them from a standing position (F or B) 
and from DB, then feel free to use this move.

Special Moves

Correct usage of Birdie's special moves will be the difference between a good 
win and an agonizingly painful loss.  With that, let's begin.

Bull Head (XAV) [*B, F + P]

Birdie turns red and attacks the opponent with his mohawked cranium while 
screaming "BULL HEAD".  For the record, I only use this move in combos since the 
recovery is horrible in most cases.  However, when it does hit, does it ever 
hit.  The Jab Bull Head is your combo finisher off of any bufferable move Birdie 
has.  If you miss, prepare to be punished hard and often.  The Strong Bull Head 
goes almost a full screen while the Fierce can go even further assuming your 
opponent jumps back and gives you more than a full screen.  If you want to live, 
stick to the Jab version in combos and instant short-range retaliation.

Bull Horn (XAV) [*PP, ^P_*KK, ^K]

Birdie turns away from the opponent and yells out before rushing forward and 
attacking head first.  To perform the Bull Horn, hold down any two punches and 
release a punch, or hold down any two kicks, then release a kick.  The longer 
you hold down the buttons, the more powerful the Bull Horn becomes, reminiscent 
of Balrog's Turn Punch.  Unlike the Bull Head, Birdie does not turn red while 
doing the Bull Horn.  However, the turning his back to his opponent does 
telegraph this move.  Well how do you use it then?  I tend to use it in close.  
When Birdie turns away, he can avoid many moves including fast projectiles and 
foot sweeps IIRC.  Once he starts to lunge forward, he is vulnerable again.

The buttons you hold determine the distance you go with the Bull Horn.  There 
are essentially three distances (not two as I thought): about 1/2 screen, about 
3/4 screen and full screen.  To do a half screen Bull Horn, you have to hold 
down jab and strong (LP + MP) or short and forward (LK + MK).  A 3/ 4 screen 
Bull Horn is performed with (LP + HP) or (LK + HK).  The full screen version is 
(MP + HP) or (MK + HK) held down.  (Thanks to Kao Megura for pointing out this 
error).  The button you release to perform the Bull Horn will not affect this 
distance, only the buttons you hold down. There is one exception to this.  
Birdie will go more than the distance listed if you buffer the Bull Horn off of 
another move.  He will travel the distance he would have traveled had the Bull 
Horn had been done on its own.

You can actually use this to tick at certain ranges since the recovery on this 
move is MUCH better than the Bull Head.  In fact, you and the opponent usually 
recover about at the same time.  If you are outside your opponent's throw range 
but within your Murderer/Bandit Chain Range, let loose with the 360 throw.  If 
you buffer it into your recovery, you can grab them before they realize it.  God 
knows I've fallen for it a few times. =) It looks something like this:

(XAV) Bull Horn => Murderer/Bandit Chain : *PP, ^P_*KK, ^K => 360 + P_K

                                 O  O
*PP, ^P_*KK, ^K => -O \  |  / O-  \ | + P_K 
                       O O O

I suggest that you start the 360 motion from forward to make sure you get the 
maximum range.  However, if you fear retaliation from the Bull Horn, start the 
motion from DB and end at B or DB so you end up blocking if the move doesn't 
come out.  Remember to perform the 360 motion while in move stun so that you 
only have to press the button as soon as you come out of stun.

As I mentioned before, the longer you hold the buttons, the more powerful the 
move will become.  There are 5 levels to the Bull Horn: 1, 2, 3, 4, and Final.  
This chart from Kao Megura's FAQ illustrates how long you have to hold the 
buttons to achieve each level in the Bull Horn:

Time that move is charged          Result

0 - 2 seconds                      Level 1
3 seconds                          Level 2
4 - 6 seconds                      Level 3
7 - 12 seconds                     Level 4
13+ seconds                        Final

You will know what level Birdie is attacking with because he screams out 1, 2, 
3, 4, or Final before he does it.  The level also determines the maximum amount 
of times the Bull Horn will hit the opponent if it makes contact.  A Final Bull 
Horn will hit five times maximum.

In combat, I tend to use LK + MK (shortest range) for the Bull Horn since I use 
the other buttons for other purposes: HK - jump ins, knockdown foot sweep; FP - 
poking, Body Slam jump-in; LP - Jab Bull Head, ticks; MP - actually, I sometimes 
have trouble reaching MP sometimes while holding down LK + MK.  Of course, using 
LK + MK means you lose a quick low sweep and a good tick move (LK) along with 
his decent reaching crouching MK.  If you really need to use LK or MK, simply 
throw a move that doesn't use LK or MK that doesn't hit the opponent and quickly 
let go of the buttons.  You won't be able to perform the Bull Horn due to the 
recovery animation of the move you just threw out.  If you throw a move that is 
bufferable and does hit, chances are you will buffer into a Bull Horn. 
Otherwise, you won't do a Bull Horn, but you will lose that Bull Horn charge.

You can activate a Bull Horn with any two PP or KK buttons.  However, you can 
have multiple Bull Horns charged.  How?  If you have the dexterity, you can hold 
down two PP and two KK at the same time.  However, if you want two Bull Horns 
without the extra dexterity, just hold down 3P or 3K.  Depending on what you 
release, you will get the corresponding level Bull Horn.  If you want four Bull 
Horns, hold down all 6 buttons.  Obviously, you can't attack with normal moves, 
but you can still can with special moves.  How?  Remember that special moves and 
super combos can be activated by a button press or a button release.  If you 
release a button after performing the motion for another special move (i.e., LP 
for a Jab Bull Head), you will perform the Bull Head rather than the Bull Horn.  
However, for most this is extreme, very difficult, and requires lots of manual 
dexterity.  I have only known one person who could this well back in SF2HF (he 
used Balrog - kind of makes sense).  He would hold down 3K, but he could take 
you out of the air with a Short Dashing Uppercut at will using the above method.  
He would still have his punches for Dashing Straights.  For the less dextrous, 
if you need a Bull Horn, just hold down PP or KK for a second and then release 
so you can use those buttons again for other purposes.  You can do this after a 
knockdown (yours or opponent's), within the midst of another move or special (my 
favorite method), or even when your character isn't controllable (beginning of 
round, between rounds, during storyline sequences, etc).

Now here are some additional notes on the Bull Horn by Kao Megura from an 
a.g.sf2 post:

"Anyway, I just wanted to offer some quick notes (and I might as well post
them here for other Birdie users). The Bull Horn has three possible
ranges, LP + MP for short, LP + HP for medium, and MP + HP for long-range
(ditto with kicks).

Also, you might want to mention what happens when you charge more than one
Bull Horn and release one button at a time (for each Bull Horn):

- If LP was released first, the second Punch Bull Horn is long-ranged, no
matter what button is released.
- If MP was released first, the second Punch Bull Horn is medium ranged.
- If HP was released first, the second Punch Bull Horn is short ranged.

The same thing applies to the kick buttons, but that doesn't mean that
releasing HP, then releasing LK for a second Bull Head would make that LK
Bull Head long ranged."

I did not know about the LP + HP/LK + HK being a medium Bull Horn in earlier 
versions of this FAQ.  Thanks to Kao on that one.  This is useful if you don’t 
want to be too close but want to stay within striking distance.  I also didn’t 
know about the circumstances for multiple charged Bull Horns.

Here is some additional info on multiple charging Bull Horns courtesy of Kao 
Megura: (slightly edited since Kao realized he had made a small error)

(My question to Kao was:  By the way, what does happen if you release HP for a 
Bull Horn then LK for another after the first Bull Horn has completed?)

"Oops, I seemed to have tripped up here. When you're charging two Bull Horns
using PPP or KKK, the first button you release always results in a long range 
bull horn. So let's look at that 6 bull horn charge again.

Releasing HP gets me a long-range Bull Horn, and when I release LK, I get 
another long-range Bull Horn. Everything else is correct; releasing LP or MP 
results in a short Bull Horn since I used HP for the first one.  Releasing MK or 
HK for another Bull Horn results in a long range one since LK was used for the 
first one, and like I mentioned earlier, releasing a light attack button gets 
you a long-range Bull Horn (reverse for hard attacks, and medium attacks get you 
medium range bull horns).

The remaining two buttons are useless at that point, so I can let them go (or I 
could have released them when I released LP + MP or MK + HK, it really wouldn't 
have made a difference.)"

This actually does make sense, but you may have to read it more than once to 
understand what he is saying.

Super Combos

When all else is failing you, these may be your saving grace in a match.  If 
they can't save you, probably nothing else will.

The Birdie (XA) [*B, F, B, F + P]

Birdie rushes towards the opponent, delivering multiple Bull Heads.  If he 
confuses the opponent, he taunts before he continues to deliver two more Bull 
Heads. Ironically, the A-ISM Level 1 version is by far the most useful.  The 
other two levels don't offer as good damage at higher levels.  The Level 1 hits 
3 times while Levels 2 and 3 hit 4 and 5 times respectively.  The Level 1 can 
also be used for anti-air and will hit the airborne opponent two or usually all 
three times as if they were hit on the ground.  For some reason, the Level 2 
doesn't seem to do this very well since the timing of the Bull Heads are 
different.  For the Level 3 A-ISM/X-ISM version, he hits three times and then 
the opponent is dizzy (watching the birdies so to speak - I wonder if this is 
where the name of this super combo comes from ;).  Birdie will do a taunt and 
perform two more Bull Heads.  I am not sure of how well Birdie goes through 
projectiles with this super combo, but I have seen him go through many other 
normal and special moves executed at close range.

Here is what Kao Megura has to say about the usefulness of The Birdie:

"Also, while I enjoy using the Level 1 Birdie for anti-air (since all hits
combo), the damage is the same as an HP Murderer Chain. So while it is
useful for going through attacks at the beginning, etc., IMHO I usually
find it better to save my SC power for the Bull Revenger or a higher level

All I can say is about this is that if you’re in a tight spot, using The Birdie 
Level 1 might save you, but otherwise, the man has a point.  The Bull Revenger 
is the more damaging of his two super combos.  IMHO it is also harder to land as 

Bull Revenger (A) [D, DF, F, D, DF, F + P_K]

Birdie jumps through the air.  Once he lands, he grabs the opponent and slams 
him/her multiple times.  The distance Birdie will jump is determined by what 
button you press.  If you press a punch, he will go about half a screen and 
land.  If you press a kick, he will go full screen.  He can go through certain 
attacks and projectiles while he is in the air.  As with all Super Combos, Level 
1 is initiated with a LP or LK and so on.  At Level 3, this will remove more 
than half a lifebar and is brutal to see - Birdie will perform two slams from 
his Bandit Chain followed by a Murderer Chain.  You can also tick with this (why 
not? it's a throw), but you have to buffer it as you would a Shinku Hadoken.  
However, you can only use his light and medium bufferable attacks to do it.  If 
you use crouching HP, you will usually land before the hit/block stun of your 
opponent is complete, leading to a missed throw animation.  However, there are a 
few cases where if the HP does hit, you will still get the Bull Revenger to 
grab.  I have to investigate this further.  Here is a tick you can perform for 
the Bull Revenger:

(A) Body Slam \/ Crouching Strong XX Bull Revenger : J_CU D + HP \/ D + MP XX 
DF, F, D, DF, F + P 

/  | + HP \/ | + MP XX \  -O | \  -O + P
   O         O          O    O  O

I don't want to get too much into buffering into super combos, but suffice it to 
say that Birdie can throw the crouching strong at either D or DF during the 
first or second D, DF, F motion.  That is simply a preference.  You have to use 
a punch for the Bull Revenger or you will fly over the opponent's head and waste 
super meter.

As with all ticks I listed in this section, you opponent can jump out of it if 
he is paying attention.  However, don't let that stop you from ticking.  In 
fact, Kao Megura has this to say about the above tick:

"Also, while comboing the Bull Revenger is a good idea, your opponent can
just hold in any Up direction to jump out--there's enough time between your
attack and the Revenger for them to leap away to safety (even in the case
of his standing / crouching MP)."

My only suggestion to counter this is try using low fierce as well.  Sometimes 
it will grab, but at other times you risk a “missed throw” animation.  However, 
we are both right in saying that this tick (in fact, most if not all ticks) can 
be jumped out of.


Now that we have an idea of what the moves are, how about some juicy, life bar 
draining combos?  I thought you'd understand.

Basic (3+ hits)

Birdie only has one really good basic combo on standing opponents (that hits 
more than twice).  However, as with all Birdie combos, it packs a wallop.  You 
should use either the Body Slam or HK as your jump in.  Those are the only two 
really worth using in any combos.

(XAV) Body Slam \/ Crouching Fierce : J_CU D + HP \/ D + HP

/  | + HP \/ | + HP
   O         O


Birdie has the following bufferable attacks:

Standing/Crouching Jab/Light Punch
Standing/Crouching Strong/Medium Punch
Crouching Fierce/Hard Punch
Standing/Crouching Short/Light Kick

His best bufferable moves all come from a crouch (LP, MP, HP, LK).  The standing 
jab and strong don't hit most crouching opponents.  The standing short will hit 
crouching opponents, but it is slower and has less range than its crouching 
counterpart.  In any of the combos below, almost any crouching bufferable attack 
can be used.  I tend to use HP because of its insane damage and its ability to 
buffer into super combos on the first hit or on the second hit should the 
opponent be caught standing.

(XAV) Body Slam \/ Crouching Fierce XX Jab Bull Head : J D + HP \/ *DB + HP XX F 
+ LP 

/  | + HP \/   / + HP XX -O + LP
   O         *O

This combo and its crouching variants (crouching LP, MP, or LK XX LP Bull Head) 
do butt-loads of damage for a three-hit combo.  It also knocks your opponent 
down.  Be careful with this combo; if you release HP at the wrong time, you will 
perform a HP Bull Head rather than the LP one.  This can and will be blocked and 
punished.  You can accidentally do the wrong Bull Head if you buffer the Bull 
Head off of a medium or hard punch.  If you find yourself doing the wrong Bull 
Head, either use Jab or Short to buffer into the Bull Head.  If you let go of 
Short at the wrong time, nothing will happen.  If you release Jab, you will 
probably get the Bull Head anyway.

(XA) Body Slam \/ Crouching Fierce XX The Birdie : J D + HP \/ *DB + HP XX DF, 
DB, F + P 

/  | + HP \/   / + HP XX \   / -O + P
   O         *O           O O

If your opponent is standing during this combo, you can buffer off of the second 
hit of the crouching fierce, which makes this combo a lot easier.  With any 
other crouching bufferable move or if the opponent is crouching, you have to be 
very quick to get this combo off - difficult but far from impossible.

Even though it is not obvious, there is a slight difference in how I do the 
joystick motions for the super combos in the last two combos than listed in the 
MOVES section.  Rather than use the standard *B, F, B, F motion, I am using the 
diagonals (*DB, DF, DB, F) to perform the super.  The reason for this especially 
in the third combo is to prevent from performing a normal Bull Head instead 
of the Birdie.  In case I just confused you, here is a better explanation.  
Since the Bull Head and The Birdie share a common B, F motion, I can 
accidentally initiate the Bull Head I press the punch button too early while 
doing the combo.  In order to prevent this, I move from DB to DF.  This does 
count as a forward motion for the super.  As a matter of fact, all super combos
requiring a back change can be done from DB, DF, DB instead of B, F, B before 
the final forward.  In fact, it is much better to perform your super combos this 
way because you don't do that super wiggle/shimmy to give yourself away if you 
do a super out of the blue.  You just suddenly stand up during the super 
animation and do the super.  If I buffer the super off of a short, I can do The 
Birdie with *B, F, B, F since *B, F + K is not an official special move motion 
for Birdie.  I don't risk doing a move I don't want to do if I hit or release 
the button prematurely.  However, I can't do Bull Heads if I go from DB to DF 
and press punch.  I simply lose my back charge.


Variable combos in general can do incredible amounts of damage especially if you 
have your opponent in a corner.  The damage can rival and surpass even the best 
super combos under ideal conditions. To start a variable combo, simply press any 
two same strength buttons: LP + LK (LL) or MP + MK (MM) or HP + HK (HH).  In my 
shorthand, these are known as LL, MM, and HH respectively (Light, Medium, and 
Hard Strength).  At the beginning of a Variable Combo, you are somewhat 
invincible to most normal and special moves.  In other words, you can blow 
through someone's attack and launch a counterattack that can lead to a large 
combo.  The only thing you need to watch out for is that you till have to charge 
during Variable Combos, which was not the case for Custom Combos in SFA2.  If 
you do not charge quickly in a VC, you will mess up the VC if a charge move is 
involved. .  For some reason, I can not start a VC with a charge move with 
Birdie even if I had a charge before I started a VC.  Maybe I'm a scrub or 

I still need to a whole load of work in the future to get good variable combos 
for Birdie that work outside the corners.  There aren't too many that I can 
think of at this time.  I will have to work on this section with my good old-
fashioned PSX V-ISM training mode.  However, thanks to some insight and help 
from Nedfar.  Here is what he had to say on Birdie VCs:

"I have a VC that I do with Birdie that I thought you might want, since you 
wrote a FAQ for him then I figured that you'd be interested.  Start off 
Jab+Short, then a B+FP (the volleyball punch, where he puts his hands together 
like he's hitting a volleyball).  Cancel the 2nd hit into a SP headbutt(the 
charge B, F one, not the PPP one).  Then, repeat that all till they are dead.  
When you get to the corner, you will have to switch the SP headbutt into the JP 
headbutt, and you may have to use the JP headbutt outside of the corner if you 
notice that they are falling really close to you.  The headbutts all miss, but 
they place you right in the right spot to spike them again with the B+FP and 
repeat.  Plus, since you are constantly doing moves cancelled together, they 
can't flip out at all.  At 100 percent, this is half a lifebar.  The biggest 
problem is hitting with the first move, since it comes out a little slow, plus 
it doesn't have the best priority in the world.  You'll find yourself getting 
hit out of it often, unless you passed through an attack at the opening of the 
VC that put them right in your lap."

Basically, what Nedfar (CC for his initials) is describing looks like this:

(CC) Opponent Is Anywhere - Start VC w/ LL? => Close HP XX whiffed Strong Bull 
Head, Repeat from Close HP : LL? => *B + Close HP XX F + MP ... *B

LL? => *O- + Close HP XX -O + MP ... *O-

Essentially, the Bull Heads will miss but the close HP will not.  It will hit 
twice, then Birdie will move forward with the MP Bull Head and hit w/ the HP 
again.  Once in the corner, see Nedfar's advice above.

(DJA) Opponent Is Anywhere - Start VC w/ LL => Crouching Short => Crouching 
Forward XX Jab Bull Head => Repeated Strong Bull Heads : *DB + LK => *DB + MK XX 
F + LP => *B, F + MP X n

LL =>   / + LK =>   / + MK XX -O + LP => *O- -O + MP X n
      *O          *O

Unlike E. Honda's similar VC, this combo is very hard.  Even worse, when you get 
to the corner, it sometimes messes up.  However, the damage is well worth it 
even if you don't perform many MP Bull Heads.  You also have to be very fast 
with the Strong Bull Heads.  This combo is almost the converse of Nedfar's; the 
MP Bull Heads will actually hit and juggle the opponent rather than just move 
forward for another hit.  A potential suggestion would be to tack his combo on 
after a MP Bull Head.  More research is necessary.  By the way, any good two hit 
chain will work reasonably to start this combo, i.e., crouching LP or LK => 
crouching MP, MK, or HP XX Jab Bull Head as long as you don't knock them out of 
range.  Here is some more information on how to end the VC by Nedfar:

"I was screwing around last night with Birdie and figured out something cool 
you could do for a VC to add on to that one I gave you the other day, on a home 
controller it's not too hard but you'd have to be a contortionist to do it at 
the arcade. Just at the same time as you hit Jab+Short to start off, hold two 
kicks. I have that set to R2, so I just hold that. Then do the combo normally 
(alternate B+FP and SP bullhead), but as the time runs out, right after the last 
B+FP, release the buttons and you'll finish with a Bull Horn, and it'll be 
charged up to at least 3 and sometimes 4 hits. Then they are right over your 
head so usually you can hit them with a low fierce after they flip out or not. 
Adding the Bull Horn seems to put a little more damage and style points on it. 
Imagining trying to use the FP and SP buttons to do the combo while still 
holding two kicks on an arcade machine gives me a headache just thinking about 
it. I've never tried, I don't pick Birdie much at the arcade because I hate that 
hold and release motion."

If you have the dexterity, go ahead and try it.  You need every bit of damage 
you can get.

For some reason, I can't seem to start a VC with a *B, F charge move.   Here's 
Nedfar's take on it (which I agree with):

"A note about starting out VC's with charge moves, you are right in saying that 
it doesn't work too well with some characters.  I can't start off a VC with a 
Birdie Headbutt, or a Honda Headbutt, or any other charge B, F move.  I can do 
it easily with a charge D, U move, like with Chun-Li or Charlie though.  I dunno 
why.  Plus, you don't have to charge during a VC.  I know for a fact, since when 
I use V-ism Charlie I use the continuous Somersault VC in the corner all the 
time, and I just tap d, u to do it."
I am not sure if the above holds for *B, F projectiles as well, but I wouldn't 
be surprised if it did.


All this information and no one to use it on.  Well, when you have to face an 
opponent, here are some tips that may be useful to you.


There are some tips that apply to almost all matchups.  Hence I will list them 
up here rather than in the specific character strategies.


Most of Birdie's pokes are slow yet powerful.  If you're up close, stick to a 
crouching jab, short, strong, or fierce because they are bufferable and can be 
comboed into a Jab Bull Head for easy yet painful damage.  His crouching forward 
and roundhouse are pretty good as well as you get into further range.  His 
standing fierce is very slow but reaches the furthest of all his normal moves.


If you need a deep jump-in, roundhouse or the Body Slam (D + HP) is the way to 
go.  You can use a jumping short to start ticks or combos since it also hits 
very deep but keeps you close.  For air-to-air battles, his jumping forward and 
regular fierce are both pretty good.


Any short or crouching jab makes for a good tick with Birdie especially with 
this 360 throws.  You can of course tick directly from the air if need be.  If 
you decide to tick into his normal throws, only tick using the KK throw.  The PP 
throw lacks range even though you can follow it up better.  Remember that 
Birdie's 360 throws are very slow and opponents can jump out of ticks.


If you need an anti-air counter, you can use either HP, a Bull Horn, standing 
jab or strong (if further away), or even crouching MP.  If you use the Bull 
Horn, the button(s) should be released right before the opponent's attack would 
make contact.  

The Level 1 Birdie & Bull Horn are his best ground counters IMHO.  The Level 1 
Birdie makes for a great wake-up/reversal super combo.  The Bull Horn should be 
used right when an attack is about to hit you for best results.  The Jab Bull 
Head also be used to punish missed attacks if you don't have super meter.  
However, a missed/blocked Bull Head is always bad news for Birdie. 


Sometimes it better to not air/ground recover than to recover depending on the 
situation.  Your opponent can hit you once you recover if he/she is anticipating 
it.  If you do recover, you may have to use B_DB so you can have a charge when 
you land.  If you just want to avoid further attack, use B_N_F.

If your opponent attempts to recover, you may be able to use a Bull Revenger 
timed such that you land right when the opponent does.  You can also use Bull 
Heads and Bull Horns if the opponent recovers at close range.  Know when and how 
to punish recovery.


I will list some tips and strategies for the boss battles since you have to 
fight them each you play the Arcade mode of SFA3.

Vs CPU E. Honda (Stage 5)

At higher levels, E. Honda smacks you around like a spoiled stepchild.  Do not 
let him hit you with either sweep (HP or HK) or a Sumo Head Butt - they do 
freaking incredible damage on higher levels.  Bull Horns unless used to counter 
him will be met by a sweep (see below for more info).  The Level 1 Birdie is 
your best friend in this matchup, but E. Honda can hit or trade if you do it 
from too far away.  He also likes to use Hundred Hand Slaps to keep your out of 
range and to counter any longer pokes.  I try to hit him as he finishes the HHS 
with a Bull Head or a jump in since Honda can't do the HHS indefinitely anymore.  
Take advantage of the Sumo Head Butt by jumping over it and countering it.  He 
will normally do the Head Butt after a missed roundhouse sweep.  You have to 
jump accordingly to avoid getting pummeled.  His standing fierce can counter hit 
a lot of your moves.  This is not a fun match, but it is winnable.

Here is some commentary about the Bull Horn against E. Honda from 

"However, I think your description of fighting E. Honda as a midboss is a bit 
off. Birdie has one weapon that tends to be very useful against him: his Bull 
Horn. Charge up during the opening conversation with Honda, and hold it as you 
attack him. If he ever does a Sumo Head Butt, release just before he reaches 
you. He will reach you when you're turned around, bounce back, land in front of 
you as you dash forward, and EAT the move. Since it's almost half life gone from 
the initial charge, and somewhat less from subsequent Bull Horns, I wouldn't be
living in fear of a Sumo Head Butt (although Birdie does have trouble hitting 
him out of it with other moves)."

In other words, the Sumo Head Butt is the best opening Honda can give you on the 
ground.  Milk it!

Vs CPU Blanka (Stage 9)

This battle is very tough for me.  Blanka has the range and power to turn Birdie 
into chickadees.  He uses his roundhouse sweep very well - it has more reach 
than any normal move you can throw out.  If he does an Amazon River Run (DF + 
HP), block and foot sweep or Jab Bull Head if he is really close to you.  If you 
do a Bull Horn or Bull Head for no reason, he will almost always counter you on 
the way in for big damage - usually his HK sweep or an MK sweep XX Rolling 
Attack combo.  His only real weakness is through his constant jumping.  If he 
jumps over you, you can grab him as he lands with the KK throw - do not use the 
PP throw - the range is way too small.  Blanka doesn't have a reliable cross up 
attack so you can walk under and throw if he jumps from too close.  If he 
doesn't jump over you, go into defensive crouch after you block the jump-in to 
prevent him from hitting you with a low sweep XX horizontal rolling attack.  
However, beware of the jump in tick if you do this.  Birdie can not punish the 
ground rolling attack unless he has super meter (Level 1 Birdie) or he is hit in 
the corner (HP Bull Head).  You should nail him if you block and counter as a 
reversal out of block stun.  It's also hard to jump in because Blanka will do 
different albeit random things to take you out of the air.  This battle is not 
fun; sloppiness will end your quest here quickly.

Vs CPU Balrog (Stage 10)

This battle is not as hard as CPU E. Honda or Blanka, but you have to take 
Balrog seriously or else his fists will have your blood on them.  You can 
counter Turn Punches with your Bull Horn if you turn around right before the 
fist makes contact.  You can also block and punish some Dashing Punches with a 
Light Punch XX Jab Bull Head combo if you're quick.  If you use Bull Heads or 
Horns indiscriminately, he will Turn Punch you or block and counter.  You can 
Level 1 Birdie any of his Dashing Punches if Balrog starts to get predictable.  
You can use your reach to match his, but watch out for the standing fierce and 
crouching roundhouse.  One has great reach; the other has good priority.

Vs CPU M. Bison (Stage 11)

I find myself doing a lot of Jab Bull Head combos (crouching jab/short XX Jab 
Bull Head) to counter blocked Double Knee Presses and the Somersault Skull Diver 
if he is in range and not fully charged.  You can also sweep him as well if 
Birdie isn't charged.  If you are able to anticipate and jump over a Psycho 
Shot, it is imperative that you combo him for huge damage.  Watch out for his 
ground and air throws and of course, the Psycho Drive Crusher.  He will usually 
do it off a blocked Somersault Skull Diver.  There isn't much else I can say.  
This is always a close match for me, but I normally win by a few pixels if I 
avoid the Crusher.  I know this sounds generic, but I just usually do a lot of 
blocking and counter what few openings Bison gives me.

Vs Human

Against human opponents, it is usually an uphill battle for Birdie, but not an 
impossible one.  However, I could use some good tips on this.  If you have any, 
feel free to email me.

Vs Chun Li

Based on my experience against Chun-Li, I will start with this one.  Chun-Li 
will take advantage of your mistakes.  For example, if a Chun-Li does a Level 1 
Thousand Burst Kick, it is unwise to try to counter her after the move.  She has 
almost no recovery.  She can go into another super in the time that it takes for 
you to do a 360 throw even if you do a reversal.  If she is close enough, you 
may be able to normal throw her, but Birdie's normal throws aren't that great 
(this does work w/ M. Bison though).  If she does back-to-back Thousand Burst 
Kicks, jump over the 2nd one and counter.  If you think she is going to go into 
the upward kick super, then stay grounded.  You can sometimes wait for the super 
animation flash to begin and then make your move.  

You may be able to use a Bull Horn to take out of jump ins, but this isn't 
always too reliable.  It can cause a lot of damage with this if a jump-in is 
mistimed or youHowever, a Level 1 Birdie will take her out cleanly out of the 
air.  Unless she throws a Kikkoken or is guard crushed/dizzy, landing a Bull 
Revenger will not be easy.  You may be able to use a Bull Horn up close to 
surprise once in a while.  You can try to meet her in the air with a jumping 
forward, but her priority is MUCH better than yours in the air.   

When up close, stay charged so you can try to counter hit with a crouching jab, 
strong, or short (or even fierce) and buffer into a Jab Bull Head for a 
massively damaging two hit combo.  Even with all this, you are fighting a very 
uphill battle.  She can easily outpoke you and outprioritize you.  Most 
importantly, stay out of the corners.  This is where Chun-li will crush you the 

Ticking her isn't easy since her moves are so quick and your grabs are so slow.  
However, an occasional jump-in without an attack straight to 360 will sometimes 
work to keep them guessing.  If she is in X-ISM, be careful of her Spinning Bird 
Kick.  The last hit is an overhead.  Otherwise, you can punish her after the 
last hit with a Jab Bull Head before she comes out of the handstand and stands 

Vs E. Honda

The good news is that you can take out Sumo Head Butts with a Bull Horn by 
releasing right before E. Honda's head makes contact.  The bad news is that this 
may be the only thing going for you.  Even though E. Honda is slow, you are also 
as slow.  Jumping in on him is a no-no if he is charged - A Sumo Smash or a Jab 
Sumo Head Butt will easily take you out of the air every time.  

His Hundred Hand Slap has good priority up close, but he can't do it forever.  
You can time an attack (usually a Jab Bull Head or even a Bull Horn if you're 
daring) through the recovery time of the HHS if you're quick.  However, if you 
mistime it, E. Honda can do another HHS or another normal move.  If you don't 
have a Bull Horn charged when he does a Sumo Head Butt, you can block or you can 
jump back with a Body Slam or roundhouse as long as you time it right.  If you 
do block, sometimes he may actually bounce close enough to get a crouching jab, 
short, or strong XX Jab Bull Head combo, but that's usually if he did it while 
you were recovering or standing up.  His crouching fierce can take you out of 
standing fierce unless you're at the tip of your range.  

Be careful of his low strong and jab.  They have very good priority inside and 
will counter hit you if you are not careful.  However, a crouching strong or 
fierce may beat or counter hit them once in a while if he is too far away.  I 
wouldn't bet on it though.  His other normal moves (low fierce/roundhouse etc) 
are very good at stopping Birdie.  If he jumps in, stop him by any means 
necessary - standing jab or strong, crouching/standing fierce, or whatever you 
think you can use at the time since E. Honda is usually most dangerous up close.  
He also has that very long Harai Geri (low standing roundhouse) so watch out for 
that.  You may be able to Bull Horn through it if you wait until it is about to 
hit you.

Be very careful of his super combos.  It is difficult to punish a Fuji Drop or 
an Oni Muso in most cases.  It is even harder to avoid them since they have very 
good priority even at Level 1.  This isn't an impossible fight at all for 
Birdie.  This can be easy if the Honda player just keep doing Sumo Head Butts 
from afar, but most Honda players know better. =)

Vs Ryu

Good Ryus will almost never throw a Hadoken unless they know you have no choice 
but to block it.  Most Ryus expect and anticipate a Bull Revenger too well for 
you to ever put it to use.  You can punish hyperactive footsie games with a 
Level 1 Birdie if you outtime the opponent.  Watch out for VCs with Ryu.  If he 
starts and you can't get out, block.  A mistimed block or attempt to jump out 
could cost you half a life bar.  I would rather block and risk a guard crush 
then try to escape and lose a ton of energy.  If he does an air Hurricane Kick 
to try to jump in, you may be able to hit him from underneath before he lands 
with a crouching fierce.  I believe a ground Hurricane Kick can be taken out 
with a crouching strong or fierce.  If the Bull Horn can go through projectiles, 
I believe it's only through fast ones at the last second if I recall.  Then 
again, I would rather jump over it or use a Bull Revenger.  I think The Birdie 
can go through Hadokens pretty easily though, but don't depend on it.  Be 
careful of his hop kick.  It has good priority over your sweeps.  However, 
crouching strong or jab may be able to hit before he hits you.    

Vs Ken

You may be able to get past both of Ken's standing roundhouse attacks using a 
well-timed Bull Horn when he is about to strike you.  You can do a Level 1 
Birdie as well, but if you mistime it, he will still hit you.  His Hurricane 
Kicks can be punished in the same way as Ryu's.  If he does a ShinRyuKen, make 
sure you don't throw anything slow while he recovers because he can do another 
one the second he lands.  He has also no recovery time if you block it standing.  
Punish missed/blocked Shoryu Reppas with a ground combo - you should be charged 
if you blocked the whole thing.  As with V-ISM Ryu, watch out for corner VCs at 
all cost.  If he rolls, a Jab Bull Head should take him out clean, but you have 
to be quick about it.

I will post others in future editions of this FAQ.  If you have any strategies 
or critiques, feel free to contact me.


This whole section comes courtesy of the following FAQ authors: Kailu Lantis, 
Michael Troupe, Shawn Dumas, and Robert Iu.  The only part I need to fill in is 
the Profile and Special Moves from the Opening Storyline using my trusty PSX. 


This section focuses on Birdie's storyline for SFA3.

Opening Storyline

This is the stuff you see when you start a new game against the computer.

Personal Data

Height: 7.1 FT.
Weight: 245 LBS.
Blood Type: O

Special Moves

Bull Head
Murderer Chain
               O O
O-  / | \  -O /  | P
   O  O  O
Bandit Chain
               O O
O-  / | \  -O /  | K
   O  O  O

Opening Introduction

Birdie is a member of Shadaloo.
But as a mere henchman, his daily life became very dull.
And so he gathered information to overthrow M. Bison.
Soon, he found the keyword... "Psycho Drive....."

Stage 5 Mid-Boss Storyline: E. Honda

Birdie: Hey you! I like your hairstyle!
E.Honda: The Mage is the hairstyle of the Sumo. You haven't heard of Sumo?
Birdie: Sumo?! What's that? Some kind of raw fish dish...?
E.Honda: Gwa ha ha ha ha! You can't eat it, but it's quite exciting!
Birdie: Then show me what Sumo is all about!
Birdie: That was great! I see your hairstyle isn't just for show.
Birdie: You're strong enough to be in Shadaloo after I take it over!
E.Honda: Do you mean M.Bison's organization, Shadaloo?
E.Honda: That's a funny joke! Gwa ha ha ha ha ha!

Stage 9 Mid-Boss Storyline: Blanka

Birdie: Could he be a member of Shadaloo?
Blanka: Uwo? <Who??>
Blanka: Uwooooooo!! <Let's fight!!>
Birdie: He doesn't know me...
Birdie: It's no use trying to talk to this beast. I'll defeat him.

Stage 10 Mid-Boss Storyline: Balrog

M.Bison: Ga ha ha ha ha!
M.Bison: Birdie... What are you looking for?
Birdie: None o' your business, mate! Get outta here!
M.Bison: No... It's time you departed, you treacherous vermin!
M.Bison: Now, Balrog.... Dispose of this rodent!

Stage 11 Final Boss Storyline: M. Bison

M.Bison: You defeated Balrog.... Impressive, but expected....
Birdie: Ya like a little entertainment before the main event, eh?
Birdie: Now ya better tells me... Where is this "Psycho Drive?!"
M.Bison: You know... You know too much...
M.Bison: You are a fool! One with no respect for his superiors....
M.Bison: Now I shall teach you what respect is!!


This comes courtesy of Kailu Lantis' FAQ.

(Birdie faces a Bison lying on the ground.)
Birdie: I won't be able to take over Shadaloo by defeating him.... I'll poke 
around the underground base....

(Birdie walks away, and arrives at the Shadaloo base exterior.)
Birdie: So this is the entrance to the underground base.... Now then....

(Birdie arrives at the Psycho Drive room.)
Birdie: I've found it at last! My information was correct.... This must be the 
"Psycho Drive"...... It hasn't been easy gathering this. But without this, no 
one but M.Bison could operate it.... Set! OK.... It's working! If it works, I'll 
have M.Bison's power! ...Here goes nothing!

(Birdie is in the tube, but he's dizzy.)
Birdie: Ugh...ugh.... I'm losing my strength. Wh...why...? I...I can't get out!! 
Some.... Somebody...help me!! Stop this machine!

(Next, we see a portrait of a Harrier combat jet flying through the sky. A close 
up reveals a portrait of a side shot of Charlie flying the Harrier.)
Charlie: The origin of the Psycho Energy emissions has altered....

(Portrait of Chun Li, with a leather jacket over her outfit, talking with some 
headphones on the monitor located on the dashboard of the plane.)
Chun Li: You're right! Set course for new location! I'll head there by ground! 
We'll rendezvous there!

(Charlie and Chun Li arrive at the Psycho Drive room, where Birdie is still 
dizzy in the tube.)
Charlie: What is all this equipment...?!
Chun Li: First Lt. Charlie! There's someone trapped in there!
Birdie: Help...help...me. I'm...saved.... I lost my strength instead of becoming 
like M.Bison.... Why?
Charlie: M.BISON! You! You know something about him, right?!
Chun Li: He's too weak to run away! Let's take him in!
Birdie: I didn't do anything! Why did this happen to me?! Blast it!

Kailu Lantis' note on Birdie ending from his ENDINGS FAQ:

"Bottom line: There is no respect for the bottom tier characters! :)"

Truer words haven't been spoken in this FAQ.

Win Quotes

The win quotes come courtesy of Robert Iu's FAQ.

Did you just call me something? Why don't you tell me again!
Eh? What was that? Speak up. I can't hear you from down there!
Hey! My clothes are stained with you blood! Help me clean it up!
I am Birdie! The most rotten villain in the world... I hope!
If my name is Birdie, then why are you saying, "CHEAP! CHEAP!" (my favorite one)
Oh, what!? ... Before? I looked pale because I was sick!! (my 2nd favorite one)
That was a pleasant snapping! At least four or five ribs...
You were ugly before we met... Now I can't even bear to look!


This section covers win poses, opening animations, and taunts.

The win poses are courtesy of Kao Megura's SFA3 FAQ.  To activate the win pose, 
hold the button down of the pose you wish:

- LP : Birdie takes out his knife and flips it open.
- MP/HK : Birdie gives a thumbs up, then sticks out his tongue and gives a 
thumbs down as his mohawk gets messed up. 
- HP : Birdie licks his chain and says "I'm number one." 
- LK : Birdie holds up two fingers and says "...to heaven." 
- MK : Birdie holds up three fingers and says "I'm number one." 

For the MP and HK poses, he sometimes says "Hey you" while performing the above.

Nedfar sent this win pose for PSX SFA3 in a Birdie vs Birdie match that I was 
able to confirm:

"...on the home game, have a Birdie vs. Birdie match and check all the win 
poses(holding each button after you win).  I forget which one, but one of them 
is replaced with Birdie giving the other Birdie the finger :)"

On the PSX version, hold Roundhouse/Hard Kick to give the opposing Birdie the 
Bird(ie ;).  This is actually quite hilarious. ;)

Birdie's taunts are courtesy of ShinJN's Miscellaneous FAQ:

[neutral]* - Pulls out a knife, opens it one-handed, and says "Hey!"
[hold back] - Pulls on chain, licks it, and says "To heaven!"
[hold forward] - Looks at audience, does a thumbs-up, and says "Hey!" 

His opening animation is the same as his [hold forward] taunt.


Birdie has 6 different color outfits - 2 (P or K) per major ISM.  However, on 
the Playstation, it is possible to choose any color from any ISM.  On the PSX, 
the button you press determine the ISM color you get (also from ShinJN):

Square: ¯\_ These buttons correspond to
X:      _/  the X-ism colors 

Triangle: ¯\_ These buttons correspond to 
O:        _/  the A-ism colors

R1: ¯\_ These buttons correspond to
R2: _/  the V-ism colors

On the PSX, Square, Triangle, and R1 are the Punch versions of each ISM while X, 
O, and R2 are the kick versions IIRC.  You can not select characters with L1 or 
L2 even if you have them mapped as attack buttons (like I do on my PSX 
joystick).  That being said, here are Birdie's colors according to the above 

- Square : Neon-purple jacket/gloves/chain/pants/wrist cuffs, Brown shoes, Red 
heart tattoo/earrings/medallion, Pink hair
- X : Silver jacket/gloves/chain/pants/wrist cuffs, Brown shoes, Red heart 
tattoo/earrings/medallion, Pink hair
- Triangle : Grey jacket/gloves/chain/pants/wrist cuffs, Brown shoes, Red heart 
tattoo/earrings/medallion, Yellow hair
- O : Tan jacket/gloves/chain/pants/wrist cuffs, Brown shoes, Red heart 
tattoo/earrings/medallion, Yellow hair
- R1 : Blue-green jacket/gloves/chain/pants/wrist cuffs, Brown shoes, Red heart 
tattoo/earrings/medallion, Sky-blue hair
- R2 : Blue jacket/gloves/chain/pants/wrist cuffs, Brown shoes, Red heart 
tattoo/earrings/medallion, Sky-blue hair 


I didn't know what to call this section, but this seemed like the most 
appropriate term.


It is necessary to acknowledge the work of past FAQ writers and other 
contributors without whose tireless work, knowledge, and information I would not 
able to write this FAQ.  I have listed the author and his/her FAQ and what 
information I pulled from his/her FAQ into mine.  The FAQ is a compilation of 
information found, read, researched or even discovered by me.  However, many 
people have found information in this FAQ out and written about it long before I 
put together this FAQ.  In fact, most if not all of these FAQ's makes for good 
and/or supplemental reading to this FAQ or any other FAQ I have created.  That 
being said, here are my main sources and references for this FAQ outside of my 
own SFA3 experience:

Mark Kim/Vesther Fauransy 

Web Site: http://www.verasnaship.net
Email: verasnaship@verasnaship.net
FAQ: LA Machine Guns: Rage of the Machines For the Sega AM3 Arcade Game Anti-
Terrorist Manual Version 0.0.2 (Build 0114)
Copyright (c) 1999 Mark Kim.  All Rights Reserved.

Chris MacDonald/Kao Megura

Web Page: http://members.xoom.com/megura/ or http://i.am/kao
Email: kmegura@hotmail.com
FAQ: The Birdie Really Sucks Mini-FAQ v0.1 for the PSX version of Street Fighter 
Zero 3
Unpublished works Copyright (c) 1998-1999 Kao Megura.  All Rights Reserved.

Joe VanPelt/Chocobo

Email: chocobo@mindspring.com
FAQ: Street Fighter Alpha 3 (arcade and PSX) VC Guide, version 1.8
Copyright (c) 1999 Joe VanPelt.  All Rights Reserved.

Michael Torres 

Email: michaeltorres@prodigy.net
FAQ: SFZ3 V-Ism Faq for PSX/Arcade 2.0
Copyright (c) 1999 Michael Torres.  All Rights Reserved.

Colin Caldwell/Nedfar 

Web Page: http://members.spree.com/sip/nefdar 
Email: nefdar@hotmail.com
FAQ: Street Fighter Alpha 3 Combo System and General FAQ
FAQ: Street Fighter Alpha 3 Comprehensive Adon Guide / FAQ
Copyright (c) 1999 Colin Caldwell.  All Rights Reserved.

Michael "Svenyip" Troupe & Shawn "Shred-Man" Dumas 

Emails: svenyip@javanet.com & shredder@bcn.net respectively
FAQ: Street Fighter Alpha 3 "PLOT FAQ" Version 1.0
Copyright (c) 1999 Michael Troupe & Shawn Dumas. All Rights Reserved.

Kailu Lantis

Emails: jcarlo@hotmail.com, lantis@mailexcite.com, kailu_lantis_SNK@yahoo.com, 
or al760412@campus.ira.itesm.mx
Copyright (c) 1999 Kailu Lantis.  All Rights Reserved.

Robert Iu

Emails: robertsmac@aol.com
FAQ: Street Fighter Alpha 3 Quotes and Dialogue Guide v1.0
Copyright (c) 1999 Robert Iu.  All Rights Reserved.


Email: shinjn@yahoo.com
Copyright (c) 1999 ShinJN.  All Rights Reserved


Web Site: http://www.gamefaqs.com/features/contribute/howtowrite.html
FAQ: "How To Write a FAQ for GameFAQs"


-Kao Megura

What's New In This Version

I try to keep track of changes in each version of this FAQ.  It hasn't been easy 
though.  However, it does help.

Version 0.006

-Revised Table of Contents
-Shortened Acknowledgements section
-Attempted to trim FAQ length
-Revised legend
-Re-revised heading structure

Version 0.005

-Sections of feedback from Nedfar
-Created General Strategy section under VS STRATEGY
-Added Vs Ryu and Vs Ken sections
-Added win poses based on PSX SFA3 Versus Mode
-Revised heading structure

Version 0.004

-Revised legend structure
-Added another FAQ writer to copyright
-Added Colors and Taunts section
-Gave recognition to those who provided feedback on my FAQ

Version 0.003

-Fixed spacing in copyright
-Fixed some minor errors
-Added parents and family to "Special Thanks" list
-Added information/feedback from Kao Megura & falconpain@my-deja.com

Version 0.002

-Added for "FOR ARCADE & PLAYSTATION" to FAQ title
-Removed "FOR BEGINNERS" from FAQ title
-Continued special move analysis
-Added win poses
-Entered special move and Super Combos analysis
-Added basic and 2-In-1 combos
-Finished normal moves analysis 

Version 0.001

-Added storyline and moves
-Wrote normal moves analysis
-First version
-Skeleton architecture from my E. Honda FAQ


-More Vs Strategy (Human)
-Counter hit combos
-More combos as I can find them
-Other improvements based on feedback


This is not the last word on SFA3 Birdie by far.  However, I do hope that this 
FAQ may one day be the most complete word on Birdie.  I would appreciate any 
tips on the FAQ itself or any Birdie tips you may have.  Email me at the address 
below any comments/questions/critiques/flames.  Thank you for taking your time 
to read this.

This Electronically Published Document is copyrighted (c) and trademarked (tm) 
by David Antoine.  All Rights Reserved.  This document is protected by 
applicable copyright laws and international treaties.  Unauthorized 
reproduction, retransmission, and/or a breach of copyright, partial or full, may 
result in civil and criminal penalties and is subject to maximum punishment and 
prosecution to the highest extent possible by law.  Please properly credit David 
Antoine where credit is due.  This document is the sole property of David 

David J. Antoine/$muvMoney
Copyright (c) 1999 David J. Antoine
John 14:27
Numbers 6:24

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