I've only checked out the losses and the Nash win, for the record. Notes I took:
- Sometimes you had to right idea as to when something was punishable, but doing so with crouching FP or sweep is questionable.
- Use faster normals in other words, or a combo like st. LK x st. LP x LP Bull Head.
- You need to recognize jumpers like the Cammy you lost to. Too random to hit on the ground, so air-to-airs and anti-airing would've benefited you a lot here.
- On that subject: hardly ever seen you use Birdie's crouching MP, one of the strongest anti-airs in the game!
Here's an efficient training mode method.
- You have a tendency of throwing chains too often and too soon; slow wind-up, unsafe on block and moreso meant as a tool for when you notice enemy patterns.
- Same can be said about Bull Revenger, the leaping grabs; tone those down a bit from afar. When up close, standing LK into LK Bull Revenger to catch blocking people off-guard.
- You yourself also jump too much. Grapplers (even hybrids like Birdie) shine at playing the grounded game and their jumping arcs are usually too slow or high, or both.
- Very rarely saw you use Birdie's standing MP. Solid normal at a certain range and relatively easy to buffer a Bull Head behind it.
- I felt that Birdie's standing MK was also underutilized as a poke, but you tried. Crouching MK not good up-close.
- Practice using the various V-Skills more when appropriate.
- Random examples: donuts for V-Meter if someone zones you out from full-screen, banana for pinning people down or keeping them away, can to trigger a defensive response or discourage fireballs.
- You usually neglected jumping roundhouse. Has a very long reach to it!
- Raw Bull Heads are all punishable to varying degrees: this is where the st. MP buffer comes into to negate that risk a bit, but not entirely.
Two further pieces of feedback worth elaborating on:
you back yourself into a corner too easily. There's nothing inherently wrong with moving backwards when the need for it arises, be it to respect potential threats or to reposition yourself for a counter-attack of your own, but a grappler loses a lot of its scare factor if you don't create pressure by walking forwards. This is admittedly a nuance that requires confidence and patience, the latter due to the timely blocking you'll need to do, but it's necessary for the likes of Birdie so that (much like yourself in these videos) your opponent will eventually faces a wall behind him. This in turn limits their evasive choices as well as make their attack options more manageable and predictable.
Here's how I took advantage of this principle in a match despite being outclassed by the Ryu. If you need to wait for your moment amidst projectile 'spam' however, use neutral jumping or one of Birdie's many tools to avoid them. Forward fierce punch for the armor on start-up, timely Bull Horns to go underneath them with the EX version also having 1 hit of armor, any of the Bull Heads or Horns during V-Trigger for armor on start-up, the chains with the EX version outright destroying them, down-forward FP for the slide et cetera.
Secondly,
you have to be careful about your V-Trigger activation. Birdie's is significantly slower than most characters' and some can even punish you on-reaction from quite a length, but there's four ways to go about it. #1 is simply knowing your safe distances, and I'll illustrate the remaining three for you:
#2 is for when an enemy stays close enough (such as when you're cornered) for a raw V-Trigger to be unsafe, so use a longer normal to take advantage of block stun.
#3 uses it as a combo extension, threatening it with a cross-up. Hold a button for Bull Horn during the chain grab animation, be careful to use it against those with wake-up reversals like a Shoryuken.
#4 is to make Bull Heads safe on block, but if you do connect a blow, you have a combo opportunity on your hands. EX Chain mandatory for anywhere else on the screen.