I agree entirely, b4k4. I have pretty poor execution skills, but I still find Firebrand’s day 1 double relaunch combos to be pretty easy.
Anyway, I did some testing, and I thought everyone would like to know the order of horizontal range on Firebrand’s aerials:
j.L > j.S > j.M > j.H
So, only go for j.H if you want the option select. The difference between j.L and j.S is pretty small. The testing was done vs. Nemesis in the corner by jumping and hitting him at the same point over and over and backing up slightly between hits. I used the grid on the Danger Room stage to measure my placement.
Vertical range seems to have a different order. j.L has weak vertical range, j.H has a strong one. So if you are coming to your opponent’s front via Hell Dive M, j.L or j.S unless you want the option select. If you are coming down on an opponent, j.H.
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This is pretty easy. Just hit M+A1, H, d+H, S > air combo (A1 being overhead assist, in this case Iron Fist) Time the low hitting slide to hit the same time as the overhead assist.
I just thought I’d throw out a note that Firebrand’s helper’s M and H commands do not build meter, but L does. Also, with Luminous Body and his level 3 up, Firebrand and his helper can link fireballs back and forth between each other for pretty huge damage - I only got the combo up to 6 before messing it up. The helper’s AI is beyond moronic. The little pecker should at least auto-face the right way to shoot fireballs at my opponent. His fireballs have a pretty pathetic hitbox, too.
Anyway. On the bright side, with Luminous Body and his level 3 up, I was able to do 800K chip damage to Dr. Doom before my timer ran out. That’s probably not a big deal to most people, but my team has so much meter I’ve burned 4 bars on this combination multiple times in a match before, haha.
Wait was this 800k of chip without x-factor? Cause that would be pretty crazy. Overall though Im glad to see people are getting over the initial shock at just how low his damage is and are figuring out ways to make him work. I’ve been keeping my eye on him(haven’t actually played him yet). I definitely see him and sentinel working really well together, the assist seems to set-up relatively easy unblockables while dhcing into plasma storm can boost his otherwise sub-par damage output.
No ones bitching because no one knows, heck it isn’t even in the guide, everyone is so bothered by the fact he does so litttle damage, no one has even bothered to try and figure out why capcom did that.
watching all of the high-level players choose firebrand and jump to the upper left corner with luminous on and chucking fireballs is driving me crazy. no level 3, no mixups, no good attempts to get in. the character isn’t made to play lame with…
I’ve been trying firebrand as anchor, I think he’s actually really well suited for the job. Fireball infinite from full screen, insanely fast, ANY hit leads to slide fireball loop without luminous body in XF3. Air throws, you do fire spit > ground bon voyage and then start the infinite, everything else leads into bon voyage easily too, so I really think he might be one of the best anchors. He does well with assists too obviously so I guess he can pretty much fill any spot on a team.
Hey guys, sorry to have wasted your time if it’s old (I used the search bar on the top and got nothing so…); but it looks like Firebrand can exchange glitch? I did this off a jH low to the ground into a down TAC (you can see the blue color) and they get groundbounced like any down TAC. Don’t mind my baby sister in the backround. ;>_>
800K X-Factor, no assists. Just mashing qcf.H over and over to get a mix between his Demon Missile H and Spitfire H while the helper buzzes about.
He can create literally endless pressure in Luminous Body against a cornered opponent, so his damage doesn’t bother me much. For anyone wondering what I’m talking about, just j.L, Bon Voyage a CPU set to Block All, Advancing Guard All. With some practice, you can keep the j.L, Bon Voyage series going until Luminous Body runs out. For me, that just means another Luminous Body!
I’m not sure if that TAC glitch can be useful. However, I ought to note for anyone interested that Firebrand can still TAC after his dive kick mid-combo. So, for example, you can do the following:
c.LMHS, sj.MMH, d.H, qcb.L, d+S
Did some more testing with it, and was able to replicate the glitch on Sentinel and Rocket Raccoon (I assume this means it works on most of the cast?), but timing felt slightly different for each one of them. I was so far unable to do it with a Side TAC.
Also, the Down TAC version of the glitch leaves them in hard knockdown after the groundbounce (I was able to Raw Tag->OTG with another character, or call an OTG assist). HSD doesn’t even let me do a MMHS combo with Sent after though. Still, this could be decent combo video material.
I was also able to do it with an Up TAC, but they tech out soon after it, so it’s near useless. I also don’t think the glitch is practical for much as it can be countered for the most part (I sometimes had trouble doing so, but that was probably my terrible timing).
Edit: Forgot to mention, you don’t get meter for the exchange itself.
Edit2: If started near the corner, I was able to OTG with Doom into a 680k combo ending with Sphere Flame. After a couple tries, I was able to self OTG relaunch with Taskmaster. There’s probably cooler stuff someone could do with this trick.
Allright guys I just noticed that while charging the unblockable you can have the helper attack with either L or M while your holding H. Maybe we can use it for self unblockable setups?
Also you can negate the wall bounce off of Bon Voyage using an assist if you want to use the Wallbounce for later. I came up with a stupid impratical combo which has like 4 Bon Voyages by using assists
Hahahahaha, really? Still, I don’t think that’s worth it. I know it sounds odd, but like I mentioned, I can do 800K chip with the helper out plus Luminous Body. A full Firebrand combo definitely takes more than 10 seconds, and would only do ~400K without meter. Isn’t our time better spent focusing small, 3-4 hit combos to maximize the damage?
Still, very good knowledge that could win a match in a pinch. It’s too bad the L and M moves really suck.
Using assists to negate Bon Voyage’s wall bounce seems like a gimmick to me. It’s not like Bon Voyage does huge damage, so who cares if we can link 3-4 in a combo unless they’re taking our opponent from side to side? Still, I’d love to see that video.
Yeah, using assists to interrupt Bon Voyage was the concept Firebrand mission 9 was intended to demonstrate, methinks.
I discovered some mind-blowing shenanigans in the lab today. Canceling DP+M into Luminous Body recovers in the lowest possible Hover state I’ve seen Firebrand manage. The implications here are that you can cancel a block-string into DP+M, cancel to Luminous Body, then instantly perform a j.S. This is tricky to defend on reaction especially if you haven’t seen it, which I doubt anyone has at this point. If the j.S connects, obviously convert to combo. On block, you can mix up between a c.L, or trying for j.L -> Bony Voyage as in instant overhead because of Luminous (and even if that’s blocked, you’re at frame advantage right in front of them again).
I see a lot of potential in Firebrand. There’s a lot to unravel here.
yea the level 3 does SO much chip, I always find myself just mashing the dragon punch moves and sometimes doing a dive kick or a bon voyage (mashing L whenever i charge the H dragon punch). I mentioned this in another thread but I killed a whole team once with the level 3 in lvl 3 xfactor w/ luminous body without actually doing any combos (just hitting with DP+H and DP+M over and over). Its a VERY strong strategy as an anchor character, and I’m sure it works well even without x factor (I haven’t tried it as much, my team hardly ever gets above 2 meters unless I’m purposely saving it)
I just swap Tron and Firebrand whenether I feel like playing one over the other. The team synergy works either way lol. And yeah we should play soon, Ive been avoiding online for the first two weeks since I didnt have my stick D:.
Off the top of my head, I’m thinking it’s a lot like Wolverine doing Berserker Slash > Berserker Charge (or anybody else doing a special into powerup hyper). If the opponent pushblocks after the super flash, the pushback is negated. Again, this is off the top of my head so I apologize for wrong info. I’ll have to test it myself later.