GAH GRAKH GAH! (Victory is Mine!) Official Firebrand Discussion Thread!

So I’ve been messing around with Strider on the team, and before the patch I was able to call Strider, Fire super, Strider knocks to ground after super ends, then do another fire super. Has anyone else who uses this been having issues after the patch? What is happening now is after the fire super, strider hits them but it doesn’t cause a hard knockdown. I can’t imagine my timing is off or anything, there’s really not anything to mess up. Am I crazy or is this a hidden change? :stuck_out_tongue:

Are you trying to do this in H&H? Some cards make knockdowns weird.

Nope, I’m doing this in regular training mode. Although when I get home I’ll double-check to make absolutely sure.

Anyone know how I can land Firebrand’s OTG assist more consistently? The startup seems rather long but it does hit sometimes. Any general advice? I’m using Vergil on point if it matters.

best way would be to have firebrand in Luminous Body while tagged out, as it makes the assist faster overall.

You can’t use the assist late in combos, the only time that I’m able to successfully combo after it is if I do just basic wesker combo and use it for the first relaunch. If I happen to have Firebrand available for an assist, I’m usually using it like a poor man’s Ammy assist to keep people in block stun.

Yeah, best way is definitely in Luminous Body but that does cost a meter. After messing around with the timing, I’ve been able to get it more consistently by having a very slight delay between each hit in MMHS while in the air. I have a bad habit of mashing combos out but after slowing things down a bit, and delaying the hits, the OTG works more consistently.

I haven’t really tried using that assist as a lockdown. Firebrand seems rather vulnerable in the start up.

So I was watching the Wakeup SRK episode with Viscant this morning and I was wondering if someone could point me toward the Firebrand/Skrull technology they discussed briefly…I’m really interested in using Firebrand and seeing this tech might just be the deciding factor.

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Is there absolutely no other assist that can make a character block right out of the gate long enough to hit the unblockable without them getting access to their options?

I was able to do this with Sentinel’s assist and Ammy’s assist.

Yeah, but that means they can hit buttons/jump/dash/teleport out. Unless Sentinel stops that?

Sentinel can do it, but you need perfect timing and spacing. Also, have to adjust the combo if they decide to eat the drones.

Shoot a fireball at them so that they are forced to block and then fall. They can still dash out here I think, but forcing a block on the way in stops their trajectory, so if you manage to catch them with it during an escape attempt, theyre basically fucked. Swing a normal at them to keep the pressure up (unless they have a super high priority jumping attack) and call ammy at the same time. Thats the setup I use. Still escapable, but more reliable than just calling the assist and hoping for the best. The good thing about the cold star assist is that you can set the unblockable up anywhere, and pushblocking wont save them. Even mid screen.

Been messing around with the firebrand/superskrull unblockable setup and its easy enough when a character decides to just block. but when they eat the tenderizer , Im having difficulty converting theat into a combo. pointers? typically the demon h missile will whiff or if it hits, my opponent isn’t in a spinning state and my fly s will whiff

You need to react to it and let go early so he’s next to them when the last hit of Tenderizer hits.

If demon missile h hits air convert with the down h divekick instead of s. It doesn’t build as much meter but its way easier.

Getting frustrated with Firebrand… How the hell do you get in with him? His buttons are fast but don’t have any range at all. Seems like im always just out of reach and the opponent just gets to do whatever they want all the time.

His j.b has a pretty good hitbox actually. Even though his movement is really good his zoning is strong with a good projectile assist. Wall cling fireballs let you recover faster and use the fireball to hit confirm your combos.

I use Doc Strange Bolts for cover and then one of these

TK fireballs and Hell Dive afterwards
Slide and cancel into L or M Hell’s Elevator
Jump Hell Dive H
M Demon Missile and hit low on the other side
H Demon Missile then air S from the other side

just basically fly around and be a nuisance until the other guy exposes themselves