Super Kawaii Magneto Q&A! (The Firebrand Question/Answer Thread)

TACs are fast becoming a huge part of the game, and Firebrand’s unparalleled corner carry makes him ripe for abusing it.

Rocks gives him unblockables as well, plus there isn’t any startup like drones and as I said, it can be used for fast lockdown like Tatsu, except they’re held in place and there’s a gap in it. So it’s like drones, but faster and you don’t feel like you’re sacrificing a character for a great assist. I can get unblockable setups from opponent blocking an LMH series combo or so, which is something Drones needs time to setup, while Firebrand only needs to slide into them and charge while Rocks does the work. It’s a halfway point between Cold Star and Drones and it’s very, very good.

Oh I’m not saying Rocks is a bad assist, oh god no. It’s a great assist. But I feel like Drones just provides a little more overall (for me) and it effectively destroys forward teching and back teching for an opponent in the corner. Also I think we can agree Sentinel is a walking TAC himself. He’s risky but highly rewarding.
Realistically I think whether you go with rocks or drones is up to preference. Each are great and each only has 1 flaw. Sentinel has long start-up and Doom doesn’t provide the okizeme opportunities that drones does. :slight_smile:

I wouldn’t compare Sentinel TAC power to Doom TAC power. Both can infinite, so that’s meh, and Doom ends with a much more DHC friendly Hyper than Sentinel(or LVL3), on top of being the TAC swag king. Only Nova and Mags seem to be able to match him. But that is neither here nor there.

I would find Dark Fire -> Plasma Storm to be very damaging. But as you said for everything else it’s neither here nor there.

Anyone find a better way to deal with Vajra while gaining forward momentum?
How are you guys dealing with doom? Can’t rush him because of derp dive and his grab range is crazy.

How do I do the thing where Firebrand clings on the wall and shoots a fireball rapidly?

7,4, attack repeat?
there is no secret. You do what it looks like.

If your in the corner and get a knock down and they tech roll forward what do you do? My team is Firebrand Dormmamu Ammy

You have 3 solid Okizeme options.

  1. (Upon touching the ground after a magic series) Call Cold Star while simultaneously entering 214C -> 214C . Then use bon voyage.
  2. Call cold star while simultaneously entering 214C -> 214A -> mash cr.L
    3.Call cold star while back dashing and using SRK motion C.

Calling coldstar is an-anti raw tag-in measure. (If you’re doing my setups right then Ammy should be whiffing CS while you’re behind her with the opponent.) If the person choses to raw tag on forward tech then the tag in gets clipped by Cold Star.)

If you had Skrull then we could have more fun…

http://img707.imageshack.us/img707/5184/bestcomedy2ndbestecchib.jpg

I’ve heard there are many ways out of Marvisto’s unblockable setup with Taskmaster’s up arrows, could someone shed some light on what they are exactly?

Tag. That’s the simplest answer for about 99% of ‘off of hard knockdown’ Firebrand setups.

is

fb/mag/ammy or fb/mag/sent worth?

im trying to find some worth team with fb/mag (I hate fraudulent anchor magnus.) (no doom also, pls)

damn, looks like the way to go is fb/ammy/mag or otherwise ill have to rely on tac infinites for some sinergy between fb and mag :frowning:

Honestly, I think that team does not have enough health.
You’re only running with 250 total. Average is 300. Everyone worth a damn in the game can easily KO your team members in one combo. Give yourself a break and add a character with a little bulk like Doom or Skrull or anyone with 1 mill health.

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<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/59746/Colonel-Gilgamesh">Colonel-Gilgamesh</a> said:</div>
<div class=“QuoteText”>Tag. That’s the simplest answer for about 99% of ‘off of hard knockdown’ Firebrand setups.</div>
</blockquote><p>

Any ideas for some unblockable resets that raw tag does not screw up?</p><p>I’ve been working on launching with S while calling missles, causing a hard knockdown, and then timing/spacing swoop to where they get hit on forward or back recovery thereby preventing them from raw tagging. I’ve had troubles making it consistent on both forward and back and avoiding getting stuffed by the opponent mashing air TAC counters.<br></p>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/52522/MysticRay">MysticRay</a> said:</div>
<div class=“QuoteText”>Generally for me it’s<br>
<br>
Offline: Raw S if standing, D+H if crouching, Raw S after Okami Shuffle unblockable<br>
Online: D+H for basically everything except Okami Shuffle unblockable.</div>
</blockquote>

<br>When you refer to okami shuffle unblockable are you referring to THCs? In what circumstances do you bust out okami shuffle unblockables?

For incoming unblockable set ups with jam session, what do you guys do if jam session hits.

Jam session seems to hit too high for
Letting go of h demon missile then going for air h into dive kick conversion.

That’s really the main problem I have with Jam Session. If they opt to take the hit from it, you have to let go of H the moment you see it, move up (Since you’re in flight) and then j.M into combo. It’s tight though and I couldn’t get it consistently.

Do you think luminous body would do the trick here? I am curious as to whether i could use it to help the conversion.

It would but that costs a meter and it’s already a meter negative combo if they take the hit from Jam Session, so you’ll have a hard time keeping the loop going for long.

Sorry if this is listed somewhere, I’m on my phone. What are all the assists that allow an unblockable on incoming characters? Dante, skrull, is that it?