So (from Super Jump Height) Air H -> Hell Dive L -> Air Bon Voyage (whiff) puts you on the opposite side of your opponent (in cr.L range) off screen. I’ve found it be a pretty nifty and safe hat trick for a solo-brand reset.
On the last Air H of Firebrand’s bnb if you string a Dive Kick at the end of the attack you’ll whiff (and land on the other side) and be in cr.L range of your opponent off-screen.
On Air H (after the second relaunch of Firebrand’s bnb) you can do a frame-trap bon voyage by letting the opponent go, waiting a split second and then using bon voyage. If the opponent is mashing then you’ll catch them because BV’s start-up took place during the opponent’s air recovery.
Canceling Demon Missile M into luminous body is an “invisible” flight overhead. If the opponent catches on to the trick then use Air Bon Voyage for a hefty +10 advantage.
Break Aways can be punished by Air Bon Voyage (Yeah fuck you Magneto :D)
Firebrand can call assists after using any vertsion of Hell’s Elevator
By canceling Hell Dive L into Bon Voyage, Firebrand has more time to tag his partners in for raw tag set-ups
Devil Claw (Dive Kick) is +11 on block and is not effected by advancing guard very much. An awesome and safe tatic is to use Bon Voyage after your opponent uses advancing guard on Devil’s Claw. You can usually catch your opponent in the start-up animations of their move.
Firebrands flight becomes amazing once he’s in luminous body.
Whist in it if you find your opponent blocking, do this: QCB L, QCB M (as flying towards opponent, hit S) land and hit some crouching Ls then QBC M, QCB L and then hit M. This can cross up. Basically, whilst in Luminous body you have incredible mix-up potential using flight and it’s the best way to use it, IMO. Of course you have to make sure you had hit-confirm of even the smallest scratch. If you get an overhead hit while in flight cancel it straight into Down H.
Here’s a combo that uses Firebrands flight without luminous body: s.L, s.M, s.H, c.H, S, j.M, j.M, j.H, QCB M, j.M, j.S. (This allows you to land almost exactly when you opponent hits the ground because of the QCB M, into M then S) Now you have enough time to use QCF H to OTG and then use QCF S, j.H, QCB H and then straight into QCF S again. This can work as a reset. It looks like you’re flying back but then you drive straight back in.
“Punished” probably isn’t accurate. Both players are at neutral and totally capable of performing any actions after a Break Away. If you use Bon Voyage after attempting to break an air throw you might catch someone by surprise and grab them, but it’s not a punish, they can block it (which isn’t a big deal since it’s safe, but, just saying).