Basics
Notable Normals
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st. L- Probably Firebrand’s best normal. Its fast on start-up, it has CRAZY frame advantage on block at +6 (perfect for frame-traps), you can rapid-fire it, its range is pretty nice for a st. L, it anti-airs ok, I mean… there is literally nothing wrong with this move… seriously…
cr. L - Another good light normal. -1 on block I believe. It hits low of course, you can rapid-fire, its fast on start-up, etc. Its really good. The only thing wrong with this move is that st. L is better.
j. L - Yet ANOTHER good light normal. It is a very, very fast instant overhead. In luminous body, if you connect an instant overhead light, you can cancel into air bon voyage for a free combo.
st. M - Not very good utility. Just use in chain combos.
cr. M - Same here. You are in frame disadvantage if your opponent blocks this.
j. M - I like this move. Not only is it good for air combos, but I like it as an air to air normal. Be weary of airgrabs.
st. H - This is +1 on block, so use this in block strings. A solid anti-air and hits twice. Not a bad normal…
cr. H - Very unsafe on block. If your opponent blocks this, please cancel it or you will get blown up.
j. H - Nice move IMO. Option selects with airgrab well. Instant overheads on tall characters. Good air to air normal. 2 hits.
j. D+H - Divekick. A lovely move if used correctly. The special thing about this move is that if you contact the opponent with it (on hit or block), you get put into flight mode, so you can either do it again or use one of Firebrands command dashes or any of Firebrands air moves. This move is essential for combos, since this is a ground bounce.
st. S - Pretty standard special attack… Anti-airs well… Nothing much to say here…
j. S - Love this move. Good hitbox with it. Easy to hit confirm.[/details]
Specials
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Hellfire spit (qcf+ATK) (air ok) - One of Firebrand’s many great tools. On hit, it does great damage for Firebrand (100k). The light version will go horizontal. The medium version will go diagonal (upwards on the ground, downwards in the air). And the heavy one will go straight down and cause a pseudo flame carpet. The heavy version is probably the most unique of the versions because if you perform this action the air, you automatically dropped out of flight mode and you cannot block, no matter what point of time you do it. The heavy version also OTG’s, so its perfect to use after an airgrab.
Demon Missile (DP + ATK) - Firebrand’s bread and butter. Light Demon missile bounces off the opponent on hit or block and put him in flight mode. Medium demon missile goes through the opponent on hit or block. But yo, RT, forget that shit. Though its good to know what they do, H demon missile is what you gonna want to do. The heavy demon missile is swoop attack that doesn’t go through AFAIK. Whats amazing about this move is that its UNBLOCKABLE. Of course, if you charge the move of course. Anybody that knows the match-up knows that this move is unblockable and they will not let you do it. Thats why you use selected assist and meaty set-ups, so that they will be unavoidable to most of the cast. When the H Demon Missile (charged) hits the grounded opponent, it will cause a stagger, which equals free combo. When it hits an air opponent, it causes a soft knockdown.
Hell Elevator (QCB + ATK) (on ground only) - Using this command, Firebrand takes to the skies and stays in flight mode. The light version goes straight up, the medium version goes up forward which is perfect for cross-ups, and the heavy version goes up back which is good for escapes. You are gonna use this move to make you pressure a little bit safer. Cr. H is like -10 on block which is mad punishable. That -10 goes to 0 or some shit like that, which is still punishable by some characters, but its good for mixups or escapes.
Hell Dive (QCB + ATK) (in air only) - When Firebrand is in the air, use this move to be sent back down to the ground. The light version goes straight down. The medium version goes down-forward. The heavy version goes down back which is good for escapes. Medium version is great for getting in at super jump range for free. You can cover your approach with M Hellfire spit, then do M Hell Dive. The light version is essential for doing Firebrand’s BnB. You are allowed three of these dives in the air.
Bon Voyage (QCF + S) (air ok) - Staple Firebrand move. This guys zooms across the field and on hit, he grabs you and carries you to the wall. It causes wall bounce and then a hard knockdown. Leads to an easy launch and essential to his BNB. This move is NOT A GRAB and the ground version is VERY unsafe on block. The air version however is godlike. When low to the ground, its plus on block, which is fucking sick for this type of character. Use TK Bon Voyage for safe blockstrings upclose. If you use a wallbounce earlier in the combo, this will cause a soft knockdown instead.
Flight (QCB + S) (air ok) - I don’t really use this move, but I suppose its good for running the time out and what not. Im sure you can make some moves safer, like cr. H.
Wall cling (b, b) (air only(?)) - An unlisted move. Useful if you want to have another form of covering your approach. If you wall cling and press a certain button, you do a move. Light = Horizontal fireball. Medium = Down-forward fireball. Heavy = Fireball that acts like a flame carpet. S = Cancel wall cling.
Your best button when opponent is upclose would be H, because it carries on the ground. When they are long distance, just press S and hell dive in. The reason is that using the M Fireball is too risky to use is because it will not hit him if you are at a certain height. You can’t risk not being able to hit the opponent because if you press any button but S, you will not block coming down, which means free punish in Marvel 3 land.[/details]
Hypers
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Dark Fire (QCF + ATK ATK) (air ok)- The ender to alllllll your combos. This move does 40 hits when mashed and it hurts alot. So if you don’t like mashing, you better mash anyway. Don’t do this move raw. You will get punished. Very unsafe on block, even at a distance, even in the air (you can’t block coming down when you do it).
Luminous Body (QCB + ATK ATK) (air ok)- A great move to DHC into. This move turns firebrand white and he is very fast for a nice duration. AFAIK there is no damage boost, but there are some combos that do good damage that needs Luminous Body to work. Luminous body also makes combos like J. L xxx air Bon Voyage, work. You also can gain meter when the hyper is active. Whore this move out if you need to.
Chaos Tide (DP + ATK ATK)- This hyper brings in a second Red Arremer to help you attack. Pressing certain attack makes your helper do certain move. Pressing light makes him do a M fireball, medium makes him do M demon missile, and heavy makes him do H demon missile. Most people will tell you to mash H all day, which they would be right. H is the most abusable move. Its does chip and its very fast.This move, I imagine, is a great move to DHC into.[/details]
Frame Data (courtesy of Firebranded)
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Move:
**Standing L = 5 **frame start-up, **6 **frame advantage on hit, **6 **frame advantage if guarded.
**Standing M = 8 **frame start-up, **1 **frame advantage on hit, **0 **frame advantage if guarded.
**Standing H = 10 **frame start-up, **2 **frame advantage on hit, **1 **frame advantage if guarded.
**Crouching L = 4 **frame start-up, **0 **frame advantage on hit, **-1 **frame disadvantage if guarded.
**Crouching M = 8 **frame start-up, **2 **frame advantage on hit, **-3 **frame disadvantage if guarded.
**Crouching H = 10 **frame start-up, **Knockdown **on hit, **-11 **frame disadvantage if guarded.
**Launcher = 9 **frame start-up, Launch on hit, -12 frame disadvantage if guarded.
**Air L = 5 **frame start-up, **12 **frame advantage on hit, **11 **frame advantage if guarded. Overhead
**Air M = 8 **frame start-up, **17 **frame advantage on hit, **16 **frame advantage if guarded. Overhead
**Air H = 8 **frame start-up, **19 **frame advantage on hit, **18 **frame advantage if guarded. Overhead
**Air S = 10 **frame start-up, **15 **frame advantage on hit, **14 **frame advantage if guarded. Overhead
**Devil’s Claw = 18 **frame start-up, **Ground Bounce **on hit, **11 **frame advantage if guarded.
**Hell’s Spitfire L/M = 16 **frame start-up, **0 **advantage on hit, **-1 **frame disadvantage if guarded. 5 LOW projectile durability points
**Hell’s Spitfire H = 26 **frame start-up, Float on hit, **54 **frame advantage if guarded **+41 **if from the air.5 LOW projectile durability points
**Bon Voyage = 13 **frame start-up, Surftown USA on hit, **30 **frame disadvantage if guarded, **10 **frame advantage if guarded from **air.**Causes Wall-Bounce.
**Demon Missile L = 15 **frame start-up, **2 **advantage on hit, **1 **frame advantage if guarded. Enters Flight Upon Contact.
**Demon Missile M = 15 **frame start-up, **-17 **advantage on hit, **-18 **frame advantage if guarded. Passes through enemies.
Frame data reflects how Firebrand can’t move until after the animation ends.
**Demon Missile H = 23 **frame start-up, **-4 **advantage on hit, **-4 **frame advantage if guarded. Enters Flight Upon Contact.
**Flight lasts 90 frames.[/details]
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