Need help with the tenderizer death loop. When they block it’s all fine and dandy. When they take the hit, I can’t figure out the right timing and or spacing to get anything to reliably convert. I’ve tried letting the swoop go early, also tried just timing it so the fully charged swoop would connect after final tenderizer hit but no good.
I’d like either tips or a link to a thread if this is a redundant Q. Thanks!
Your opponent has two options. Block or not block. You have two options, swoop or not swoop.
Every time you snap consider what your opponent is going to do and try and guess.
If you think they aren’t going to block then just let tenderizer hit them and then convert with Bon Voyage on the last hit.
If you think they are going to block then do the typical unblockable.
For people who have 8 way air dashes I have sentinel on my team so I can use foot dive and then convert with Bon Voyage after all 3 drones make contact (If they try to updash on incoming). EVERYONE SHALL PLAY THE SNAP OF FORTUNE! MUHAHAHA!
Also remember, Firebrand is completely safe with this “game” so have fun.
Thank you very much for your solo unblockable tip.
I had to make a 2 vs. 1 comeback and I timed your unblockable on the last character.
Everyone was like “da fuck?” Firebrand is an independent woman gargoyle who don’t need no man assist?
Also, I’d like to take this opportunity to talk about Firebrand’s wavedash.
It’s faster than most character’s plink. But Firebrand’s plink is hard as fuck to do consistently (even though its like Sonic the Hedgehog speed)
Which one do you use? wave or plink?
I use wave dash mostly because I play on pad and plinking with any character is hard as fuck for me. But I agree: when done properly, FB’s forward plink is INSANE.
His backwards plink is asstastic, though. (or I’m doing it wrong, lol)
Thanks, that was a very helpful response. I might just stick with cold star or missles for unblockable setups. It seems like snapback > dash into corner > call missles > charge unblockable works ok. Sometimes missles come down and make it harder to convert though. Any other missle setups people like?
I personally like the snap game the best because of it’s near 100% conversion rate,safety, and the fact that it works on 90% of cast.
But when I used to run brand with missiles I used the setup you mentioned.
So guess what? I was doing it wrong. HA.
I spent about 2 hours in Training Mode last night just trying to get my plinks down with both Firebrand and Sentinel. When I finally found a way to do it semi-consistently, I made a startling discovery: Firebrand’s back plink is actually pretty damn quick.
I still wouldn’t recommend it because Hell Dive H is basically just as fast and FB generally doesn’t want to be moving backwards anyway.
I’ll probably keep using wavedash as my go-to for the near future, but I’m also going to keep practicing until I can fully integrate it in my game.
Found something that is new (to me) guys. If you do Devil’s Claw and the opponent blocks it, you can actually do the unfly glitch thingy with QCB+S&H. If it unflies correctly Firebrand will kick his feet out and keep himself safe (its a pretty tight block string) and if it messes up, he will fly away backwards.
Edit: Even better, if it has crossed them up he will do air bon voyage.
Trying to perfect these low Wall Cling Fireballs the way Zak does. Wasn’t sure at first, but I think these are easily his best moves when done correctly since they cover so much space whilst covering his own approach, and they have some serious durability too
Any advice on how to keep them low whilst staying close to the corner though? I’m doing u/b,b,b+Atk, stressful on the hands but it seems to work out till around the 3rd or 4th Fireball where I’ll be too far to Wall Cling again. Better yet, how do y’all do it (if you can)?
That would depend on the lockdown assist in question. Tenderizer? Cold Star?
IIRC, I think you can just release the Demon Missile early before the lockdown assist stops hitting, then combo afterwards. The damage would be scaled, though.
If they take the hit, you can’t build a full bar solo. He’s asking if anyone has found a combo that does build a full bar if they decide to take the hit from Tenderizer.
Does anyone have any setups on characters that can fly/double jump. I usually do air bon voyage and then air grab them if they advance guard. I’m settled with my new team FB/Doom/Ammy, had to drop Dorm and Sent, missiles/beam and coldstar assist too good lol .
But then Firebrand wouldn’t be nude. Sent on the other hand would be amusing.
I’ve been using b, u/b, b+A. I don’t know if that’s any better because my hands are too stupid to get more than 2 fireballs out of that. I forget how Zak said he did it. He described it once last year when he was at the FGTV house before EVO