Outside of Luminous Body, yeah, it seems like you need assists to mix up. During Luminous Body, you have that instant overhead on 95% of the crouching cast, though, plus the instant overhead ends in frame advantage if your opponent guesses right.
Anyway, rather than do air throw resets, I am working on corner oki resets. Firebrand has a mean pressure game in the corner, so I would rather shove my opponent into the corner with a second Bon Voyage, and then go into an oki mixup. His damage is already pretty terrible, and air throw damage decay doesn’t help.
Zaxima, I would also appreciate considering being given to my preferred setup. Maximillian said he felt it was Firebrand’s best mix-up strategy, so I think it’s worth exploring.
For sure! Is the set up you are talking about this corner oki game?
Also I have been experimenting with setups off a back throw and there is a pretty nasty one with Hells Elevator if they backwards tech.
So off a back throw you have a 50/50 mixup involving Hells Elevator M (if they back techand you aren’t in the corner)
So after the back throw you can either take 1 step back or 2 steps back and go into Hells elevator M then elevator M right after that. If you took 2 steps back you will hit them in the front with B, if you took 1 step back you will land cross them up with B.
I am still toying around with it but it seems rather useful at the moment.
Edit: So you are able to hit him out of this if you mash like a st A. Im sure so cr A’s with good hitboxes might work as well.
However, if your opponent gets smart and starts doing this on wakeup all you have to do is perform a Bon Voyage out of the first Hells Elevator M instead of doing the second Hells Elevator M and that will grab them right out of the st A mash.
I actually like this idea a lot, it means that you can end a combo with a second bon voyage, and even though it might not do much more damage (not sure haven’t tested) nothing is cooler than comboing your opponent from one corner to the other and then back to the original corner. (if that would even work)
It depends on how you end your combo. For example, take the following combo:
c.LMHS, sj.MMH, d.H, qcb.L, c.HS, sj.MMH, qcf.S
At this point, if you connect another Bon Voyage, you add about 40-50K meterless damage to the combo. If you can set up more, even better. It’s a really hard link, but I can do s.H, call Dark Hole, dp.L, Bon Voyage on my opponent’s way down, and add about 150K more damage, which is getting closer to what Dark Fire would give me in that situation, but obviously still inferior.
I’m picking a team of Firebrand (Swoop)/ Dr. Strange (Bolts)/ Strider (Vajra) in online casuals.
Here’s my favorite reset:
c.LMHS, sj.MMH, d.H, qcb.L, S, sj.MMH xx Bon Voyage…
Now, as Bon voyage hits and causes a wallbounce, I tap A1 and M together and do one of the following:
(A1+)M xx dp+H (Swoop)
(A1+)M xx qcb+M (command float)
A1 is Bolts of Ballsack. I find that it keeps my opponent in enough stun that I can continue to pressure them.
My strategy with this team is build as much meter as I can with Firebrand, go into Luminous body, then tag out. By the end, between Strider and Firebrand, whoever remains, activate Level 3, X factor and go crazy.
Here is a simple mixup I found, but I have no idea how to get any real damage off it. Firebrand just isn’t for me, but I figured I’d share. Maybe you guys can do something with it.
Firebrand with doom beam assist. L+Doom Assist, Mxxqcb M.
Firebrand will swoop up and cross them up at the last second before beam hits. If they block the crossup, the beam pushes them back to where you will just barely end up back in front.The whole thing is pretty ambiguous and pretty quick. So for them to block the whole mixup they have to block 3 times in different directions in the space a second or two. Seems real dirty to me, but like I said, I quit messing around with him, so I didn’t figure out the best way to convert that into real damage.
Best of luck guys, I think Firebrand has a lot of potential and I’m looking forward to seeing what you all come up with. Sorry if this is super basic, I’m pretty scrubby and I think this is the first time I’ve actually tried to figure out my own setups
-if blocked, you’ll cross them up mid-screen and can continue your string.
-if knocked down from :d::h:, im pretty sure its a 50/50 mixup since when they rise you can ambiguously hit them on either side.
-if push blocked, then hells elevator will put you right back on them for more pressure.
this is what happens when they push block :d: in the :l::h: string, you’ll slide with :d::h: but then cancel into hells elevator without even having to hit them.
this next video also shows the knockdown “mix-up”. not sure if the side you hit is determind by how long you delay :s: or not.
about the string depending on pushblock that string can be unsafe especially if you try and hit all 3 buttons… i havent tried it out but if they pushblock the first hit then you will wiff the 2nd and depending on the timing for your button inputs you will get out a slide or your flight will be unsafe… this isnt to say its BAD, just not something to really throw out everytime.
and the most obvious about that string is its really easy to jump out of… add an assist into it to make it better in general.
a better in string which is harder to reactively do something against/mash buttons or hold jump out of would be with akuma assist:
c.L + akuma tatsu xx qcb m. this will crossup your opponent much quicker via the tatsu hitting (which you dont want but damage is damage) or if they block it you get a 50/50 high low mixup. if they advance guard you are still completely safe and can try again for another offensive. also note that of course you could instead call out a slower lockdown assist than akuma like ironman unibeam and this will give you more blockstun time cause you will be recovering from your flight startup just as IM makes contact (though this is much easier to jump out of/get 2 for 1’d). and finally you can mixup whether or not you actually crossup by doing qcb L instead if your opponent gets wise.
i havent seen this “reset” mentioned so i figured i’d put it here:
pardon me as i dont know the move names yet so i will be using qcf notation.
ironman unibeam assist is used
(opponent near corner or in it)
c.L, c.M, c.H, S / \ j.M, j.M, j.H xx qcf +S \ / H, S, / \ j.M, j.M, j.H xx qcf +S (end combo) L+A1 xx DP +M or L (the L wiffs its just used to time unibeam)
what happens is the opponent is in a soft knockdown state IN THE CORNER after the second qcf + S, if they roll backwards which they are likely to do firebrand will callout unibeam and then do DP+M firebrand will crossup the opponent in the corner and unibeam will cover him. so they get crossed by firebrands crouching L when they come out of blockstun. very tricky. will probably work on anyone the first couple of times they see it. also if firebrand hits the opponent with DP + M then unibeam will combo from it and firebrand can confirm easily into launch. if the opponent techd backwards they can NOT jump out of this, if they tech forward they are still in blockstun from unibeam. its the PERFECT SPACING. there options are to neutral tech then jump AFAIK.
you can mix up the crossup by doing DP +L instead and then when you bounce off of them do qcf + S to hit them from the other side. very tricky.
^-- I’ve been using this as well, cept with drones. It’s EXTREMELY ambiguous.
One guy figured it out, he just woke up and jumped back into a TOD combo(maybe cause the drones are slower than the unibeam), so there is a good answer to it, people just don’t know it yet. Either way, you have to mixup with Firebrand, it’s not even worth landing and going in to his hyper, just save the meter and mixup. I’ve been playing a lot better with this attitude.
Cr. L M H, S, Sj. M H Devil’s Claw xxx L Hell Dive Cr. H , S, Sj. M M H Bon Voyage This combo pushes them to the corner no matter where they are.
What I do after bonvoyage is Jab -> Call assist (Doom rocks) -> Cancel jab into M Hell’s Elevator for a cross up -> Air S Hit confirm into above Bnb for another reset or for the OTG special. Or instead of Air S you can do M Hell dive or L Hell dive into hit confirm.
Edit: M Hell’s elevator won’t cross up if they tech forward but at this point doom’s rocks is already hitting them. So whatever you want after that.
A very basic Zero-esque left/right mixup (albeit a lot slower, but it still works) is this:
c.L c.M c.H Hell’s Elevator M xx Hell Dive L. This puts you on the other side of the opponent on the ground in good range for a st. L st. M c.H --> whatever
-or-
c.L c.M c.H Hell’s Elevator M xx Hell Dive M. This puts you on the same side of the opponent in range for the same thing as the one above.
If they start mashing you out of this mixup you can Hell’s Elevator L --> Bon Voyage to try and catch them.
If they start blocking, go for a throw.
Obviously, it’s a very basic mixup that won’t work on smart people, but it has been serving me well enough online so far.
Hey all, I’ve really dug into firebrand and love his flying style in the game and my main team I’ve come up with is Vergil, Firebrand, Chun Li.
Vergils rapid slash assist on hit puts them at perfect height for firebrand to flip into hells elevator height and combo whatever he needs.
The really cool thing though, and it is what I am semi abusing right now online, is chuns lightning legs assist combined with firebrands Swoop(real name i dont know).
Basicaly as you know if you charge the Swoop to max it becomes unblockable, but if chun lis lightning legs assist is blocked it gives you just enough time to charge it to unblockable and you swoop in for the 100damage plus follow up combo and I’ve gotten to 608k damage off unblockable Swoop into bread and butter. Let me know if you guys know any setups or suggestions for my team. I’m pretty set on this team and am just digging away in the lab finding tricks and such.
Good luck all!
Edit: I didnt see there was a team thread so I posted this there along with a bit more info, sorry for the semi-double post.