The Firebrand Mix up/Reset thread

To combo after the unblockable hit in the air, use 2H, and L hells elevator to continue comboing. You can combo off of S sometimes, but they’ve gotta be lower to the ground I think, I haven’t gotten that consistently.

If you hit with 2H, you can use hells elevator to hit them in time. It seems like you might not be able to, but I’ve never missed going from hit dive kick, hells elevator, insert combo here. If you dive kick and they block it’ll put you into flight state, there are numerous things you can do here. You can use hells elevator L for a quick up/down mixup, the recovery time on it is reeeeal fast.

As for air throw into corner, are you waiting til you’re on the ground to hit with the H fireball? Also it is dependent on how high of an air throw you threw them from in order to combo it. If you’re too high you won’t have enough time to combo after it. Ground throws you can convert as well with H fireball.

What happen to our general thread?

More related note what should we be using as our mix up overheads/ instant overheads?

J.l with a good lockdown assist usually works.

I am creating a series of match up notes on Firebrand’s various match ups
Let me know if there is any information you think I should include.
I will most likely create a thread once I have finished my series if anyone has requests for certain parts before I am done the entire series PM me.

Ok… I’ve been saving this but does anybody know firebrand can do a reliable solo unblockable… And with Chris do an inescapable one… Also… Why does front teching have more invincibility than back teching?

The only reliable solo unblockable I can think of uses his lvl. 3 buddy super. I think it works by spamming a move the buddy does while charging the unblockable, but I’ve never actually does it and it costs 3 meters so it’s definitely not reliable. With Chris I can’t really think of any either. Maybe with the landmine assist you can set it then time it so that the character lands on it right as your unblockable hits, but if the character can double jump/fly/air-dash/air super it won’t work, and even then I’m only theory fighting. Maybe a THC would work since Chris’ takes so long and Firebrand’s should end long enough for him to charge it, but the opponent might be able to super jump away.

Haha. Nope. Nice try. The unblockable works off of a wall bounce. If you Bon voyage then immediately go into swoop you catch all Back and neutral techs… If its near a corner most people will roll out of the corner… Cross under then swoop. If you think they will front tech which requires some guessing… A wait until they almost hit the ground then swoop. With Chris I use combination punch but it should work off of any hard knockdown assist. Strider is ridiculously hard tho… Do regular bnb until after bon voyage then call Chris during ground magic series… He should hit them about full screen wavedash forward once, or slide then cancel into swoop. This catches all techs. Also DHC from Chris to firebrand using grenade super works only if you DHC after first shot into luminous body… Iit doesn’t work off of ground bounces yet… But I’ll make it work…

Incoming unblockables are overrated. Lol

Im having a hard time finding unblockable resets with using ammy cold stars. Has anyone had some success with this assist?

Alright everyone, a mega post about a new setup I discovered:

Everyone here knows that when you get a combo with Firebrand, you can TAC to Dormammu, do his TAC combo, and then DHC Stalking Flare to Luminous Body for the unblockable setup. I have found very little that beats this setup, especially after I remembered that I can call Dark Hole right before I go into Demon Missile H for extra chip and lockdown to ensure the unblockable. Dark Hole basically just gives me time to mess with my positioning.

Unfortunately, TACs are not reliable, so I usually did Bennet’s setup of Dark Fire -> Stalking Flare, and then I would XFC into 1D2C for over 1 million damage total, charge 2D1C, liberate it, cancel into Stalking Flare, and DHC into Luminous Body for a 200% kill on my opponent’s team.

I want to say, frankly, that this setup is yesterday’s technology (though still useful and good).

Last night I was on SRK and saw this thread:

Unnoticed and unloved. Who, in a post-Vanilla would, could care about a “DHC glitch” setup for Firebrand (since that’s what it is, but the OP doesn’t seem to know that)? Certainly, we haven’t seen anything from it.

But I had an idea: right now I feel like my team is lacking when Dormammu is dead, and it’s just down to Firebrand/Morrigan. They’re both pretty low damage characters, so I feel like I need to find some synergy between them. I’m sure it’s there, and I thought this was a perfect opportunity. DHC glitch into Astral Vision, and maybe I’d have time to land Soul Drain - cool huh? I still haven’t gotten it to work, but I haven’t given up either, especially since the glitch puts my opponent into hard knockdown and I have Firebrand’s OTG assist. There must be something there damn it!

I became frustrated for a while, but then had another thought: sometimes I want to DHC Firebrand out with Luminous Body, and I didn’t have a great way to do that yet. So maybe I could use this to do Luminous Body -> Chaotic Flame? I tried it, and it worked. Cool!

Then another thought came to me: why Chaotic Flame? Why not…Stalking Flare?

So I gave it a shot, and it turns out that Stalking Flare is too slow to catch my opponent before he falls to the ground. And that’s why this is so beautiful. See, I’ve never had a way to set this up before. Doing Firebrand’s bnb into Luminous Body -> Stalking Flare doesn’t give me enough time to raw tag Firebrand back in. But this does. Firebrand recovers well before my opponent gets up and roll recovers thanks to the spinning knockdown, meaning I can set up his full unblockable this way.

Here’s the full setup, starting with Firebrand:
c.LMHS, sj.MMHS, qcf.S, s.H, qcf.S, Luminous Body, Stalking Flare, raw tag Firebrand, call Dark Hole, dp.H (hold), j.S, c.LMHS, sj.MMH, d.H, qcb.L, c.HS, sj.MMHS, qcf.S, s.S, sj.MMHS

Two bars, and it does over 1 million damage. Firebrand builds ~2 bars of meter during all of this, and I also get 2 Dark Harmonizer calls due to the reset, making this generate heavy positive meter. I can end the whole thing into Dark Fire to kill anyone short of Thor, thanks to this.

You might have noticed that the beginning combo is a bit short, and this is because s.H into qcf.S drops if the combo has gone on too long. I’m certain there’s a way to make the opening setup longer and stronger, but I’ll figure that out later.

So, whether I touch someone with Firebrand or Dormammu, it’s a dead character for 2 bars. BFFs? Only an alpha counter into something like Hard Drive can survive it, AFAIK, but nothing really stops that, so I can’t complain.

I am so trying this ASAP.

I wish I could use this, when I came up with that unblockable set up. It work for me for a good two weeks before it became common knowledge in my scene in how to escape it.

What escape?

Mr. Bubble on GAF made it into a video for me if anyone wants to see the setup in action:
[media=youtube]1G_ybt65Rjk[/media]

…I’m going to have to make a new Firebrand team.

What if they just take the hit from the Stalking Flare? Does it still work? The gap between the Dark Hole ending and the unblockable hitting seems to be big enough for them to fall out if they take the hit

EDIT/ Nevermind. I guess you don’t start charging the unblockable until you know they block it. If they take the hit, you can just combo off the Stalking Flare normally

It still works even if they take the hit. The link on Dark Hole is pretty tight, but you can easily substitute Cold Star or Jam Session (and probably several others) to make it much easier.

I tested some other hypers, and all of the following also let Firebrand set up unblockables in various ways:

  1. Ice Storm. Any time Firebrand finishes a combo, just raw tag her in and Ice Storm -> Luminous Body, dash forward, and use a pinning assist + unblockable. Way stronger than Stalking Flare due to how versatile it is.

  2. Round Harvest, obviously. It doesn’t work via the DHC glitch setup, though.

  3. Strider’s Legion works, but it’s a really tight link and needs to be done near corners. Use it in a situation similar to Ice Storm.

  4. Surprisingly, Phoenix Wright’s Maya hyper puts opponents in enough blockstun for an unblockable on its own. Just cancel any blockstring into it.

The following hypers are kind of wonky but seem to have potential for a setup after I messed with them:

  1. Hyper Mystic Smash
  2. Hyper Sentinel Force
  3. Gamma Quake
  4. Finishing Shower
  5. Hawkeye’s AA arrows (forget the name)

Hawkeye’s is called Kiss of Fire. And I agree that they could work, but they don’t seem well suited for it.

I’d never considered Storm as a FB teammate before, but that seems like it could be pretty nasty. Of course, they both have some major damage problems that neither of them can help with.
Something that’s being discussed over in the Tier thread is that you have to be careful with any of these setups against characters with 1-frame invincible reversals, as they can just XFC and take out Firebrand AND his assist (or at least severely cripple them). Just something to be aware of.

I’m very aware. You have time to see if they block it before going into the swoop, though. It’s not a lot of time, but it’s there. Also, the danger isn’t as great as it seems because even if your opponent pulls out a Gamma Crush or something, Stalking Flare is still tracking them, and will give you a full combo. I can think of only two hypers in the game that destroy Stalking Flare itself, so I’m not terribly worried.

Human Rocket and Seven Rings, right?
Just to be sure, though, doesn’t anything that hits your character also cancel the Flare or does it have to hit Dormammu specifically?