It has to hit Dormammu. The tier discussion thread doesn’t know what it’s talking about, this is a really safe setup. I honestly wish this never got posted there, I hate that thread.
Tech towards firebrand, then jump towards the same direction you teched. You will still need to block the flare, you just wont get combo ed.
This tech is just too expensive for my tastes.
3 bars to kill a character with Firebrand is pretty normal unless you want to risk resets. That combo wasn’t maxed either, and it can definitely do 1 million with 2 bars.
And teching forward doesn’t escape the setup…
I did some testing and I think there is a way to beat it.
Neutral tech -> Block Chaotic Flame-> Super Jump
The only reason this works is because teching left/right takes more time. This is a small gap between the Dark Hole ending and Firebrand attacking.
Characters with quick, invincible moves can also counter it (Haggar’s Lariat, Sentinel’s TK Hard Drive, Zero’s LV3, etc)
This is also true with Firebrand’s solo unblockable
I may be wrong however and I suggest you test it yourself, as I may have done something wrong
I figured this out starting with the computer on neutral tech, so I don’t think this is the case. If there’s a gap between Dark Hole ending and Firebrand attacking, it’s an execution error on your end. Even if I just do c.LMH, Dark Hole + swoop, if my opponent blocks the Dark Hole he has to eat the unblockable. There’s literally no time. The lockdown for the unblockable comes from Dark Hole regardless of the setup, and neutral teching shouldn’t affect whether it lasts long enough in either case. Now if you said that there was a gap between Stalking Flare and Dark Hole, that’d be believable if I hadn’t already tested it. But Dark Hole is always just enough for what Firebrand needs to land the full unblockable. I 300% teams using it, so I’m pretty certain.
Edit: Someone on GAF just made a video for me to show some possible combos; you can see in the second combo that Hawkeye is set to neutral tech:
[media=youtube]qhMAeSiJq10[/media]
Edit2: Also in this video is, AFAIK a new piece of tech in combo 4. I’ve never seen someone use Demon Missile M mid-combo before.
So I spent all morning trying to think about how to maximize Firebrand’s combos for the new setup. I feel like I have one except for if I get a Bon Voyage combo starter while my opponent is in the corner and when I get a full-screen Bon Voyage. The setups in that video are definitely good starters, though. I feel like there’s more to squeeze out of them.
This is the best I’ve gotten so far off of a corner Bon Voyage:
qcf.S, s.M, c.M, s.H + Dark Hole, qcf.L, dash, j.d+H, qcf.L, s.H, qcf.S
I know I’m being silly, but I’m irritated that I can’t get a Dark Harmonizer call during all of that. -_- There must be something more to squeeze out. It’s hard not to do things that move my opponent too close to mid-screen, where Stalking Flare will actually connect in the DHC.
Full-screen I still don’t have much. I can’t link off of Demon Missile M for the life of me. 20 tries and not one success. If I didn’t have it on video I wouldn’t think it’s possible, hahaha! But I did find three neat things from a full-screen Bon Voyage:
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Demon Missile H connects off of a full-screen Bon Voyage, and from that you can dive kick into a full combo. It’s not helpful for this setup or even in general since it uses up both your ground and wallbounce without much to show for it, but maybe someone will figure out something more from that bit.
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Dashing forward and doing Demon Missile L + Dark Hole works, and then I can Hell Dive M into j.S into a full combo.
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Dashing forward and doing Demon Missile M + Dark Hole works. So I’m not too annoyed that I can’t link Demon Missile M now that I have this, haha. Demon Missile M alone would be better though.
I’d like to be able to build a bar for the setup no matter where I start from, no matter what I start off of. Today was a good day though, I made progress! I also spent some time tinkering with non-Morrigan assists, and nothing really tickled my fancy when I kept in mind that I actually have to play the character if I lose Firebrand and Dormammu, and I also have to use Dormammu + that character alone. The closest I have is Dr. Strange, since I think he’s fun to play but is goddamn terrible.
Oh, and what’s with Repulsor Blast? Everyone says Firebrand gets unblockables off of it, but I couldn’t find a single setup that worked, even after a snapback. If you set the AI to always jump, there’s always time between the end of Repulsor Blast and the swoop it seems. Maybe I’m doing something wrong, but all I do is Firebrand unblockables when I play, so I’d like to think I know what I’m doing (haha).
Assists that worked well for unblockables, though some are trickier than others:
Sentinel Force
Arthur’s Bottle Toss (charged up)
Eye of Aggamoto
Chun-li’s Legs
Fun tech that I never see used (not sure if new):
If Firebrand does Hell Spitfire and cancels into Luminous Body, advancing Guard has no effect on him. I used this to try and keep opponents from air dashing after a snapback for the lockdown, but I can’t think of any other use, and if they don’t block the Hell Spitfire M I’m not sure if I can follow up (it honestly just occurred to me to try). If it does work, then Hell Spitfire M x Luminous Body, pinning assist + unblockable seems pretty solid. I’d have to mess with it more, though.
Good shit Karst. I’ll probably be giving some of these a try later today.
Just out of curiosity, are those supposed to be QCF or QCB? Because I get the feeling you don’t actually want fireballs in there…
For third characters, there’s always the old standby choices of Amaterasu, Skrull, and Dante. Not sure how much you like those characters or if you’d want to pick them up. I’m only just now starting to try out Dante for myself.
The second one is supposed to be a qcb, good catch! The first is indeed a fireball.
Skrull is a pretty terrible partner for Dormammu. Dante is a reasonable choice, but dear lord do I hate using him. Amaterasu is kind of my “I really should use her, why don’t I?” character. I think part of it is that Dormammu + Cold Stars isn’t really impressive, whereas Dormammu + Dark Harmonizer is a really strong combination. Even though she’s kind of the weak link on my team, it’s no exaggeration to say that most people who play more than 10 matches in a row against me start snapping her in because the combination is so fearsome.
I also think that if you have Skrull with Firebrand, Dormammu is a waste of a spot. You already have a team 300% once you touch someone, so why is Dormammu there? It’s very confusing to me. The team should be something like Firebrand/Skrull/Sentinel if you want to use Firebrand/Skrull, or add a meter assist (Amaterasu is a good choice if you’re just using it to feed the loop, since her THC with Firebrand creates an unblockable).
Though honestly, if you’re using Firebrand/Skrull, I think a having a full screen hyper is a really nasty punch to pack. The very first time you get 2 bars, just THC with Firebrand/Storm, XFC and do Firebrand’s unblockable. You have a 300% kill right there, so what do you need to save X-Factor for anyway?
Spoiler
This is why individual character tiers are stupid.
How much have people here dabbled in the Marvisto setup?
Also, Nemesis causes a super long Hard Knockdown as well as his ground bounce with his Rocket Hyper. A setup can be had from a Nemesis throw on point to as well as a decent combo if you so desired. I’ve dug into it a little bit and it seems very nice and rather viable. A lot of options can be had from the Hyper
Hyper charging star destroys stalking flare.
Also speaking of Capbrand. Im working on tech for this duo. I think shield slash mixups could be decent.
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If anyone’s curious, my roughly roughly optimized combo for my team off of a c.L. I’m still working on optimizing it from a Bon Voyage due to the screen position requirements.
c.LMHS, sj.MMH, d.H, qcb.L, call Dark Hole, s.H, c.H, qcf.L, c.H, s.S, sj.MMH, qcf.S, call Dark Harmonizer, dash toward wall, qcf.S
Does about 410K meterless and builds ~1.25 bars. If you finish the combo normally instead, builds 1.5 bars.
Can you explain the Nemesis setups a bit more?
Thanks for letting me know. That’s who I’ll have to burn X-Factor on, then.
Ok, we’ll start with Bio Weapon Assault, where Nemesis fires 3 tracking OTG Rockets followed by a huge jump and a curbstomp. Each of these Rockets has a HUGE amount of hard knockdown time, like 3 seconds worth or so, and the ground bounce at the end just a little less stun time. With Firebrand in second, you can DHC into Luminous Body and go for the unblockable.
Ordinarily, this may seem like a waste. Two meters for a setup. However, Nemesis’s normal grabs are all BWA friendly and you can really not get much else anyways.
DHCing into Luminous body gives you quite a few options, but they change given whether you are, anywhere remotely near the corner and which part you DHC from.
First, we’ll assume you’re about midscreen. Any typical Nemesis throw puts the opponent as far away as possible on screen, so think FAR sde of the screen where you can’t make it wider. Nemesis uses his Hyper. You need to take note of the 2nd, 3rd, and stomp. If you hit with the 3rd, this causes the longest period of hard knockdown. So you’re stuck at the far end of the screen with Firebrand. Bon Voyage your way over and OTG Fire them. They’ll pop out quickly. Not recommended. Next is the ground bounce. Nemesis is literally right on top of people as he leaves, meaning Firebrand can get a free combo at the moment. A decent one, but probably not worth 2+ meters, unless your DHCs are spectacular. You can try for the unblockable setup here, and it should hit regardless of tech, but they’ve got a nice half second after they get up to react to this, so not recommended. If you DHC from the second Rocket, you’re in the best shape, but your timing needs to be spot on. See, the 2nd Rocket has this special anti-gravity effect that slows falling. What you can do is DHC when the Rocket is barely out of the barrel. Bon Voyage over and Launch or combo into a launch(I think you can only just launch due to angles, but meh, whatever). You should get a good combo. But why go through that trouble when you could wait for the ground bounce? Well, if you save your groudbounce fr later in the combo, this allows for use of the Marvisto setup. Pretty nice.
Next up is the corner. First of all, if you are ANYWHERE close to the corner, rejoice. This very likely outcome means you can catch people with Bon Voyage instead of getting there too late. And you still have your ground bounce. In addition, if you decide to simply let them hit the ground on the 3rd Rocket, this gives Firebrand a PHENOMINAL amount of time to charge up the unblockable. More than you need if you DHC before they hit the ground from your 3rd Rocket. Plenty of time to call an assist and then charge.
And lets not forget that after the Luminous body DHC, you can still tag. You can tag into someone like Wesker(or use him as an assist in some way) and go all out.
Lastly, note that while you can do this after certain Nemesis combos, I wouldn’t recommend it. Standard Nemesis combos not only have a crap ton of hitstun scaling to them at the end, but a good Nemesis BNB easily does upwards of 700K with 1 meter, so you’re better off with just doing Dark Flame for 900K+
i am have to try this combo out
i am learning firebrand right now got any tips
So I already made a thread on the Trish boards about this but with the TAC infinite using Dorm or Trish you can now gain 3-5 bars, ToD a character and end up meter positive to setup another unblockable. There are interchangeable characters/assists you could use to do this, some of them letting you make them guess on TAC twice without xfactor. If you’re smart about this then team order is negligible since you can use the assist and TAC to your 3rd character, and the amount of times you DHC is also negligible since the infinite gets you so much meter.
Will keep my eye on these boards to see if anyone finds cool stuff with this. I think it has potential and am working on a Zero/Firebrand/Trish team myself.
What are some reset setups that people using Firebrand/Amaterasu use? They have a lot of synergy, so there must be some very potent setups, considering the amazingness of Cold Star…
But I’m new (and bad), so I don’t know what they are… can anyone help?
Good shit everyone on the labwork, keep it up.
Look up Zak’s battles in the video thread.
Could an invulnerable dodge move get out of this if used as a reversal? Frank roll, Cap cartwheel, etc
Wouldn’t they just get hit by Stalking Flare on recovery? They’d need an anti-Projectile super afterwards.
Gilgamesh’s answer is right. I don’t think those moves are invincible from frame 1 anyway.