The Firebrand Mix up/Reset thread

I did know about this, and it usually works once or twice (more on lower-level players), but more skilled players should be able to recognize which direction they’ll be facing once they start their roll. Also, the ability to call assists (most notably Haggar) while tech-rolling can easily throw a wrench in this strategy.

Okizeme set-ups with Drones

Extremely hard to block-able -

After finishing an air series with J.S while in the corner, immediately call Sentinel Drones and then use Demon Missile H.
Opponents who crouch will be put into blockstun and you can go for the overhead. Opponents who stand will be put into blockstun and you can simply do J.S -> low move. Or you can use Hell’s elevator and use a low move when you touch the ground.

You can also back dash before calling sent to catch people who consistently forward tech.

Half Screen Cross up (for people who forward tech out of corners alot) -

After finishing an air series with J.S while in the corner, immediately call sent and use Hell’s Elevator H. Then use bon voyage as the person rolls.
They’ll be holding forward while you’re facing them so drones will hit from behind.

Ok I know the death loop is real old news but I was wondering if it’s still viable (I know invicible air supers escape it) and what the combo would be if they don’t block coming in from the snap back

As far as I know about death loop teams, it can confirm one-touch team kills but the team composition itself it’s too great.

Someone correct me if I’m wrong on this.

Death loop is viable but there are some factors to consider.

  1. The combo that allows Firebrand to consistently build the meter himself has very tight timing that is somewhat difficult to keep up after a while. You can add a meter build assist to ease the difficulty if you want, but whether that helps your team or not depends on your third character.

  2. More characters have escape options depending on the lockdown assist you choose. Jam Session is the only one that provides a guarantee on everyone but Sentinel, Morrigan, and Phoenix.

I’ve been lurking in the lab, and I figure it’s time to share some finds.

First up: X factor

Firebrand has a number of ways of opening up opponents by spending your x factor. Like wolverine, he has a high/low 50/50 off of an instant overhead j.L into x factor. This same 50/50 can be done off of an H demon missile. In certain situations where the opponent is crouching, you can H demon missile, cross up, and then x factor after getting up behind them (this is a bit trickier due to the fact that if you x factor too late you are stuck in flight).

Something weird and wonderful I just found is that when you x factor an M demon missile, it counts as being in the air. This allows you to do an M demon missile, crossup, x factor, and then instant overhead with M, or in other words, another 50/50 (this time with a cross up)

If you prefer to use your x factor in a more guaranteed situation, I’ve found a level one combo that kills half of the cast with one meter, and most of the other half with a DHC.

c(L, M, H x factor) j(L, M, H, S) j(M, H2, S) c(H, S) sj(M, M, H2, d+H) L dive, c(H, S) sj(M, H2 xx kidnap) dash back, s(S + call vergil) sj(S, S) dark fire

Some notes:
-H2 = both hits of jumping H
-vergil assist = rapid slash
-The first jump is up forward, the second is straight up, both super jumps are up forward

No DHC kills:
-Akuma
-Amaterasu
-Arthur
-Chun-Li
-C.Viper
-Dante
-Deadpool
-Dr. Strange
-Felicia
-Firebrand
-Hawkeye
-Hsien-Ko
-Jill
-Magneto
-Nova
-Rocket Raccoon
-Sentinel
-Spider Man
-Storm
-Strider Hiryu
-Trish
-Vergil
-X-23
-and most importantly: Zero (this is why I wanted to find this combo)

Looks like it cuts off before the 950Ks … good shit.

I thought that was common knowledge that Demon Missile M and L were air borne. I’ve been using a lesser version of it in the form of Luminous body, which leaves you in flight and hovering over the ground.

Instead of burning X-Factor, you can cancel his Demon Missile attacks into Luminous Body and get the same setup.

Can you use his cr.H into Spitfire H then grab as soon as they’re out of hitstun, like a tick throw?

Nope. 1) Fireball H is too slow to connect. 2)Even if you did connect, they can just advancing guard the hell out of the blockstun and no throw for you. 3) If you wanna tic throw, use sL. It’s +5 on block.

If you get push blocked on a jump in / M hell dive, you can do a tiger knee M hell dive into either an M overhead or crouching L/M and get right back in there.

If you really need a 1mill xf lvl1 combo(Jam session requirement);
c.l,m,c.m,h(1),c.h xx L spitfire XF j.m,j.h(2),j.s v h(2) c.h,s ^ mmh d+h xx L drop h,c.h,s ^ mmh xx kidnap(dash out of corner) s+Jam session ^ s(they hit jam) s v back dash xx super.
1 mil basically on the dot.

Nemesis, Modok, Hulk and Sentinel can be comboed off of an instant overhead (j.L, M, H xx kidnap etc)

<a href=“http://www.youtube.com/watch?v=eJ38R_FU9z0”>youtube.com/watch?v=eJ38R_FU9z0</a>
<a href=“http://www.youtube.com/watch?v=hq0u5VYQeXY”>youtube.com/watch?v=hq0u5VYQeXY</a>

The second video where I do qcb.m > qcb.m > qcb.L …
If done like exactly over them, it will be basicly random where he land.
It will almost look like he “glitches” to left or right.
But its kinda risky though since if you might get a fireball if you do it wrong.

[edit]: Oh and if you wanne be on the safe side, do the qcb. L a bit early/late.
That way YOU will decide if he will land on the left or right side.

How do you guys setup incoming mixups when you’re not going for the unblockable?  I run FB/Doom/Skrull

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/33909/Loli-Zero">Loli-Zero</a> said:</div>
<div class=“QuoteText”>How do you guys setup incoming mixups when you’re not going for the unblockable?  I run FB/Doom/Skrull</div>
</blockquote><p>

<br>A good option for your team may be to call Skrull, super jump forward and hit the incoming character with bonvoyage. If they block, you get a moment or two to set up a high/low by jumping up and command dashing back down (rinse and repeat). If they get hit, bon voyage should potentially spit them immediately into skrull’s fists, thereby saving your wallbounce.</p><p> </p><p>Question for you guys: how do guard breaks work? There’s a video on YT right now called “Vergil Tech: devil trigger guard breaks”. If you don’t feel like searching for it, what happens is vergil gets his standing H blocked, the dummy is set on pushblock, and the player immediately cancels into DT negating the pushblock; he’s left standing right in front of the dummy, where he can immediately grab. What I’m wondering is, if the dummy is grabbable after pushblocking, this must means that pushblocking puts you in a special state, similar to the recovery phase of an attack. In this phase you can’t do anything and you can be grabbed, but you can ALSO block. Do I have this right?</p><p> </p><p>Additionally, what are eveyone’s favorite team - specific unblockable setups? I’ve found that the vast majority of resets I’ve tested have leaks in them somewhere, whether it be hard tagging, forward air recovery while mashing S, just taking the assist hit, etc. I’ve been working on one that involves hitting with doom missles OTG while charging swoop to make it impossible to hard tag, but air recovery is a lot more erratic than ground recovery and seems to last less time.</p>

Been using instant overhead j.L xx L dive, throw/low/instant overhead j.L as my drivethru mixup. Nobody techs it. Nobody.

Free touch whenever you can pin them down.

For srs.

Very late meaty M groundball. The hitbox is so long that it can actually connect from off screen. If they’re smart enough to block it, they’ll fall straight down into a mixup. Doubles as a gaurd break if you Lumenize cancel, double wavedash and air throw, but very, very tight.

Otherwise, just look to make em block air BV.

Does anyone else in here use Drones with Firebrand? What do you do when people try to just hold raw tag during unblockable set-ups and/or use invincible reversals? Or, are there unblockable set-ups with Firebrand and Drones that leave them airborne (although that’d still kind of suck because my most damaging corner BnB requires the foe to be grounded but I guess leaving them with fewer options to escape is better than 50-100k of damage)?