UMVC3/Firebrand: Difference between revisions

From SuperCombo Wiki
No edit summary
 
(45 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{UMvC3Header}}
<div style="display: flex; flex-wrap:wrap-reverse;">
<div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;">
{{Character Subnav UMVC3|name=Firebrand}}
==Introduction==
As a member of the Arremer race, Firebrand is a demon and opponent of the knight Arthur. He was primarily infamous as an annoying enemy in ''Ghouls 'n' Ghosts''. He is also the main character of his own game, ''Demon Crest''.


{{UMvC3CharacterHeader|Firebrand|firebrand|
'''In UMvC3''', Firebrand is a technical character, who weaves in and out of his flight mode through various attacks to open the opponent's defenses. He also has a special move that moves him through the air in place of a regular airdash. Although he can be difficult to master, and has low solo damage, Firebrand can harass from afar with fireballs while fishing for any clean hit, which he can convert into repeated Unblockable setups with his Charged Demon Missile (623[H]) attack.
Firebrand was originally a villain in Ghosts n' Goblins who fought Arthur and is part of a demon race known as Red Arremers. Though eventually he got his own game called Gargoyal's Quest and Demon Crest, he is hailed as a hero among his race.
|
Firebrand uses flight mixups and projectiles to open an opponent's defenses. While he may not deal much damage, his combos are quite long, and his crossups, divekick, and ability to swoop through the opponent make it so he can frequently start new combos every few seconds. When his abilities are boosted by his speed boost hyper, he becomes one of the fastest and hardest to hit characters in the game, especially with X-Factor activated. However, perhaps one of the strongest abilities in the game is his ability to unblockable an opponent by charging Demon Missile H fully. If you pair him with an assist such as Super Skrull's Tenderizer, Ironman's Repulsor or Amaterasu's Cold Star, you can literally lock an opponent in to their death.}}


=== Alternate Colors ===
{{ProConTable
| pros =
*'''Versatile Mobility:''' High speed and several great mobility tools, including a speedy grounded dash and the ability to quickly glide through the air using his "Hell Dive" and "Hell's Elevator" (214X) specials.
*'''Strong Mixup Potential:''' Has exceptional mixup and reset potential, which most importantly includes is Unblockable 623[H] "Demon Missile" special. Firebrand can score a single hit and then quickly snowball to a game win by repeatedly resetting back into Unblockable setups, even Unblockabling the next character on incoming before they have a chance to act. These "300%" combos make Firebrand very terrifying to fight against.
*'''Simple Conversions:''' Can easily confirm most hits into a full combo using either his j.2H "Devil's Claw" or 236S "Bon Voyage" attacks, which also provide excellent corner carry.
*'''Great Normals:''' Normals have great frame advantage and multiple cancel options which make it very difficult for the opponent to escape his pressure.
| cons =  
*'''Low Damage:''' Combo damage potential is terribly low, and Firebrand is dependent on his teammates (via DHC or Hard Tag) or on repeated resets to actually kill his opponents.
*'''Some Bad Normals:''' Stubby normals are difficult to use unless the opponent is already locked down by projectiles or assists.
*'''No Keepaway Tactic:''' Has no invincible or armored moves to escape his opponent's offense if things do not go his way.
}}


[[File:Firebrand colors.jpg]]


1. Default Firebrand color (red/blue)
=== Unique Movement ===


2. "Capcom" colors (blue/yellow)
Despite lacking a traditional airdash Firebrand is one of the most mobile characters in the air in the game. The combination of a Wall Cling, a threatening dive kick style move in Bon Voyage (236S), a unique command air dash in Hell's Elevator (214X), a flight mode, and a install that grants him a 25% speed boost in Luminous Body (214XX) makes Firebrand difficult to catch and even more difficult to avoid.  
</div>
<div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=}}</div></div>


3. "Yield sign" colors (yellow/white)
== Move List ==


4. "Villan/Blackheart" colors (black/red)
=== Assists ===


5. "Gargoyle statue" color (dark green)
{{MoveData
|image=UMVC3_Firebrand_AssistA.png
|caption=
|name=Hell Spitfire
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=100,000 + 15,000 x5
|guard=Mid
|startup=50
|active=-
|recovery=111, 81
|onhit=-
|onblock=-
|properties=Invuln (as Crossover Counter) frames 1 - ???, {{otg}}, Priority: Low, Durability: 4 (fireball), 2 (flames)
|description=
THC Hyper: Dark Fire. Firebrand spits a fireball on the ground directly in front of himself. The fireball takes 4 frames to reach the ground, and an additional 2 frames to erupt. Once on the ground, the fireball bursts into flames, which hit repeatedly while slowly advancing forward. The flames are active for 62 frames before disappearing.


6. "Green Goblin" colors (bright green/purple)
Spitfire can be useful as an OTG assist, although it is slower than many other choices, such as Wesker's Gunshot.
}}
}}


7. "Galactus' Heralds" color (shiny silver)
{{MoveData
|image=UMVC3_Firebrand_AssistB.png
|caption=
|name=Demon Missile M
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=100,000
|guard=Mid
|startup=39
|active=20
|recovery=112, 82
|onhit=-
|onblock=-
|properties=Invuln (as Crossover Counter) frames 1 - ???, {{softknockdown}}
|description=
THC Hyper: Dark Fire. Firebrand charges horizontally across the stage as an active hitbox. Although Firebrand travels the entire screen length during this move, his active frames run out early; he can only hit an opponent who is at most 2/3 of fullscreen distance away.


8. "Red Arremer King" DLC costume
Although this assist is decently fast and has good range, the fact that it is a physical hit and not a projectile means Firebrand is vulnerable to being stuffed by the opponent's own assists or attacks, and it is dangerous to call outside of combos.
}}
}}


=== Players to Watch ===
{{MoveData
|image=UMVC3_Firebrand_AssistY.png
|caption=
|name=Demon Missile H
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=50
|active=31
|recovery=112, 82
|onhit=-
|onblock=-
|properties=Invuln (as Crossover Counter) frames 1 - ???
|description=
THC Hyper: Dark Fire. Firebrand leaps into the air, and then swoops across the stage in an arc. Has decent coverage, but no special properties and causes minimal hitstun/blockstun.
}}
}}


Zak Bennet, ApologyMan, Kresent, Udaterasu, SkillzDatKillz
=== Ground Normals ===


{{ UMvC3CharacterDataBox | [[File:850k.jpg]] | ZigZag | No | No | 0 |
{{MoveData
15.0 | 35.0 | 55.0 |
|image=UMVC3_Firebrand_5L.png
25.0 | 35.0 | 45.0 |
|caption=
10 | 15 | 20 |
|name=Stand Light
10 | 10 | 10 | 10 | 35 |
|input=5L
35 | 35 | 35 | 35 | 35 |
|data=
35 | 35 | 35 | 35 | 35 |
{{AttackData-UMVC3
35 | 35 | 35 | 35 | 35 |
|damage=33,000
|guard=Mid
|startup=5
|active=3
|recovery=9
|onhit=+6
|onblock=+6
|properties={{rpdfire}}
|description=
-
}}
}}
}}


== Video Walkthrough ==
{{MoveData
|image=UMVC3_Firebrand_5M.png
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=45,000
|guard=Mid
|startup=8
|active=3
|recovery=15
|onhit=+1
|onblock=0
|properties=-
|description=
Has fairly good reach for its speed, and good frame advantage. Canceling into 623M or 214X off this attack while calling an assist is a good way to start an offense.
}}
}}


=== Combos ===
{{MoveData
|image=UMVC3_Firebrand_5H_1st.png
|image2=UMVC3_Firebrand_5H_2nd.png
|caption=
|name=Stand Heavy
|input=5H
|data=
{{AttackData-UMVC3
|damage=35,000 + 45,000
|guard=Mid
|startup=10
|active=2(7)4
|recovery=18
|onhit=+2
|onblock=+1
|properties=-
|description=
Hits twice.
}}
}}


<youtube>OGMjYge7eJU</youtube> <br>
[http://youtu.be/NcAuKxEHhFQ X-Factor Combos], [http://youtu.be/RZYCsEKgDao X-Factor level 3 by Mikeydactyl] <br>


=== Technology ===
{{MoveData
|image=UMVC3_Firebrand_2L.png
|caption=
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=33,000
|guard=Low
|startup=4
|active=2
|recovery=12
|onhit=0
|onblock=-1
|properties={{rpdfire}}
|description=
-
}}
}}


[http://www.youtube.com/watch?v=qSXO3C1qljo TAC glitch] <br>
{{MoveData
[http://www.youtube.com/watch?v=RZYCsEKgDao&sns=em x-factor level 3] <br>
|image=UMVC3_Firebrand_2M.png
[http://www.youtube.com/watch?v=ZpzucZNW7VI&sns=em kidnap glitch with vjoe, stalls opponent completely while being hit during kidnap] <br>
|caption=
[http://www.youtube.com/watch?v=pBqb1brA35U&sns=em kidnap glitch interruption from acid rain] <br>
|name=Crouching Medium
[http://forums.shoryuken.com/discussion/177114/2014-firebrand-team-building-guide-and-discussion/p1 Team building thread on SRK Forums]
|input=2M
|data=
{{AttackData-UMVC3
|damage=48,000
|guard=Low
|startup=8
|active=4
|recovery=17
|onhit=-2
|onblock=-3
|properties=
|description=
Functions similar to 5M, but has worse reach in exchange for hitting low.
}}
}}


=== Unblockable Set Ups ===
{{MoveData
|image=UMVC3_Firebrand_2H.png
|caption=
|name=Crouching Heavy
|input=2H
|data=
{{AttackData-UMVC3
|damage=65,000
|guard=Low
|startup=10
|active=8
|recovery=26
|onhit=-
|onblock=-11
|properties={{strk}}, {{softknockdown}}
|description=
Firebrand slides along the ground. Advances forward approximately 1/4 of fullscreen distance. He can then cancel 2H into other mobility options, such as 214X Hell's Elevator for additional mobility.


This section is dedicated to one of Firebrand's biggest strengths, the unblockables. All the characters presented here are using assists or DHC to set up an unblockable. <br>
Despite appearances, this attack actually has a higher profile than Firebrand's regular crouch. He can naturally duck underneath many projectiles, but attempting to 2H slide underneath them will cause Firebrand to get hit.
}}
}}


<youtube>MpNpUJIkRHM</youtube> <br>
'''Doctor Strange:''' [http://youtu.be/U3G76ezDJXc with Dante's Jam Session], [http://youtu.be/BlP6nqaex9A?t=58s FB/Strange/Skrull set up] <br>
'''Dormammu:''' [http://www.youtube.com/watch?v=1G_ybt65Rjk using stalking flare and assist call] <br>
'''Ironman:''' [http://youtu.be/dI9O0PHsqhk Repulsor Set up] <br>
'''Storm/Doom:''' [http://www.youtube.com/watch?v=vqTWjLmiaGk a concept using DHC] <br>
'''Super Skrull:''' [http://www.youtube.com/watch?v=r-I7-xQeF8s a near infinite snap back loop] <br>
'''Amaterasu:''' [http://www.youtube.com/watch?v=yr4JcH1sjTQ Concept] <br>
'''Trish:''' [http://youtu.be/nFsn0E6WAoE After a kill with trish, DHC with round harvest] <br>


=== Hard Tags ===
{{MoveData
|image=UMVC3_Firebrand_5S.png
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=75,000
|guard=Mid
|startup=9
|active=5
|recovery=30
|onhit=Launch
|onblock=-12
|properties={{launch}}, {{nocancel}}
|description=
Steps forward about one character length while swiping upwards. This is a bad thing, because 5S is quite unsafe.
}}
}}


Firebrand's biggest weakness is his damage, this section is dedicated to tagging in various partners for optimal damage. Use this as a reference to help build your team in conjunction with unblockables. It is worth noting that different hard tags work on different characters, so it is recommended to do some research on who they work on along with what positions on the screen they work at.<br>
=== Aerial Normals ===


'''Doctor Doom:''' [http://www.youtube.com/watch?v=h4uwNmb_K2U Doom BnB after Bon Voyage], [https://www.youtube.com/watch?v=za2HXBeLt_A Midscreen raw Bon Voyage confirm], [http://www.youtube.com/watch?v=-NqgdOYzzF4 Corner to Corner] <br>
{{MoveData
'''Doctor Strange:''' [http://youtu.be/lw8ns40r9Yc a difficult tag that may be character specific], [http://youtu.be/aOtyNZjqJn0 an interesting hard tag using wall cling fireball H after bon voyage], [http://youtu.be/ZqEPVudvKkA hard tags that lead to THC ToD] <br>
|image=UMVC3_Firebrand_jL.png
'''Frank West:''' [http://youtu.be/dVLT_pmLpFg?t=3m24s BnB into Frank level 4] <br>
|caption=
'''Hulk:''' [http://www.youtube.com/watch?v=YOvrGV32HBw BnB to Hulk] <br>
|name=Jumping Light
'''Nova:''' [http://www.youtube.com/watch?v=FF6DVTRVpaA Concept after Bon Voyage] <br>
|input=j.5L
'''Shuma-Gorath:''' [http://youtu.be/mcd2Vk2tXo4 Bon Voyage into Shuma 1.1M] <br>
|data=
'''Zero:''' [http://youtu.be/V3vUUtPsWvs Lightning loops from BnB], [http://www.youtube.com/watch?v=4pLFzr8Nwnk another variant] <br>
{{AttackData-UMVC3
'''Dormammu:''' [https://www.youtube.com/watch?v=-BM1Ra4feV0 Zak Bennett Combo, only on Firebrand, Wolverine, and Rocket Raccoon], [https://www.youtube.com/watch?v=8iA1GNMXcOk Alternate Zak Bennett Combo]
|damage=35,000
|guard=OH
|startup=5
|active=3
|recovery=17
|onhit=+12
|onblock=+11
|properties=-
|description=
Works naturally as an instant overhead against normal-sized characters. Converting this hit into anything meaningful is difficult and depends on Firebrand's current state:
*Without speed boosts from Luminous Body or X-Factor, Firebrand can follow up an instant overhead j.5L with Fast-Fall j.214L into Snap Back, but Snap is the only attack fast enough to link this way. [https://youtu.be/6cKHXYvmvZs Video Example]
*If Firebrand is in X-Factor, or has Luminous Body active, he can cancel instant overhead j.5L directly into j.236S Kidnap and have it combo.
*If j.5L counter-hits, he can also cancel directly into j.236S even without any speed boosts active.
*As with just about any character, Firebrand can cancel instant overhead j.5L into X-Factor activation, then follow-up with a falling j.5S to start a full combo. This is worth considering due to Firebrand's huge snowball potential off any kill through his Unblockable setups.
}}
}}


== Move List ==
{{MoveData
|image=UMVC3_Firebrand_jM.png
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=48,000
|guard=OH
|startup=8
|active=4
|recovery=22
|onhit=+17
|onblock=+16
|properties=
|description=
Works as an instant overhead naturally against large-body characters, or on normal-sized characters when set up via Fuzzy Guard. This has the advantage of always comboing into j.236S Kidnap, even without any speed boosts active.
}}
}}


<youtube>sc2gMhmGIRc</youtube> <br>
{{MoveData
 
|image=UMVC3_Firebrand_jH_1st.png
=== Assist Types ===
|image2=UMVC3_Firebrand_jH_2nd.png
|caption=
|name=Jumping Heavy
|input=j.5H
|data=
{{AttackData-UMVC3
|damage=40,000 + 40,000
|guard=OH
|startup=8
|active=3(2)4
|recovery=29
|onhit=+19
|onblock=+18
|properties=
|description=
Hits twice.
}}
}}


{{UMvC3CharacterAssists
{{MoveData
  | Hell Spitfire (H) | shot tiltdown | 100,000 + 15,000 <br> per Flame Hit | strk otg <br> proj | Dark Fire
|image=UMVC3_Firebrand_jS.png
  | Demon Missile (M) | direct front | 100,000 | softknockdown | Dark Fire
|caption=
  | Demon Missile (H) | direct tiltdown | 80,000 | Dark Fire
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=OH
|startup=10
|active=4
|recovery=32
|onhit=+15
|onblock=+14
|properties={{aircombofinisher}}, {{nocancel}}
|description=
Can hit cross-up.
  }}
}}
}}


=== Normal Moves ===
=== Command Normals ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Standing Light | l | 33,000 | rpdfire }}
|image=UMVC3_Firebrand_j2H.png
{{MoveListRow | Crouching Light | d + l | 33,000 | low rpdfire }}
|caption=
{{MoveListRow | Standing Medium | m | 45,000 |  }}
|name=Devil's Claw
{{MoveListRow | Crouching Medium | d + m | 48,000 | low }}
|input=j.2H
{{MoveListRow | Standing Heavy | h | 35,000 + 45,000 | }}
|data=
{{MoveListRow | Crouching Heavy | d + h | 65,000 | low softknockdown }}
{{AttackData-UMVC3
{{MoveListRow | Special | s | 75,000 | launch nocancel }}
|damage=70,000
{{MoveListRow | Jumping Light | air l | 35,000 | high }}
|guard=Mid
{{MoveListRow | Jumping Medium | air m | 48,000 | high }}
  |startup=18
{{MoveListRow | Jumping Heavy | air h | 40,000 + 40,000 | high }}
|active=Until grounded
{{MoveListRow | Jumping Special | air s | 70,000 | high aircombofinisher <br> nocancel }}
|recovery=11
{{MoveListRow | Devil's Claw | air d + h | 70,000 | nocancel <br> groundbounce <br> softknockdown ; <br> Leaves Firebrand in Flight. }}
|onhit=-
{{MoveListFooter}}
|onblock=+11
  |properties={{nocancel}}, {{groundbounce}} into {{softknockdown}}
|description=
Firebrand dives down-forward at a steep angle, attacking with his feet. It can option-select a throw by being input as j.3H or j.1H, but keep in mind it is slower than j.5H as an option.


=== Throws ===
If Devil's Claw makes contact with an opponent, Firebrand will bounce off of them, rising slightly higher into the air, and then automatically enter his Hover Mode. If it doesn't make contact with an opponent, Firebrand recovers normally upon reaching the ground.


{{UMvC3MoveListHeader}}
j.2H causes a Ground Bounce on hit, and Firebrand can consistently follow up this hit by canceling his Hover state into j.214L Fast-Fall. This gives Firebrand a reliable way to convert stray air-to-air hits into full combos, and so it is an important part of his offense besides being a helpful combo tool.
{{MoveListRow | Forward Throw | f + h | 30,000 + 30,000<br>+ 20,000 | throw hardknockdown }}
}}
{{MoveListRow | Back Throw | b + h | 20,000 + 60,000 | throw hardknockdown }}
}}
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }}
{{MoveListFooter}}


=== Special Moves ===
=== Special Moves ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Hell Spitfire (L/M) | qcf + l / m | 100,000 | airok proj }}
|image=UMVC3_Firebrand_236L.png
{{MoveListRow | Hell Spitfire (H) | qcf + h | 100,000 + 15,000<br>per Flame Hit | airok strk <br> otg proj ; <br> strk and otg <br> only on Flame hit. }}
|caption=L Version
{{MoveListRow | Bon Voyage | qcf + s | 20,000 per Drag<br>Hit + 70,000 | airok hardknockdown <br> softknockdown wallbounce ; <br> wallbounce caused only by last hit. <br> wallbounce results in a <br> hardknockdown . However, if <br> wallbounce has already been used <br> up in the Combo, a "fake" wallbounce <br> occurs that results in a softknockdown . <br> Firebrand will always drag opponent all <br> the way to the wall. The further from <br> the wall, the more damage he will do. <br> Hitgrab state during drag where Firebrand can't be interrupted }}
|image2=UMVC3_Firebrand_236M.png
{{MoveListRow | Demon Missile (L/M) | dp + l / m | 100,000 | l version leaves Firebrand in flight. <br> m version passes through opponent. }}
|caption2=M Version
{{MoveListRow | Demon Missile | dp + h | 80,000 | Leaves Firebrand in Flight. }}
|image3=UMVC3_Firebrand_236H.png
{{MoveListRow | Demon Missile (Fully Charged) | dp + h | 100,000 | unblockable <br> stagger (ground only) <br> softknockdown (air only) ; <br> Leaves Firebrand in Flight. }}
|caption3=H Version
{{MoveListRow | Hell's Elevator | qcb + atk | 0 | Leaves Firebrand in Flight. <br> l goes straight up. <br> m goes up/forward.  <br> h goes up/back. }}
|image4=UMVC3_Firebrand_236H_Fire.png
{{MoveListRow | Hell Dive | air qcb + atk | 0 | Can chain Hell Dive into <br> another Hell Dive (up to 3). <br> l goes straight down. <br> m goes down/forward. <br> h goes down/back. }}
|caption4=H Version leaves a lingering fire after touching the ground.
{{MoveListRow | Hover | qcb + s | 0 | airok ; <br> Leaves Firebrand in Flight. }}
|name=Hell Spitfire
{{MoveListRow | Wall Cling | (in air, near wall) <br> b b | 0 | While clinged: <br> l shoots forward fireball. <br> m shoots down/forward fireball. <br> h shoots OTG fireball. <br> s jumps off wall without an action. <br>}}
|input=236X
{{MoveListFooter}}
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{qcf}} + {{l}}
|damage=100,000
|guard=Mid
|startup=16
|active=-
|recovery=29
|onhit=0
|onblock=-1
|properties={{airok}}, Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=100,000
|guard=Mid
|startup=16
|active=-
|recovery=29
|onhit=0
|onblock=-1
|properties={{airok}}, Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=H
|subtitle={{qcf}} + {{h}}
|damage=100,000 + 15,000 x5
|guard=Mid
|startup=26
|active=-
|recovery=20 (Until grounded in air)
|onhit=-
|onblock=+54
|properties={{airok}}, {{strk}}, {{otg}}, Priority: Low, Durability: 5 (Fireball), 3 (flames)
|description=
Firebrand's projectile special. If done in the air, Firebrand floats in place while shooting, halting any aerial momentum. L version shoots a fireball directly forwards. M version fires up-forward while on the ground, or down-forward while airborne, at a 45 degree angle.


===Hyper Moves===
The H version is special. Firebrand shoots his fireball almost straight down. Upon hitting the ground, it erupts into flames, which hit multiple times and can OTG. This is Firebrand's primary OTG tool and allow him to convert off Hard Knockdowns, such as throws.


{{UMvC3MoveListHeader}}
Spitfire has average durability and fairly long recovery, so under normal circumstances it quickly falls behind other characters' projectiles in zoning battles. It can be fired much faster by taking advantage of Firebrands Wall Cling special (see below).
{{MoveListRow | Dark Fire | qcf + atk + atk | 23,000 per hit | airok otg <br> proj ; Mashable. }}
  }}
{{MoveListRow | Luminous Body | qcb + atk + atk | 0 | airok ; <br> When performed in the air, <br> leaves Firebrand in Flight, <br> 25% speed increase for entire duration <br> Can build meter for entire duration}}
}}
{{MoveListRow | Chaos Tide | dp + atk + atk | 0 | Level 3 Hyper. <br> Summons a clone that flies in the background at neutral jump height. Stays on screen for 10 seconds. <br> Controlled with l , m , and h .| level3 }}
{{MoveListRow | Chaos Tide - L Attack | l during Chaos Tide | 100,000 | proj  <br> The clone shoots a down forward fireball(Hell Spitfire M).}}
{{MoveListRow | Chaos Tide - M Attack | m during Chaos Tide | 100,000 | The clone performs Demon Missile M. }}
{{MoveListRow | Chaos Tide - H Attack | h during Chaos Tide | 80,000 | The clone performs Demon Missile H. }}
{{MoveListFooter}}


== Strategy ==


=== Tips and Tricks ===
{{MoveData
|image=UMVC3_Firebrand_Wallcling.png
|image2=UMVC3_Firebrand_Wallcling_Fireball.png
|caption=Press L, M or H while clinging to shoot a fireball.
|name=Wall Cling
|input=(in air, near wall), 44
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=-
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties=
|description=
Note: Exact Frame data for Wall Cling is not known at this time.


* Firebrand has an unlisted move, performed with {{#motion: b}} {{#motion: b}} against a wall. This wall cling is great for avoiding moves and opponents, and saving time on your flight.
Firebrand clings to the edge of the stage, holding himself in place in the air. He will remain in place for roughly 2 seconds, or until any of the main attack buttons is pressed.
* Learn the ranges of all versions of Hell's Elevator and Hell Dive. Not only are these great mobility tools, but at certain ranges they can make for amazing ambiguous cross-ups.
* Perform a ground throw into the corner puts you at exactly the right range for an OTG Hell Spitfire {{#motion: h}}. Use this for relaunches out of your throw. Outside of the corner, it is recommended to do a forward dash before your OTG Hell Spitfire, as the juggle on the fire may cause the opponent to fall out vs certain characters if you are not close enough.
* While using the Devil's Claw dive kick, you are put into flight mode. On hit, use Hell Dive {{#motion: l}} to land with enough time to easily combo off of the dive kick. If the opponent blocks the dive kick in the corner, you can repeatedly use it (spam it) to add a lot of pressure. Use this in conjunction with assists or the Chaos Tide level 3 Hyper to lock the opponent down, or use Hell Dives to mix the opponent up or escape.
* With X-Factor level 3 and/or Luminous Body, Chaos Tide can be used to effectively lock the opponent down from full screen, causing a lot of chip damage. One way to do this is to press {{#motion: h}} to trigger the Red Arremer clone's Demon Missile {{#motion: h}} swoop, then immediately cancel into a Hell Spitfire {{#motion: l}} , causing a fireball / swoop loop.
* If possible, try to use Devil's Claw before Bon Voyage in your combos. Bon Voyage scales harshly and will decrease the damage of the rest of the combo. Along with this, Devil's Claw has too much start-up to connect at high scaling.
* Concerning throws: When on the ground, go for forward throws, as Firebrand cannot convert back ground throws outside of Luminous Body or XFactor. When going for air throws, try to go for back throws instead of forward throws. At super jump height, Firebrand cannot convert forward throws. However, he can convert back throws with QCB+M into j.L (land), QCF+H. At any height below super jump, go straight into whiffed Bon Voyage (land), QCF+H
* Firebrand's j.L can instant overhead a large majority of the cast. This is great for fuzzy guarding your opponent. Along with this, while in XFactor or Luminous Body, you can connect a j.L into Bon Voyage for a solo instant overhead conversion anywhere on the screen.


=== Combos ===
Pressing L, M, or H will cause Firebrand to hop off the wall and perform a variant of his Hell Spitfire projectile attack. The fireball pattern mirrors that of the regular special move: L going directly forward, M going down-forward, H being an OTG. However, Firebrand continues to move through the air during the fireball, and can land-cancel the recovery to make the fireball much faster than would otherwise be possible. Conversely, Firebrand can not recover from a Wall Cling fireball until touching the ground, so a projectile shot from very high in the air is much less safe than normal.


Combos can vary drastically based on confirms and available resources, but here are some basic solo Firebrand combos. As you will notice, they are very similar combos are dependent on your wall and ground bounce. If possible, ALWAYS try to Devil Claw before you Bon Voyage in a combo. This is for two reasons. Late into a combo, Devil's Claw has too much start up to work after a j.H. The second reason is that the earlier you Bon Voyage in a combo, the more scaled your combo will be. Doing Devil's Claw before Bon Voyage will maximize your damage.
Pressing S causes Firebrand to dismount from the wall without attacking, and Firebrand can immediately act normally upon leaving the wall. Wall cling into S has some odd properties and can sometimes preserve momentum. For example, if you are Firebrand and on incoming, if you wall cling instantly as you enter the screen and then press S right away, Firebrand will jump nearly full screen off the wall, amplifying his momentum from him entering the stage. This is great for escaping incoming mix-ups if you time it well, but be wary of meaty set-ups. This can method can also transfer momentum from the screen shrinking. As in, if you wall cling at full screen and then jump off instantly, you can sometimes do the same full-screen jump.


'''c.L confirm on standing opponent'''
As a special move, Wall Cling counts against the "3 special moves per jump state" limit, and performing any of the fireball follow-ups counts as a second special against the same limit. However, Firebrand can still use the fireball follow-ups as a fourth special, even if Wall Cling was his third special in that jump. Dismounting from the wall using S does not count as using a Special Move.


c.L, c.M, c.H, s.S, SJ up forward, rising j.H xx QCB+M ~ j.H, land, s.H, s. S, SJ up forward, j.M, j.H xx Devil's Claw (down + H), QCB+L, land, c.H, s.S, SJ up forward, j.M, j.H, QCF+S, dash out of the corner, s.S, SJ up forward, j.H, j.S, land, Dark Fire (QCF+atk+atk)
Although Wall Cling requires Firebrand to be in the air, it is desirable to perform the cling immediately off the ground, to get better recovery on his fireballs and allow them to hit grounded opponents. This is called an "Instant Wall Cling Fireball". The standard input for this technique looks like this: <code><nowiki>47 > 5 > 4</nowiki></code> <br> Buffer the first Back input of the 44 motion before jumping, then "roll" the stick toward up-back. Reset to neutral, then quickly tap the second back input.


'''Devil's Claw confirm'''
If done perfectly, Firebrand's L fireball will be low enough to hit normal-sized standing opponents, or big-body characters that are crouching. It will also have excellent recovery due to Firebrand landing almost immediately, allowing him to perform another Fireball right away (or any other action). You can see a [https://gfycat.com/generouswhispereddwarfrabbit video example here].


(j.M, j.H), Devil's Claw (down + H), QCB+L or QCB+S into j.S, land, c.M, s.H, c.H, s.S, SJ up forward, j.M, j.M, j.H, QCF+S, dash out of the corner, s.S, SJ up forward, j.M, j.M, j.H, j.S, land, Dark Fire (QCF+atk+atk)
Instant Wall Cling Fireball greatly enhances Firebrand's long-range game and allows him to advance on an opponent - or zone them out - behind several successive projectiles.
}}
}}


'''Bon Voyage confirm'''


(j.M, j.H), QCF+S, dash out of the corner or towards corner (spacing dependant), c.M, s.H, c.H, s.S, SJ up forward, j.M, j.M, j.H xx Devil's Claw (down + H), QCB+L, c.H, s.S, SJ up forward, j.M, j.M, j.H, j.S, land, Dark Fire (QCF+atk+atk)
{{MoveData
|image=UMVC3_Firebrand_236S.png
|image2=UMVC3_Firebrand_j236S.png
|image3=UMVC3_Firebrand_236S_Kidnap.png
|caption3=After hitting an opponent with Bon Voyage, Firebrand drags them to the corner.
|name=Bon Voyage
|subtitle=Kidnap
|input=236S
|data=
{{AttackData-UMVC3
|damage=20,000 per drag + 70,000
|guard=Mid
|startup=13
|active=15
|recovery=28
|onhit=-
|onblock=-30 (+10 in air)
|properties={{airok}}, {{wallbounce}}, {{hardknockdown}} (if wallbounce activates), {{softknockdown}} (if no wallbounce)
|description=
Firebrand lunges forward, or down-forward if he is airborne, attempting to snatch the opponent. This move is a hitgrab, so it can be blocked, but places Firebrand and the opponent into a throw-like animation if it successfully hits, and can be combod into.


'''Back air grab confirm'''
If Firebrand successfully hits the point character with this attack, he will drag them along the ground towards the corner. Being dragged deals repeated damage to the opponent, and Firebrand always drags the opponent all the way to the corner regardless of distance, and so this attack deals higher damage if Firebrand is farther from the corner when he lands it. Upon reaching the corner, Firebrand tosses the opponent into the wall. This causes a Wall Bounce, which leads into a Hard Knockdown. If Wall Bounce has already been consumed earlier in the combo, Kidnap causes a "fake" Wall Bounce which instead results in a Soft Knockdown.


Back air grab, (QCF+S if normal jump height, QCB+M~j.L if super jump height), land, QCF+H, s.H, s.S, SJ up forward, j.M, j.M, j.H xx Devil's Claw (down + H), QCF+L, c.H, s.S, SJ up forward, j.M, j.M, j.H, QCF+S, dash out of corner, s.S, SJ up forward, j.H, j.S, land, Dark Fire (QCF+atk+atk)
While dragging the opponent as part of this attack, Firebrand can not be harmed by most attacks. Consequently, Bon Voyage can be used to dodge assists or other delayed attacks that the opponent may be using to protect themselves. This is commonly used as a consistent way to combo around an opponent's Hidden Missiles assist, which might otherwise force Firebrand to drop or shorten his combo.


=== Basic Strategy ===
Bon Voyage is an important tool for Firebrand as it gives him a very consistent way to convert most hits and guarantees that he will reach the corner for the rest of the combo. It does cause sizeable damage scaling, but this can be circumvented by making use of Firebrands multiple tools for resets once in the corner.
Firebrand is a dangerously fast and mobile character, especially when he activates Luminous Body. His mix-up game is one of the strongest in the cast when paired with the proper lockdown assists, and he can easily convert nearly any hit he gets. Unfortunately though, his damage is some of the worst in the game and his normals (while possessing great properties and angles) tend to have somewhat small hitboxes. This forces him to rely on his team to get his damage for him, and his assists to cover his approach. However, a properly optimized Firebrand team can be one of the scariest teams to fight against, as Firebrand is capable of killing two or even three characters off of one touch using his Demon Missile H combined with DHCs or assists to unblockable incoming characters.


Firebrand makes up for his poor damage through the use of his team. His combo potential tends to be pretty lackluster, using both the wall and ground bounce in his standard combos. However, he is always guaranteed corner carry on any combo thanks to Bon Voyage. This, combined with hard tag set ups off of Bon Voyage and other set-ups, make it easier to compensate for Firebrand's poor damage and meter build. It also can help make TAC infinites more reliable, as you'll ALWAYS get the corner carry. His moveset is pretty good, with a lot of tools that can be used for both mobility and offense. Both of his level 1 hypers are very good, though Dark Fire can be hard for some characters to DHC from. However, Luminous Body is the only traditional "air-okay" install super (Amaterasu's Veil of Mist is also air-okay, but it affects the opponent instead of Amaterasu herself), and is one of the few install supers that allow you to still build meter during it. All of his normals have great angles and frame data, with his j.L being an instant overhead on most of the cast and his j.H being two hits. He also has a great c.L and s.L(+6 on block!) and his c.H slide is very good too. His j.S has a good backwards hitbox and j.M is a great air-to-air tool. s.M has deceptive range and is great for cancelling into Demon Missile M on block in combination with an assist. His s.S has a good hitbox, but is very negative on block and pushes him towards the opponent. His c.M is a generally lackluster move, with a significantly smaller hitbox than s.M. However, it does slightly more damage than s.M and hits low.
The lengthy Wall Bounce into Hard Knockdown caused by this move gives Firebrand a way to combo into a Hard Tag to another character. Firebrand can make use of this by circumventing his own underwhelming damage by hard tagging to a more damaging character. However, specific Hard Tag setups off Kidnap depend on several factors. Bon Voyage can connect at 3 different heights (ground, normal jump, super jump), and at 4 different screen positions (corner, near corner, near full screen, full screen). This causes 12 different ways that Bon Voyage can hit. While each of them have minuscule differences, the most important thing to note is that grounded Bon Voyage ALWAYS throws farther into the corner than normal or super jump Bon Voyage. This is important when considering hard tags, because a midscreen grounded Bon Voyage into hardtag will NOT work the same way as a midscreen normal jump Bon Voyage. Pay attention to where your Kidnap setup connected when deciding whether to attempt a Hard Tag setup, and notice that Hard Tag setups off grounded Bon Voyage are not guaranteed to work on the more common air version.  
}}
}}


All in all, Firebrand is a character that specializes in not letting the opponent play. He can run away and zone with fireballs until he can get in. Once there, he can lock you down and put you through 2-3 high/low mix-ups. Depending on your team, the first hit that Firebrand gets could lead to you winning through unblockable set-ups. However, while his combos are easy to execute, Firebrand is still an executionally demanding character. His low damage and meter build force you to be perfect with your hard tag set-ups and TAC infinites, while his neutral requires a lot of inputs to move around (Quarter Circle Backs instead of an air dash). Despite being a strong character with some cheap options, he is very demanding from both the handler and his team (meaning that his "competitively viable" teams will limit you to very specific characters). This causes him to be a somewhat rare character, generally only played by character specialists. Do not let this discourage you though, as Firebrand offers a playstyle with some very unique tools that set him apart from every other character.


{{MoveData
|image=UMVC3_Firebrand_623L.png
|caption=
|name=Demon Missile
|input=623X
|data=
{{AttackData-UMVC3
|version=L
|subtitle={{dp}} + {{l}}
|damage=100,000
|guard=Mid
|startup=15
|active=20
|recovery=21
|onhit=+2
|onblock=+1
|properties=-
}}
{{AttackData-UMVC3
|version=M
|subtitle={{dp}} + {{m}}
|damage=100,000
|guard=Mid
|startup=15
|active=20
|recovery=21
|onhit=-17
|onblock=-18
|properties=-
|description=
Firebrand charges forward as an active hitbox. For the L version, Firebrand will bounce off the opponent if he makes contact with them, ending with him airborne in his Hover state at roughly jump height. The M version does not have the bounce effect, and instead allows Firebrand to pass through opponents, on hit or block, and continue charging through to the other side. Calling and assist and then canceling into M Demon Missile is a simple way to create an ambiguous cross-up.
}}
}}


'''Mobility'''
{{MoveData
|image=UMVC3_Firebrand_623H.png
|caption=
|name=Demon Missile H
|input=623H (can be charged)
|data=
{{AttackData-UMVC3
|damage=80,000 / 100,000
|guard=Good luck!
|startup=23 ~ 83(?)
|active=30
|recovery=0
|onhit=-
|onblock=-
|properties={{softknockdown}} (vs airborne), {{unblockable}} (when fully charged)
|description=
Firebrand hops into the air and then swoops forward in an arc. Done normally, this attack is fairly underwhelming. It hits once as a Mid, then leaves Firebrand in the air, automatically putting him into his Hover state, with poor frame advantage.


Firebrand has a lot of mobility tools in his arsenal. To start it off, he has a better-than-average forward walk speed, and a fairly fast normal jump speed. This makes him good at pressuring at the start of the round, but also helps a lot with his mix-up game (more on mix-ups below). Both his forward and his back dash are fast and have short active frames, making them really good for OS plink dashing. These factors combine to make Firebrand a very fast character on the ground, but he also has grounded Bon Voyage (qcf+s) and Demon Missile M (dp+m) to cover large distances quickly. Hell's Elevator (qcb+atk) also causes Firebrand to leave the ground and enter flight mode. c.H is a slide that covers a good distance and can be cancelled into other mobility tools such as Bon Voyage, Demon Missile M, or Hell's Elevator.
This move is notable in that it can be charged by holding down the H button. Fully charging 623H improves its damage and hitstun, but more importantly makes the move Unblockable. This is different from a throw, which does not work on opponents who are in hitstun. Firebrand can keep an opponent locked down via an assist while charging this move, then connect the Unblockable attack with effectively no chance for the opponent to the escape. Performing this setup, then confirming it into a combo and looping it back into itself, is what allows Firebrand to perform so-called "300%" setups, where any hit on any character can snowball into a game win.  
}}
}}


In the air, Firebrand has some very unique options. The most noteworthy is Bon Voyage (qcf+s). This move launches Firebrand down forward with a hitbox on his feet, like a divekick. If it connects, it enters a special hit grab state that can't be interrupted and always corner carries. This is a great move on its own but is ALSO very useful as a mobility tool, as it starts up and moves very quickly towards the ground. Hell's Dive (qcb+atk) allows him to perform a short command dash in one of three directions (down back, down forward, or down. They act similar to air dashes, in that if you "cancel" it into a normal, you will keep your air dash mobility all the way down. The short active frames (15) on these dives allow you to "chain" them into each other, changing your direction and momentum on a whim. Devil's Claw (down+H) has a lot of start up, but has a decent hitbox and leaves you in flight on hit or block. Even if you have used your flight mode already, this move will put you back in flight mode. Luminous Body (qcb+atk+atk) also leaves you in flight when done in the air. Lastly, he has his wall cling to stall and "fling" himself (see Wall Clings and Fireballs)


Firebrand's mobility is his most vital asset. He can't bully his way in like some characters can (such as Vergil with Spiral Swords or Zero with Sougenmu), so he must rely on mobility and mindgames to bait and punish the opponent. Understanding how to use his mobility both offensively and defensively is very important in getting the most out of Firebrand.
{{MoveData
|image=UMVC3_Firebrand_214L.png
|caption=L Version
|image2=UMVC3_Firebrand_214M.png
|caption2=M Version
|image3=UMVC3_Firebrand_214H.png
|caption3=H Version
|name=Hell's Elevator
|input=214X
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=26
|active=-
|recovery=1
|onhit=-
|onblock=-
|properties=-
|description=
Special command jump and mobility tool for Firebrand alongside Hell Dive - the aerial version.


*L version causes Firebrand to launch directly up to regular jump height.
*M version causes Firebrand to launch up-forwards, reaching regular jump height and advancing about half of fullscreen distance.
*H version causes Firebrand to launch up-back, reaching regular jump height and retreating about half of fullscreen distance.


'''Grab game'''
Regardless of the version used, Firebrand automatically enters his Hover state on recovery.
}}
}}


Firebrand has an exceptionally good grab game. As mentioned in the mobility section, he has a good set of dashes for OS plink dashes. This ties into his s.H though. His s.H is a very good normal with two hits, a decent hitbox, and is +1 on block. This makes his ground grab attempts a lot safer if whiffed, but his fast forward walk speed makes it even more threatening. It is recommended to go for forward ground grabs instead of back ground grabs, as you can't combo off of back ground grabs without XF2 or faster. Unless you are in the corner, you should do a forward dash after a grab, as some characters will fall out of the OTG QCF+H if you don't (try it on C. Viper without dashing to test this). When attempting a forward grab, it is important to buffer your next input depending on the situation. If your opponent techs your grab, buffer a c.L or QCB+H. The c.L will hit low and beat out most character's options right out of a tech except to block. The QCB+H will launch Firebrand backwards to safety. Other options are to input your s.H grab OS and then buffer an assist call and DP+M at the same time. If timed properly, you will only get the DP+M and assist call if you do not get a grab and just get s.H.
{{MoveData
|image=UMVC3_Firebrand_j214L.png
|caption=L Version
|image2=UMVC3_Firebrand_214M.png
|caption2=M Version
|image3=UMVC3_Firebrand_214H.png
|caption3=H Version
|name=Hell Dive
|input=j.214X
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=15
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties=-
|description=
Air version of Hell's Elevator. Acts as a pseudo-airdash, giving Firebrand additional mobility in the air.


Firebrand's air grab game is strong too, mainly due to having a good option select in his j.H and the ability to buffer Bon Voyage or Hell's Dive to cover missed grabs. His hitbox is very small in the air and he rises very fast, causing Firebrand to be really good at grabbing people just off the ground. It is recommended to go for back air grabs over forward air grabs if possible. Both grabs can be comboed from at normal jump height, but you can only combo a back air grab at super jump height (at SJ height, combo from a back air grab by doing Hell's Dive M into j.L, land, then Hell Spitfire H).
*L version causes Firebrand to plummet straight down, acting as a Fast-Fall that he can use to quickly return to the ground.
*M version causes Firebrand to glide forwards. He travels roughly half of fullscreen distance while losing only a small amount of height, then abruptly stops and begins to fall straight down.
*H version causes Firebrand to glide backwards. He travels roughly half of fullscreen distance while losing only a small amount of height, then abruptly stops and begins to fall straight down.


Unfortunately, Firebrand has miserable damage and meter off of throws. Still, every bit of meter and damage counts, along with the possibility of a TAC infinite. Being able to grab well with Firebrand is important and shouldn't be looked over.
Hell Dive is very fast and can be quickly followed up with other moves. Similar to an airdash, Firebrand can perform normal attacks while diving, and the attacks will inherit Hell Dive's aerial momentum, letting him advance or retreat quickly while attacking. Firebrand can also follow up Hell Dive with other versions of Hell Dive, or follow it up with Wall Cling, in order to make his movement patterns even harder to pin down. Keep in mind that using Hell Spitfire (j.236X) out of Hell Dive will still cause Firebrand to come to a dead stop in the air.
}}
}}




'''Wall clings and fireballs'''
{{MoveData
|image=UMVC3_Firebrand_214S.png
|caption=
|name=Hover
|input=214S
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=30
|active=90
|recovery=0
|onhit=-
|onblock=-
|properties={{airok}}, 90 frame Flight mode.
|description=
Fairly standard Flight Mode. Firebrand floats in place in the air, and can slowly move in any direction without falling. Firebrand does not have a normal airdash, but he still has the ability to surpass the normal three-specials-per-jump limit while in Flight Mode, letting him repeatedly dash via Hell Dive or throw fireballs via Hell Spitfire.


Firebrand can wall cling using the input of back, back. While clinged, he can shoot a fireball by using l , m, or h . The button used correspond to the inputs of Hell Spitfire (qcf+atk). If you hit s while clinged, Firebrand will jump off without performing an action. If you choose to shoot a fireball while on the wall, you can't block until you touch the ground. Also, if you choose to shoot a fireball while on the while, it counts as an air action. As in, the wall cling itself counts as one air action, and then shooting the fireball counts as the second. If you simply jump off with s , you only use one air action. This is very important to remember, as you only have a total of 3 air actions. Once you have used all 3, you will fall straight to the ground. However if your third action is a wall cling, you can still shoot a fireball off the wall, allowing you to perform a "fourth" air action. Ideally, your wall clings should be low enough that if you shoot an L fireball from the wall, that it will hit a standing Morrigan.
Hover startup is much slower than the Flight startup for most characters who have it - only Thor has startup as slow. It is not particularly effective to cancel attacks directly into Flight the way that characters like Magneto can. Instead, it makes more sense to cancel in Hell Dive or Hell's Elevator (214X).


His normal fireballs are pretty good as well, and are a vital asset in his game. Sporting an average 5 points of durability, aren't the strongest things around. Fortunately though, they do great damage (100,000 each) and travel pretty slow. Firebrand also has very good angles with this move, being able to shoot it forward on the ground and in the air, and being able to shoot it up forward on the ground and down forward in the air. Air fireballs also stop your decent during the duration of the move. All of this combines to give Firebrand some very good angles on his fireballs. His H fireball is useful in very specific match-ups (like vs Wolverine) in that it acts somewhat like Dormammu's Flame Carpet.
As detailed in the descriptions for those moves, Firebrand automatically enters Hover during the recovery of certain moves, notably j.2H (on contact), 623L and 623H, and 214X. This prevents Firebrand from manually activating Hover via its input during the remainder of that airborne state, although he can still activate Hover a second time in the air by connecting j.2H, which always forces Hover.


You can switch between regular fireballs and wall cling fireballs to allow you to get multiple on the screen at one time at a bunch of different angles. Use this to abuse the angles that individual characters have trouble covering. Being able to seamlessly switch from offense to zoning is a key trait of Firebrand and one that takes a lot of practice.  
As with other Flight modes, Firebrand can cancel Hover early by inputting 214S again, and performing j.5S automatically ends Flight as well.
}}
}}


Wall cling into S has some odd properties and can sometimes preserve momentum. For example, if you are Firebrand and on incoming, if you wall cling instantly as you enter the screen and then press S right away, Firebrand will jump nearly full screen off the wall, amplifying his momentum from him entering the stage. This is great for escaping incoming mix-ups if you time it well, but be wary of meaty set-ups. This can method can also transfer momentum from the screen shrinking. As in, if you wall cling at full screen and then jump off instantly, you can sometimes do the same full-screen jump. Mess around with this to see when you can use this wall jump as a momentum tool.
=== Hyper Combos ===


{{MoveData
|image=UMVC3_Firebrand_236XX.png
|image2=UMVC3_Firebrand_j236XX.png
|caption=
|name=Dark Fire
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=23,000 x20 ~ x40
|guard=Mid
|startup=12+1
|active=50
|recovery=33 (In Air: 33 + Until Grounded)
|onhit=-14
|onblock=-25
|properties={{airok}}, mashable, {{otg}}, Priority: High, Beam Durability: 3 per frame for 20 frames
|description=
Firebrand breathes a continuous stream of purple flames. He starts by aiming at the ground below him, which can hit OTG. He then sweeps the flames upwards into the air, dragging the opponent up on hit. This is Firebrand's only directly-damaging hyper and thus his standard combo ender. Unfortunately, because it carries opponents so high into the air on hit, many hypers can not easily be DHC'd into from this one.


'''Mix-ups'''
Dark Fire can be performed on the ground or in the air, and the air version can be done very close to the ground using a Tiger Knee motion (2369XX). In most cases, Air Dark Fire will hit additional times as a combo ender, and thus deal slightly higher damage. However, Air Dark Fire has additional recovery compared to the grounded version, and the grounded version's recovery is already quite bad. In addition to the normal 33 frames of post-hyper recovery, Firebrand remains vulnerable after the air version until he returns to the ground. Opponents hit by this hyper are usually juggled into the air above Firebrand, but characters with fast, downward-angled attacks - such as Doom's Footdive and Vergil's Helm Breaker - can punish Air Dark Fire on hit.


Firebrand happens to possess very good mix-ups when combined with assists. He has a lot of cross up set-ups using beams or horizontal assists along with cross up Bon Voyage or Demon Missile H, but also has a powerful high/low game. His j.L is an instant overhead on nearly every character in teh game. Not only that, but it can be cancelled into Bon Voyage or Hell's Dive L to get back to the ground fast. This makes it very easy for Firebrand to instant overhead you the moment you block an assist, or fake out a high with Hell's Dive L into c.L. As mentioned before, his grab game is very powerful and allow for some good guard break set-ups using fireballs and Luminous Body. His fuzzy guard set-ups also work on a large amount of the cast.
When ending a combo, consider using Air Dark Fire if you expect the hyper to kill the opponent, or if you are going to DHC out, in order to benefit from the extra damage. If you do not plan to kill or DHC, instead consider using the grounded version for better recovery, or even not performing a hyper at all and forcing the opponent to wake up into your mixup game.
}}
}}


When trying to figure out mix-ups with Firebrand, try to thing about the unique properties of his specials and the angles they cover. Simple ideas can be something like Demon Missile M + Plasma Beam on an incoming character for a cross up. More advanced things including plink dashing to full screen into a low wall clinged L fireball, and then plink dash behind it to attempt a guard break from the fireball's blockstun.


'''Air vs Ground Dark Fire'''
{{MoveData
|image=UMVC3_Firebrand_214XX_Flash.png
|image2=UMVC3_Firebrand_214XX_Effect.png
|caption=
|name=Luminous Body
|subtitle=Shining Arremer
|input=214XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=9+11
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties={{airok}}, 593 frame install state
|description=
Install hyper. Firebrand's body becomes shiny, and he gains a global 25% speed boost to his attacks and movement. This boost is identical to the speed boost Firebrand gains from Level 1 X-Factor, and the two bonuses can stack. Luminous Body has no other effects besides increasing speed, but the boost gives Firebrand additional combo and pressure options, and makes him more mobile.


You may notice that some players will do their Dark Fire at the end of their combo in the air. This is because you do slightly more damage. If you do a grounded Dark Fire on a hard knockdown opponent without mashing, you'll get 19 hits. With air Dark Fire, you get 20 hits (doing roughly 9k more damage). This is important to remember, but it can vary based on character size slightly. However, it is also important to understand why you might want to do a grounded Dark Fire instead.  After Dark Fire, your opponent is going to be above you. If you do it in the air, you cannot act or block until you land. So if you do not plan to DHC and the extra bit of damage would not kill, you should do grounded Bon Voyage instead. If you were to  do an air one and not DHC, it is very possible for your opponent to neutral tech and then punish your recovery with a footdive or helmet breaker. Unfortunately, Dark Fire doesn't leave the opponent in a great spot for Firebrand to apply pressure afterwords.
Although Firebrand's meter-build is not the best, it is possible for Firebrand to rebuild the meter spent on Luminous Body, to reactivate it again after it expires.


=== Advanced Strategy ===
Firebrand can tag out to another character while in Luminous Body, and he will retain the speed bonus as an assist character without depleting the install's duration.
}}
}}


[[Category: Ultimate Marvel vs Capcom 3]]


'''Bon Voyage Hard Tags'''
{{MoveData
|image=UMVC3_Firebrand_623XX.png
|image2=UMVC3_Firebrand_623XX_L.png
|caption2=L - Fireball
|image3=UMVC3_Firebrand_623XX_M.png
|caption3=M - Demon Missile
|image4=UMVC3_Firebrand_623XX_H.png
|caption4=H - Demon Swoop
|name=Chaos Tide
|input=623XX (3 bars)
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=9+0
|active=579
|recovery=20
|onhit=-
|onblock=-
|properties=Summons a buddy
|description=
Firebrand calls forth another - slightly smaller - Arremer. For the duration of the hyper, pressing L, M or H will (in addition to controlling Firebrand normally) cause the small Arremer to perform an attack as well:
*L causes the buddy to perform M Hell Spitfire, tossing a fireball at a down-forward angle.
*M causes the buddy to perform M Demon Missile, where they charge forward as an attack.
*H causes the buddy to perform H Demon Missile, where they swoop downwards as an attack.


Bon Voyage is one of the most powerful tools in Firebrand's arsenal, and it is important to understand how it works. Bon Voyage can connect at 3 different heights (ground, normal jump, super jump), and at 4 different screen positions (corner, near corner, near full screen, full screen). This causes 12 different ways that Bon Voyage can hit. While each of them have minuscule differences, the most important thing to note is that '''grounded Bon Voyage ALWAYS throws farther into the corner than normal or super jump Bon Voyage.''' This is really important when considering hard tags, because a midscreen grounded Bon Voyage into hardtag will NOT work the same way as a midscreen normal jump Bon Voyage. Be very wary of how and where your Bon Voyage connects and if/how you can hard tag out of it. Be very wary of hard tag videos that use grounded Bon Voyage, as they may not work off of air Bon Voyages (which are way more common).
The buddy himself has no hurtbox and can not be attacked or nullified by projectiles (although the fireballs he shoots can be destroyed like normal). His M and H attacks function like assists - pushblocking them will not affect Firebrand. However, pushblocking the projectile created by the L attack ''will'' affect Firebrand. The buddy also benefits from speed boosts due to X-Factor, and even transforms to gain the speed boost of Luminous Body if Firebrand has enough meter to activate both at the same time. With the benefits of this extra speed, you can keep an opponent locked down indefinitely through repeated uses of the H attack, or by alternating H and L attacks.


'''Wall Clinged Fireballs'''
As with Luminous Body, Firebrand can continue to build meter while this hyper is active. He will also gain meter from the buddy's fireballs(although not the physical M/H attacks). However, tagging out Firebrand by any means immediately ends the hyper, causing your buddy to fly off-screen.
}}
}}


Firebrand has the ability to shoot fireballs out of his wall cling using L, M, or H. However, the wall cling can only be done while airborne and with your back to the wall. Fortunately, there are ways to do this right off the ground. This technique has a lot of names, but the most common is "instant wall cling fireballs". These take a lot of practice, but are a big part of Firebrand's game. They can be put on the screen very quickly, and can be combined with standing or aerial fireballs to cover a lot of angles. If done at the lowest possible height, they will hit Morrigan while she is standing. As it currently stands, there are two ways to do this:
=== Universal Mechanics ===


1. Back, up-back, neutral, back
{{MoveData
|image=UMVC3_Firebrand_GroundThrow.png
|image2=UMVC3_Firebrand_GroundBackThrow.png
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Standard ground throw that results in the opponent knocked down. Forward throw has significantly better advantage than back throw, with Backthrow not being convertable outside of X-Factor/Luminous Body speed boosts. Forward throw can universally be followed up with an OTG 236H. However, smaller characters tend to fall out of the flames from 236H before Firebrand can launch them. To combat this, dash up after a forward throw before performing the H Fireball, to maximize the time that the flames will hit them.


This is the more optimal way to do it. You start at back, and then slide it into up back. This counts as the first "back" in the input, and also your jump. After you hit up-back, you need to go back to neutral. This is the only way the game can register a wall cling. After you go back to neutral, you tap back again.  
Ground Throw option-selects 5H, which is a strong normal with two hits for hit-confirming, which is plus on block. Additionally, consider buffering a 2L or 623M (with assist) when attempting a ground throw. Timed properly, these moves will only come out if the opponent actually techs your throw, and will beat most non-invincible options the opponent has post-throw.
}}
}}


2. Up, up-back, neutral, back
{{MoveData
|image=UMVC3_Firebrand_AirThrow.png
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Standard airthrow that results in the opponent being thrown away, ending in a Hard Knockdown. Contrasted with Firebrand's ground throw, his Back Airthrow is preferred over the forward version, due to being easier to combo afterwards. At normal jump height, comboing can be done easily by performing an air j.236H Fireball just as you finish the throw. At superjump height, Firebrand can convert a backthrow with 214M > j.5L (whiff), land, 236H to close the distance.


This method is the easier one to learn, but isn't as optimal. As in, your wall clings will probably be higher off the ground than if you can do the first method. On the input screen, it looks like a quarter circle starting from the top and going to back, but you still need to put the neutral in there.
As with ground throw, Firebrand's airthrow option-selects the relatively strong j.5H normal, and Firebrand can buffer a j.236S or j.2H after the throw attempt to remain advantageous on block and start a combo on hit.
}}
}}


This technique is easiest on a Hitbox, though it is definitely still possible on stick. It is considered one of the more executionally heavy things that Firebrand can do, but it's not something that you can do blindly. It takes a lot of practice to be able to instant wall cling fireball on command, and it takes even more practice to use it properly. However, it is recommended that you learn to plink dash as well to make use of this. It will allow you to shoot a fireball and then plink after it (probably with an assist behind you), or it will allow you to shoot fireballs until you are too close to do it again, where you can then just plink back to full screen and shoot more fireballs. This technique is becoming a staple in Firebrand's neutral, so don't skip over this part of his game. Watch Apologyman for some good examples of instant wall cling fireball use.


'''Unblockable Set-Up Basics'''
{{MoveData
|image=UMVC3_Firebrand_5H_1st.png
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=3
|recovery=24
|onhit=-
|onblock=-4
|properties=Snapback
|description=
Animation and hitbox based on the second hit of 5H.
}}
}}


Firebrand can set up unblockables using his charged Demon Missile H. This seems overpowered at first glance, but there is more to it than meets the eye. As a Firebrand player, it is up to you to know what set-ups your team has, but also how to escape them. Here are some factors to be aware of when trying to unblockable an enemy:
* Incoming height/options: Different characters come in at different heights on incoming. For example, Magneto comes out significantly higher than Vergil. This makes it a lot easier for him to escape even meaty set-ups. Dante and Strider also come out significantly higher than others, but also have double jumps. This makes it a lot easier for them to escape solo or poorly timed incoming unblockables. Sentinel has an air okay invincible super, so he has a pretty good chance of escaping any unblockable that has a gap. Try to be aware of what options your opponent has on incoming and the heights their characters come in at.
* X-Factor: A lot of unblockables can be escaped using Xfactor. Set-ups that seem guaranteed can be escaped using XFactor guard cancelling. For example, Angelic's "Heaven or Hell" set-up (Shown above) can be escaped by blocking the Stalking Flare, and then XFactor cancelling the block stun and then taking the hit from the Purification assist. This carries you up too high for Firebrand to convert. Some characters can also XFactor cancel blockstun into invincible hypers. While it seems advantageous to force your opponent to use XFactor, try to be aware of how much of your resources you commit to your set-up.
* Available resources: As mentioned in the above paragraph, be very aware of your available resources. You do not want to blow all of your meter to unblockable a character and then be unable to kill them once you get the hit. You also do not want to waste a lot of meter only to have the opponent escape your set-up. Firebrand requires a lot of resource management.
* Opposing team composition: When trying to unblockable an enemy, make sure you are very aware of their team composition. If you were to get a hit on Magneto/Doom/Vergil, you could kill Magneto and attempt to unblockable Doom, but then later end up having to deal with anchor Vergil. On the other hand though, if you were to get a hit on a Magneto/Dormammu/Doom team, it would be better to unblockable Dormammu and leave the with anchor Doom. This aspect of unblockabling is open to interpretation and can vary a lot based on the player. However, it is still something to be aware of and requires a lot of thought.
* Ground vs Air: If at all possible, it is usually better to go for air-based unblockables. Only three characters in the game have air-okay invincible supers (Phoenix, Sentinel, and Morrigan). However, a large portion of the cast have invincible ground supers.  Be very conscious of the opponent's available meter and whether they have XFactor, as you don't want to attempt a ground unblockable on Spencer, only for them to XFactor cancel into Bionic Arm and hit both Firebrand and the assist you are using to unblockable.


== Strategy vs. Firebrand ==
{{MoveData
|image=UMVC3_Firebrand_HardTag.png
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=30,000
|guard=OH
|startup=-
|active=20
|recovery=33
|onhit=-
|onblock=-13
|properties={{softknockdown}}
|description=
-
}}
}}


- Firebrand's normals, while possessing great angles and frame data, are somewhat small. This can cause him to struggle vs characters with big disjointed normals, such as Zero or Vergil.
== Team Position ==


- At first, it may seem like Firebrand has an overwhelming zoning game because of his good angles and the speed of wall cling fireballs, but it is important to remember that each fireball is only 5 points of medium durability. Wall cling fireballs can be ducked by a large portion of the cast, and he can't block until he lands. His air fireballs are great for sniping assists, but each fireball completely stops Firebrand's momentum and makes it easier to punish him. His grounded fireballs also have enough recovery to prevent him from being able to match the stronger zoners. Morrigan in particular gives him problems, but other characters like Dormammu, Zero, and Magneto can either out-durability or outmaneuver his projectiles. It's up to the Firebrand player to be unpredictable with his fireballs in order to limit your approach options, so always be wary of where he is and what angles he can shoot his fireballs at.
Firebrand is usually chosen as a '''Point''' character. Successful Firebrand teams are typically "300%" teams, that score one hit with Firebrand, kill the opponent's character, and then snowball with Unblockable setups on oncoming. Firebrand's assists, while not useless, are definitely below-average, and so there is little incentive not to put him in the point position if you intend to use him.


- Be wary of your options during unblockables. Try to use your meter and XFactor to disrupt his unblockables or to escape them. Each character comes out at different heights, making it easier for some characters to escape them (like Magneto, Dante, or Strider). If Firebrand attempts an unblockable while you're grounded, you can XF cancel the blockstun into an invincible move and punish both him and his assist. Sometimes it is better to take the hit from whatever Firebrand is using to lock you down in order to scale the following combo and force Firebrand to use more meter or go for a TAC infinite to kill.
=== Notable Synergies ===


- Firebrand cannot break the super jump threshold. As in, once you've reached your maximum super jump height, the only way you can get higher is if something hits you up there (such as with Hidden Missiles). This can cause problems vs characters like Doom who can super jump and then air dash up, as Firebrand will not be able to reach him up there. Other characters like Magneto and MODOK can make this harder for him too.
'''Dante/Amaterasu/Super Skrull:''' As a momentum-focused point character, Firebrand benefits from assists that provide a large amount of blockstun (or hitstun). Jam Session, Cold Star, and Tenderizer respectively provide enough lockdown for Firebrand to fully charge his 623H unblockable, or simply to use while running a more standard mixup game. These characters all also make for reasonably solid anchor characters, should Firebrand die before he can set up.


- Sometimes it's better to dismantle the team around Firebrand than it is to kill Firebrand. Use snapbacks in a way that disrupt his team synergy, and focus on the "core character" of the team (Usually Doom). Be careful though, as XF3 Firebrand is extremely fast and can actually do damage. If your team has poor incoming options, it's possible for Firebrand to get a hit on your first character, XF to kill, and then solo unblockable both characters before XF runs out.
'''Players to Watch:''' Zak Bennet (Firebrand/Dorm/Ammy), Apologyman (Firebrand/Doom/Skrull), Udaterasu (Firebrand/Vergil/Ammy), SkilldatKillz (Firebrand/Doom/Ammy)


- Save your Xfactor vs a Firebrand team until you absolutely need it. Xfactor is an important resource to Firebrand, as it is his most reliable way to guarantee a kill. If Firebrand uses his XFactor to kill a character, you will still have your XFactor to attempt an anchor comeback or maybe escape an unblockable set-up.
'''Doctor Doom:''' Firebrand's combo potential is quite low, something that effective teams usually work around by using Hard Tag setups to start a combo with Firebrand and finish with another character. Doom is an excellent choice as a partner for this setup. Firebrand's 236S kidnap move is fairly easy to combo into, and causes a wall bounce into a hard knockdown, giving plenty of time for Doom to be tagged in. Doom has excellent solo damage and can easily pick up after knockdowns with 5M or 5H.


- Firebrand has NO invincible moves. He cannot challenge your invincible moves, so characters like Spencer can bully him with the threat of a Bionic Arm. Because he can't XFactor cancel  blockstun into an invincible move, characters like Vergil can lock him down for long periods of time too.
'''Players to Watch:''' Marvisto (Firebrand/Doom/Taskmaster), Apologyman (Firebrand/Doom/Skrull), Kresent (Firebrand/Dorm/Doom), SkilldatKillz (Firebrand/Doom/Ammy), Sothea (Firebrand/Doom/Iron Man), Babaghanoush (Firebrand/Doom/Iron Man)


- Firebrand cannot block until he lands if he does Hell Spitfire H (QCF+H), Dark Fire (QCF+atk+atk), or a wall cling fireball in the air. If you can get under Firebrand while he is at super jump height, you can possibly cross him up and force him to get Hell Spitfire (QCF+H) instead of Hell's Dive (QCB+h), or Dark Fire (QCF+atk+atk) instead of Luminous Body (QCB+atk+atk).
'''Other Players to Watch:''' Angelic (Firebrand/Dorm/Shuma, sometimes)


- If Firebrand does Bon Voyage (Qcf+s) at super jump height, he will not reach the ground. Bon Voyage will end slightly below normal jump height with 28 frames of recovery. A smart Firebrand will avoid doing Bon Voyage at that height, as you can easily punish him if the move ends in the air.
== Alternate Colors ==


- Air Bon Voyage is +10 on block, whereas ground Bon Voyage is -30 on block. Without an assist, grounded Bon Voyage can always be punished (you can mash grab if you're worried about missing the punish window. Even if he calls an assist with it, mash grab anyway. If you leave blockstun, you'll grab him. If you don't leave blockstun before the assist hits, then just stop mashing grab and start blocking). Air Bon Voyage is a lot safer, but it is possible to chicken block it right off the ground and punish it with a grab or quick normal.
{{Chara-Colors-UMVC3}}


- Luminous Body has 9 frames of pre-flash start-up and 11 frames of post-flash recovery. This is pretty bad when compared to either of the Devil Triggers (which are only 4 frames total) or installs like Spiral Swords (swords appear on frame 2 after flash) or Sougenmu (1 frame of post flash recovery). So if Firebrand does Luminous Body near you, you have 11 frames after the flash to punish it. It's also worth noting that if done in the air, Luminous Body will leave Firebrand in flight mode. He will have to manually input something to end his flight after waiting for the 11 frames of recovery. Pay a lot of attention to when Firebrand does Luminous Body as well. You can tell whether it was a grounded or air Luminous Body by looking at his feet right as the game zooms in on him for the cinematic. Lastly, if Firebrand cancels any of his Shoryuken motion (Demon Missile L, M, or H) moves into Luminous Body, he will be in flight mode.
{{Content Box|content=
 
{{Navbox-UMVC3}}
- Unless you are in block stun or Firebrand is in Luminous Body or XFactor, do not be afraid to crouch block him. Without those, he cannot convert j.L into a combo unless he forces you to fuzzy guard. So, if Firebrand uses Plasma Beam to approach and then attempts to go high right after the last hit of the beam is blocked, he cannot convert it even if it hits you. This will take some practice to get the hang of when he can and can't go high, but it will become intuitive after you've gotten enough experience vs him.
}}
 
- Dark Fire is an air-okay super with high-durability points. If Firebrand is at full screen and super jump height, Dark Fire will hit the entire screen in front of and below him. It will do barely any damage, but it will clear the screen of all non-hyper projectiles and usually hit you out of anything you are doing. Be wary of Firebrand using this as an option to DHC out into something like Dormammu's Chaotic Flame or Doom's Photon Array.
 
- A lot of moves leave Firebrand in flight mode. Pay attention for moves that leave Firebrand in flight mode. These moves are as followed: Demon Missile H (DP+H), air Luminous Body (QCB+atk+Atk), Hell's Elevator (QCB+atk), Devil's Claw (down+H, on hit or block), and obviously flight mode (QCB+S)
 
- Firebrand has a very small crouching hitbox, allowing him to duck under a lot of common assists such as Doom's Plasma Beam or Hawkeye's Greyhound (triple arrow). Be careful about relying on these assists, as Firebrand's c.L will hit you and keep him under the assist. Look for situations that forcing Firebrand to duck your assist will help, such as going for a grab.
 
== Week of Firebrand for /r/mvc3 ==
 
[http://www.reddit.com/r/MvC3/comments/235jtt/week_of_firebrand_ghaa_gi_gya_introduction/ Introduction] <br>
[http://www.reddit.com/r/MvC3/comments/23eaph/geh_gya_ghiii_you_will_not_save_this_princess/ Match ups] <br>
[http://www.reddit.com/r/MvC3/comments/23jttv/a_song_of_ice_and_firebrand_team_talk/ Team Thread] <br>
 
== Mission Mode ==
<youtube>L8z2D2ngcG0</youtube>

Latest revision as of 09:11, 11 July 2024


Introduction

As a member of the Arremer race, Firebrand is a demon and opponent of the knight Arthur. He was primarily infamous as an annoying enemy in Ghouls 'n' Ghosts. He is also the main character of his own game, Demon Crest.

In UMvC3, Firebrand is a technical character, who weaves in and out of his flight mode through various attacks to open the opponent's defenses. He also has a special move that moves him through the air in place of a regular airdash. Although he can be difficult to master, and has low solo damage, Firebrand can harass from afar with fireballs while fishing for any clean hit, which he can convert into repeated Unblockable setups with his Charged Demon Missile (623[H]) attack.

Strengths Weaknesses
  • Versatile Mobility: High speed and several great mobility tools, including a speedy grounded dash and the ability to quickly glide through the air using his "Hell Dive" and "Hell's Elevator" (214X) specials.
  • Strong Mixup Potential: Has exceptional mixup and reset potential, which most importantly includes is Unblockable 623[H] "Demon Missile" special. Firebrand can score a single hit and then quickly snowball to a game win by repeatedly resetting back into Unblockable setups, even Unblockabling the next character on incoming before they have a chance to act. These "300%" combos make Firebrand very terrifying to fight against.
  • Simple Conversions: Can easily confirm most hits into a full combo using either his j.2H "Devil's Claw" or 236S "Bon Voyage" attacks, which also provide excellent corner carry.
  • Great Normals: Normals have great frame advantage and multiple cancel options which make it very difficult for the opponent to escape his pressure.
  • Low Damage: Combo damage potential is terribly low, and Firebrand is dependent on his teammates (via DHC or Hard Tag) or on repeated resets to actually kill his opponents.
  • Some Bad Normals: Stubby normals are difficult to use unless the opponent is already locked down by projectiles or assists.
  • No Keepaway Tactic: Has no invincible or armored moves to escape his opponent's offense if things do not go his way.


Unique Movement

Despite lacking a traditional airdash Firebrand is one of the most mobile characters in the air in the game. The combination of a Wall Cling, a threatening dive kick style move in Bon Voyage (236S), a unique command air dash in Hell's Elevator (214X), a flight mode, and a install that grants him a 25% speed boost in Luminous Body (214XX) makes Firebrand difficult to catch and even more difficult to avoid.

UMVC3 Firebrand Nameplate.png
UMVC3 Firebrand Portrait.png
Health 850,000
Invulnerable Reversal(s)
Grounded Magic Series Full
X-Factor Damage Boost (1/2/3) 15% / 35% / 55%
X-Factor Speed Boost (1/2/3) 25% / 35% / 45%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
0 No No No Yes
Minimum Attack Scaling
Normals Specials Hypers
10 10 35

Move List

Assists

Hell Spitfire
Assist A
UMVC3 Firebrand AssistA.png
Damage Startup Active Recovery
100,000 + 15,000 x5 50 - 111, 81
On Hit On Block Guard Properties
- - Mid Invuln (as Crossover Counter) frames 1 - ???, Otg.png, Priority: Low, Durability: 4 (fireball), 2 (flames)

THC Hyper: Dark Fire. Firebrand spits a fireball on the ground directly in front of himself. The fireball takes 4 frames to reach the ground, and an additional 2 frames to erupt. Once on the ground, the fireball bursts into flames, which hit repeatedly while slowly advancing forward. The flames are active for 62 frames before disappearing.

Spitfire can be useful as an OTG assist, although it is slower than many other choices, such as Wesker's Gunshot.

Demon Missile M
Assist B
UMVC3 Firebrand AssistB.png
Damage Startup Active Recovery
100,000 39 20 112, 82
On Hit On Block Guard Properties
- - Mid Invuln (as Crossover Counter) frames 1 - ???, Softknockdown.png

THC Hyper: Dark Fire. Firebrand charges horizontally across the stage as an active hitbox. Although Firebrand travels the entire screen length during this move, his active frames run out early; he can only hit an opponent who is at most 2/3 of fullscreen distance away.

Although this assist is decently fast and has good range, the fact that it is a physical hit and not a projectile means Firebrand is vulnerable to being stuffed by the opponent's own assists or attacks, and it is dangerous to call outside of combos.

Demon Missile H
Assist Y
UMVC3 Firebrand AssistY.png
Damage Startup Active Recovery
80,000 50 31 112, 82
On Hit On Block Guard Properties
- - Mid Invuln (as Crossover Counter) frames 1 - ???

THC Hyper: Dark Fire. Firebrand leaps into the air, and then swoops across the stage in an arc. Has decent coverage, but no special properties and causes minimal hitstun/blockstun.

Ground Normals

Stand Light
5L
UMVC3 Firebrand 5L.png
Damage Startup Active Recovery
33,000 5 3 9
On Hit On Block Guard Properties
+6 +6 Mid Rpdfire.png

-

Stand Medium
5M
UMVC3 Firebrand 5M.png
Damage Startup Active Recovery
45,000 8 3 15
On Hit On Block Guard Properties
+1 0 Mid -

Has fairly good reach for its speed, and good frame advantage. Canceling into 623M or 214X off this attack while calling an assist is a good way to start an offense.

Stand Heavy
5H
UMVC3 Firebrand 5H 1st.png
UMVC3 Firebrand 5H 2nd.png
Damage Startup Active Recovery
35,000 + 45,000 10 2(7)4 18
On Hit On Block Guard Properties
+2 +1 Mid -

Hits twice.


Crouching Light
2L
UMVC3 Firebrand 2L.png
Damage Startup Active Recovery
33,000 4 2 12
On Hit On Block Guard Properties
0 -1 Low Rpdfire.png

-

Crouching Medium
2M
UMVC3 Firebrand 2M.png
Damage Startup Active Recovery
48,000 8 4 17
On Hit On Block Guard Properties
-2 -3 Low -

Functions similar to 5M, but has worse reach in exchange for hitting low.

Crouching Heavy
2H
UMVC3 Firebrand 2H.png
Damage Startup Active Recovery
65,000 10 8 26
On Hit On Block Guard Properties
- -11 Low Strk.png, Softknockdown.png

Firebrand slides along the ground. Advances forward approximately 1/4 of fullscreen distance. He can then cancel 2H into other mobility options, such as 214X Hell's Elevator for additional mobility.

Despite appearances, this attack actually has a higher profile than Firebrand's regular crouch. He can naturally duck underneath many projectiles, but attempting to 2H slide underneath them will cause Firebrand to get hit.


Launcher/Special
S
UMVC3 Firebrand 5S.png
Damage Startup Active Recovery
75,000 9 5 30
On Hit On Block Guard Properties
Launch -12 Mid Launch.png, Nocancel.png

Steps forward about one character length while swiping upwards. This is a bad thing, because 5S is quite unsafe.

Aerial Normals

Jumping Light
j.5L
UMVC3 Firebrand jL.png
Damage Startup Active Recovery
35,000 5 3 17
On Hit On Block Guard Properties
+12 +11 OH -

Works naturally as an instant overhead against normal-sized characters. Converting this hit into anything meaningful is difficult and depends on Firebrand's current state:

  • Without speed boosts from Luminous Body or X-Factor, Firebrand can follow up an instant overhead j.5L with Fast-Fall j.214L into Snap Back, but Snap is the only attack fast enough to link this way. Video Example
  • If Firebrand is in X-Factor, or has Luminous Body active, he can cancel instant overhead j.5L directly into j.236S Kidnap and have it combo.
  • If j.5L counter-hits, he can also cancel directly into j.236S even without any speed boosts active.
  • As with just about any character, Firebrand can cancel instant overhead j.5L into X-Factor activation, then follow-up with a falling j.5S to start a full combo. This is worth considering due to Firebrand's huge snowball potential off any kill through his Unblockable setups.
Jumping Medium
j.5M
UMVC3 Firebrand jM.png
Damage Startup Active Recovery
48,000 8 4 22
On Hit On Block Guard Properties
+17 +16 OH -

Works as an instant overhead naturally against large-body characters, or on normal-sized characters when set up via Fuzzy Guard. This has the advantage of always comboing into j.236S Kidnap, even without any speed boosts active.

Jumping Heavy
j.5H
UMVC3 Firebrand jH 1st.png
UMVC3 Firebrand jH 2nd.png
Damage Startup Active Recovery
40,000 + 40,000 8 3(2)4 29
On Hit On Block Guard Properties
+19 +18 OH -

Hits twice.

Jumping Special
j.5S
UMVC3 Firebrand jS.png
Damage Startup Active Recovery
70,000 10 4 32
On Hit On Block Guard Properties
+15 +14 OH Aircombofinisher.png, Nocancel.png

Can hit cross-up.

Command Normals

Devil's Claw
j.2H
UMVC3 Firebrand j2H.png
Damage Startup Active Recovery
70,000 18 Until grounded 11
On Hit On Block Guard Properties
- +11 Mid Nocancel.png, Groundbounce.png into Softknockdown.png

Firebrand dives down-forward at a steep angle, attacking with his feet. It can option-select a throw by being input as j.3H or j.1H, but keep in mind it is slower than j.5H as an option.

If Devil's Claw makes contact with an opponent, Firebrand will bounce off of them, rising slightly higher into the air, and then automatically enter his Hover Mode. If it doesn't make contact with an opponent, Firebrand recovers normally upon reaching the ground.

j.2H causes a Ground Bounce on hit, and Firebrand can consistently follow up this hit by canceling his Hover state into j.214L Fast-Fall. This gives Firebrand a reliable way to convert stray air-to-air hits into full combos, and so it is an important part of his offense besides being a helpful combo tool.

Special Moves

Hell Spitfire
236X
UMVC3 Firebrand 236L.png
L Version
UMVC3 Firebrand 236M.png
M Version
UMVC3 Firebrand 236H.png
H Version
UMVC3 Firebrand 236H Fire.png
H Version leaves a lingering fire after touching the ground.
L
Qcf.png + L.png
Damage Startup Active Recovery
100,000 16 - 29
On Hit On Block Guard Properties
0 -1 Mid Airok.png, Priority: Low, Durability: 5
M
Qcf.png + M.png
Damage Startup Active Recovery
100,000 16 - 29
On Hit On Block Guard Properties
0 -1 Mid Airok.png, Priority: Low, Durability: 5
H
Qcf.png + H.png
Damage Startup Active Recovery
100,000 + 15,000 x5 26 - 20 (Until grounded in air)
On Hit On Block Guard Properties
- +54 Mid Airok.png, Strk.png, Otg.png, Priority: Low, Durability: 5 (Fireball), 3 (flames)

Firebrand's projectile special. If done in the air, Firebrand floats in place while shooting, halting any aerial momentum. L version shoots a fireball directly forwards. M version fires up-forward while on the ground, or down-forward while airborne, at a 45 degree angle.

The H version is special. Firebrand shoots his fireball almost straight down. Upon hitting the ground, it erupts into flames, which hit multiple times and can OTG. This is Firebrand's primary OTG tool and allow him to convert off Hard Knockdowns, such as throws.

Spitfire has average durability and fairly long recovery, so under normal circumstances it quickly falls behind other characters' projectiles in zoning battles. It can be fired much faster by taking advantage of Firebrands Wall Cling special (see below).


Wall Cling
(in air, near wall), 44
UMVC3 Firebrand Wallcling.png
Press L, M or H while clinging to shoot a fireball.
UMVC3 Firebrand Wallcling Fireball.png
Damage Startup Active Recovery
- - - -
On Hit On Block Guard Properties
- - - -

Note: Exact Frame data for Wall Cling is not known at this time.

Firebrand clings to the edge of the stage, holding himself in place in the air. He will remain in place for roughly 2 seconds, or until any of the main attack buttons is pressed.

Pressing L, M, or H will cause Firebrand to hop off the wall and perform a variant of his Hell Spitfire projectile attack. The fireball pattern mirrors that of the regular special move: L going directly forward, M going down-forward, H being an OTG. However, Firebrand continues to move through the air during the fireball, and can land-cancel the recovery to make the fireball much faster than would otherwise be possible. Conversely, Firebrand can not recover from a Wall Cling fireball until touching the ground, so a projectile shot from very high in the air is much less safe than normal.

Pressing S causes Firebrand to dismount from the wall without attacking, and Firebrand can immediately act normally upon leaving the wall. Wall cling into S has some odd properties and can sometimes preserve momentum. For example, if you are Firebrand and on incoming, if you wall cling instantly as you enter the screen and then press S right away, Firebrand will jump nearly full screen off the wall, amplifying his momentum from him entering the stage. This is great for escaping incoming mix-ups if you time it well, but be wary of meaty set-ups. This can method can also transfer momentum from the screen shrinking. As in, if you wall cling at full screen and then jump off instantly, you can sometimes do the same full-screen jump.

As a special move, Wall Cling counts against the "3 special moves per jump state" limit, and performing any of the fireball follow-ups counts as a second special against the same limit. However, Firebrand can still use the fireball follow-ups as a fourth special, even if Wall Cling was his third special in that jump. Dismounting from the wall using S does not count as using a Special Move.

Although Wall Cling requires Firebrand to be in the air, it is desirable to perform the cling immediately off the ground, to get better recovery on his fireballs and allow them to hit grounded opponents. This is called an "Instant Wall Cling Fireball". The standard input for this technique looks like this: 47 > 5 > 4
Buffer the first Back input of the 44 motion before jumping, then "roll" the stick toward up-back. Reset to neutral, then quickly tap the second back input.

If done perfectly, Firebrand's L fireball will be low enough to hit normal-sized standing opponents, or big-body characters that are crouching. It will also have excellent recovery due to Firebrand landing almost immediately, allowing him to perform another Fireball right away (or any other action). You can see a video example here.

Instant Wall Cling Fireball greatly enhances Firebrand's long-range game and allows him to advance on an opponent - or zone them out - behind several successive projectiles.


Bon Voyage
Kidnap
236S
UMVC3 Firebrand 236S.png
UMVC3 Firebrand j236S.png
UMVC3 Firebrand 236S Kidnap.png
After hitting an opponent with Bon Voyage, Firebrand drags them to the corner.
Damage Startup Active Recovery
20,000 per drag + 70,000 13 15 28
On Hit On Block Guard Properties
- -30 (+10 in air) Mid Airok.png, Wallbounce.png, Hardknockdown.png (if wallbounce activates), Softknockdown.png (if no wallbounce)

Firebrand lunges forward, or down-forward if he is airborne, attempting to snatch the opponent. This move is a hitgrab, so it can be blocked, but places Firebrand and the opponent into a throw-like animation if it successfully hits, and can be combod into.

If Firebrand successfully hits the point character with this attack, he will drag them along the ground towards the corner. Being dragged deals repeated damage to the opponent, and Firebrand always drags the opponent all the way to the corner regardless of distance, and so this attack deals higher damage if Firebrand is farther from the corner when he lands it. Upon reaching the corner, Firebrand tosses the opponent into the wall. This causes a Wall Bounce, which leads into a Hard Knockdown. If Wall Bounce has already been consumed earlier in the combo, Kidnap causes a "fake" Wall Bounce which instead results in a Soft Knockdown.

While dragging the opponent as part of this attack, Firebrand can not be harmed by most attacks. Consequently, Bon Voyage can be used to dodge assists or other delayed attacks that the opponent may be using to protect themselves. This is commonly used as a consistent way to combo around an opponent's Hidden Missiles assist, which might otherwise force Firebrand to drop or shorten his combo.

Bon Voyage is an important tool for Firebrand as it gives him a very consistent way to convert most hits and guarantees that he will reach the corner for the rest of the combo. It does cause sizeable damage scaling, but this can be circumvented by making use of Firebrands multiple tools for resets once in the corner.

The lengthy Wall Bounce into Hard Knockdown caused by this move gives Firebrand a way to combo into a Hard Tag to another character. Firebrand can make use of this by circumventing his own underwhelming damage by hard tagging to a more damaging character. However, specific Hard Tag setups off Kidnap depend on several factors. Bon Voyage can connect at 3 different heights (ground, normal jump, super jump), and at 4 different screen positions (corner, near corner, near full screen, full screen). This causes 12 different ways that Bon Voyage can hit. While each of them have minuscule differences, the most important thing to note is that grounded Bon Voyage ALWAYS throws farther into the corner than normal or super jump Bon Voyage. This is important when considering hard tags, because a midscreen grounded Bon Voyage into hardtag will NOT work the same way as a midscreen normal jump Bon Voyage. Pay attention to where your Kidnap setup connected when deciding whether to attempt a Hard Tag setup, and notice that Hard Tag setups off grounded Bon Voyage are not guaranteed to work on the more common air version.


Demon Missile
623X
UMVC3 Firebrand 623L.png
L
Dp.png + L.png
Damage Startup Active Recovery
100,000 15 20 21
On Hit On Block Guard Properties
+2 +1 Mid -
M
Dp.png + M.png
Damage Startup Active Recovery
100,000 15 20 21
On Hit On Block Guard Properties
-17 -18 Mid -

Firebrand charges forward as an active hitbox. For the L version, Firebrand will bounce off the opponent if he makes contact with them, ending with him airborne in his Hover state at roughly jump height. The M version does not have the bounce effect, and instead allows Firebrand to pass through opponents, on hit or block, and continue charging through to the other side. Calling and assist and then canceling into M Demon Missile is a simple way to create an ambiguous cross-up.

Demon Missile H
623H (can be charged)
UMVC3 Firebrand 623H.png
Damage Startup Active Recovery
80,000 / 100,000 23 ~ 83(?) 30 0
On Hit On Block Guard Properties
- - Good luck! Softknockdown.png (vs airborne), Unblockable.png (when fully charged)

Firebrand hops into the air and then swoops forward in an arc. Done normally, this attack is fairly underwhelming. It hits once as a Mid, then leaves Firebrand in the air, automatically putting him into his Hover state, with poor frame advantage.

This move is notable in that it can be charged by holding down the H button. Fully charging 623H improves its damage and hitstun, but more importantly makes the move Unblockable. This is different from a throw, which does not work on opponents who are in hitstun. Firebrand can keep an opponent locked down via an assist while charging this move, then connect the Unblockable attack with effectively no chance for the opponent to the escape. Performing this setup, then confirming it into a combo and looping it back into itself, is what allows Firebrand to perform so-called "300%" setups, where any hit on any character can snowball into a game win.


Hell's Elevator
214X
UMVC3 Firebrand 214L.png
L Version
UMVC3 Firebrand 214M.png
M Version
UMVC3 Firebrand 214H.png
H Version
Damage Startup Active Recovery
- 26 - 1
On Hit On Block Guard Properties
- - - -

Special command jump and mobility tool for Firebrand alongside Hell Dive - the aerial version.

  • L version causes Firebrand to launch directly up to regular jump height.
  • M version causes Firebrand to launch up-forwards, reaching regular jump height and advancing about half of fullscreen distance.
  • H version causes Firebrand to launch up-back, reaching regular jump height and retreating about half of fullscreen distance.

Regardless of the version used, Firebrand automatically enters his Hover state on recovery.

Hell Dive
j.214X
UMVC3 Firebrand j214L.png
L Version
UMVC3 Firebrand 214M.png
M Version
UMVC3 Firebrand 214H.png
H Version
Damage Startup Active Recovery
- 15 - -
On Hit On Block Guard Properties
- - - -

Air version of Hell's Elevator. Acts as a pseudo-airdash, giving Firebrand additional mobility in the air.

  • L version causes Firebrand to plummet straight down, acting as a Fast-Fall that he can use to quickly return to the ground.
  • M version causes Firebrand to glide forwards. He travels roughly half of fullscreen distance while losing only a small amount of height, then abruptly stops and begins to fall straight down.
  • H version causes Firebrand to glide backwards. He travels roughly half of fullscreen distance while losing only a small amount of height, then abruptly stops and begins to fall straight down.

Hell Dive is very fast and can be quickly followed up with other moves. Similar to an airdash, Firebrand can perform normal attacks while diving, and the attacks will inherit Hell Dive's aerial momentum, letting him advance or retreat quickly while attacking. Firebrand can also follow up Hell Dive with other versions of Hell Dive, or follow it up with Wall Cling, in order to make his movement patterns even harder to pin down. Keep in mind that using Hell Spitfire (j.236X) out of Hell Dive will still cause Firebrand to come to a dead stop in the air.


Hover
214S
UMVC3 Firebrand 214S.png
Damage Startup Active Recovery
- 30 90 0
On Hit On Block Guard Properties
- - - Airok.png, 90 frame Flight mode.

Fairly standard Flight Mode. Firebrand floats in place in the air, and can slowly move in any direction without falling. Firebrand does not have a normal airdash, but he still has the ability to surpass the normal three-specials-per-jump limit while in Flight Mode, letting him repeatedly dash via Hell Dive or throw fireballs via Hell Spitfire.

Hover startup is much slower than the Flight startup for most characters who have it - only Thor has startup as slow. It is not particularly effective to cancel attacks directly into Flight the way that characters like Magneto can. Instead, it makes more sense to cancel in Hell Dive or Hell's Elevator (214X).

As detailed in the descriptions for those moves, Firebrand automatically enters Hover during the recovery of certain moves, notably j.2H (on contact), 623L and 623H, and 214X. This prevents Firebrand from manually activating Hover via its input during the remainder of that airborne state, although he can still activate Hover a second time in the air by connecting j.2H, which always forces Hover.

As with other Flight modes, Firebrand can cancel Hover early by inputting 214S again, and performing j.5S automatically ends Flight as well.

Hyper Combos

Dark Fire
236XX (1 bar)
UMVC3 Firebrand 236XX.png
UMVC3 Firebrand j236XX.png
Damage Startup Active Recovery
23,000 x20 ~ x40 12+1 50 33 (In Air: 33 + Until Grounded)
On Hit On Block Guard Properties
-14 -25 Mid Airok.png, mashable, Otg.png, Priority: High, Beam Durability: 3 per frame for 20 frames

Firebrand breathes a continuous stream of purple flames. He starts by aiming at the ground below him, which can hit OTG. He then sweeps the flames upwards into the air, dragging the opponent up on hit. This is Firebrand's only directly-damaging hyper and thus his standard combo ender. Unfortunately, because it carries opponents so high into the air on hit, many hypers can not easily be DHC'd into from this one.

Dark Fire can be performed on the ground or in the air, and the air version can be done very close to the ground using a Tiger Knee motion (2369XX). In most cases, Air Dark Fire will hit additional times as a combo ender, and thus deal slightly higher damage. However, Air Dark Fire has additional recovery compared to the grounded version, and the grounded version's recovery is already quite bad. In addition to the normal 33 frames of post-hyper recovery, Firebrand remains vulnerable after the air version until he returns to the ground. Opponents hit by this hyper are usually juggled into the air above Firebrand, but characters with fast, downward-angled attacks - such as Doom's Footdive and Vergil's Helm Breaker - can punish Air Dark Fire on hit.

When ending a combo, consider using Air Dark Fire if you expect the hyper to kill the opponent, or if you are going to DHC out, in order to benefit from the extra damage. If you do not plan to kill or DHC, instead consider using the grounded version for better recovery, or even not performing a hyper at all and forcing the opponent to wake up into your mixup game.


Luminous Body
Shining Arremer
214XX (1 bar)
UMVC3 Firebrand 214XX Flash.png
UMVC3 Firebrand 214XX Effect.png
Damage Startup Active Recovery
- 9+11 - -
On Hit On Block Guard Properties
- - - Airok.png, 593 frame install state

Install hyper. Firebrand's body becomes shiny, and he gains a global 25% speed boost to his attacks and movement. This boost is identical to the speed boost Firebrand gains from Level 1 X-Factor, and the two bonuses can stack. Luminous Body has no other effects besides increasing speed, but the boost gives Firebrand additional combo and pressure options, and makes him more mobile.

Although Firebrand's meter-build is not the best, it is possible for Firebrand to rebuild the meter spent on Luminous Body, to reactivate it again after it expires.

Firebrand can tag out to another character while in Luminous Body, and he will retain the speed bonus as an assist character without depleting the install's duration.


Chaos Tide
623XX (3 bars)
UMVC3 Firebrand 623XX.png
UMVC3 Firebrand 623XX L.png
L - Fireball
UMVC3 Firebrand 623XX M.png
M - Demon Missile
UMVC3 Firebrand 623XX H.png
H - Demon Swoop
Damage Startup Active Recovery
- 9+0 579 20
On Hit On Block Guard Properties
- - - Summons a buddy

Firebrand calls forth another - slightly smaller - Arremer. For the duration of the hyper, pressing L, M or H will (in addition to controlling Firebrand normally) cause the small Arremer to perform an attack as well:

  • L causes the buddy to perform M Hell Spitfire, tossing a fireball at a down-forward angle.
  • M causes the buddy to perform M Demon Missile, where they charge forward as an attack.
  • H causes the buddy to perform H Demon Missile, where they swoop downwards as an attack.

The buddy himself has no hurtbox and can not be attacked or nullified by projectiles (although the fireballs he shoots can be destroyed like normal). His M and H attacks function like assists - pushblocking them will not affect Firebrand. However, pushblocking the projectile created by the L attack will affect Firebrand. The buddy also benefits from speed boosts due to X-Factor, and even transforms to gain the speed boost of Luminous Body if Firebrand has enough meter to activate both at the same time. With the benefits of this extra speed, you can keep an opponent locked down indefinitely through repeated uses of the H attack, or by alternating H and L attacks.

As with Luminous Body, Firebrand can continue to build meter while this hyper is active. He will also gain meter from the buddy's fireballs(although not the physical M/H attacks). However, tagging out Firebrand by any means immediately ends the hyper, causing your buddy to fly off-screen.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 Firebrand GroundThrow.png
UMVC3 Firebrand GroundBackThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw that results in the opponent knocked down. Forward throw has significantly better advantage than back throw, with Backthrow not being convertable outside of X-Factor/Luminous Body speed boosts. Forward throw can universally be followed up with an OTG 236H. However, smaller characters tend to fall out of the flames from 236H before Firebrand can launch them. To combat this, dash up after a forward throw before performing the H Fireball, to maximize the time that the flames will hit them.

Ground Throw option-selects 5H, which is a strong normal with two hits for hit-confirming, which is plus on block. Additionally, consider buffering a 2L or 623M (with assist) when attempting a ground throw. Timed properly, these moves will only come out if the opponent actually techs your throw, and will beat most non-invincible options the opponent has post-throw.

Air Throw
j.6H, j.4H
UMVC3 Firebrand AirThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Standard airthrow that results in the opponent being thrown away, ending in a Hard Knockdown. Contrasted with Firebrand's ground throw, his Back Airthrow is preferred over the forward version, due to being easier to combo afterwards. At normal jump height, comboing can be done easily by performing an air j.236H Fireball just as you finish the throw. At superjump height, Firebrand can convert a backthrow with 214M > j.5L (whiff), land, 236H to close the distance.

As with ground throw, Firebrand's airthrow option-selects the relatively strong j.5H normal, and Firebrand can buffer a j.236S or j.2H after the throw attempt to remain advantageous on block and start a combo on hit.


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 Firebrand 5H 1st.png
Damage Startup Active Recovery
50,000 2 3 24
On Hit On Block Guard Properties
- -4 Mid Snapback

Animation and hitbox based on the second hit of 5H.


Hard Tag
Hold 14f A1.png/A2.png
UMVC3 Firebrand HardTag.png
Damage Startup Active Recovery
30,000 - 20 33
On Hit On Block Guard Properties
- -13 OH Softknockdown.png

-

Team Position

Firebrand is usually chosen as a Point character. Successful Firebrand teams are typically "300%" teams, that score one hit with Firebrand, kill the opponent's character, and then snowball with Unblockable setups on oncoming. Firebrand's assists, while not useless, are definitely below-average, and so there is little incentive not to put him in the point position if you intend to use him.

Notable Synergies

Dante/Amaterasu/Super Skrull: As a momentum-focused point character, Firebrand benefits from assists that provide a large amount of blockstun (or hitstun). Jam Session, Cold Star, and Tenderizer respectively provide enough lockdown for Firebrand to fully charge his 623H unblockable, or simply to use while running a more standard mixup game. These characters all also make for reasonably solid anchor characters, should Firebrand die before he can set up.

Players to Watch: Zak Bennet (Firebrand/Dorm/Ammy), Apologyman (Firebrand/Doom/Skrull), Udaterasu (Firebrand/Vergil/Ammy), SkilldatKillz (Firebrand/Doom/Ammy)

Doctor Doom: Firebrand's combo potential is quite low, something that effective teams usually work around by using Hard Tag setups to start a combo with Firebrand and finish with another character. Doom is an excellent choice as a partner for this setup. Firebrand's 236S kidnap move is fairly easy to combo into, and causes a wall bounce into a hard knockdown, giving plenty of time for Doom to be tagged in. Doom has excellent solo damage and can easily pick up after knockdowns with 5M or 5H.

Players to Watch: Marvisto (Firebrand/Doom/Taskmaster), Apologyman (Firebrand/Doom/Skrull), Kresent (Firebrand/Dorm/Doom), SkilldatKillz (Firebrand/Doom/Ammy), Sothea (Firebrand/Doom/Iron Man), Babaghanoush (Firebrand/Doom/Iron Man)

Other Players to Watch: Angelic (Firebrand/Dorm/Shuma, sometimes)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Firebrand Color 1.png UMVC3 Firebrand Color 2.png UMVC3 Firebrand Color 3.png UMVC3 Firebrand Color 4.png UMVC3 Firebrand Color 5.png UMVC3 Firebrand Color 6.png UMVC3 Firebrand Color Alt.png