Firebrand began life as an irritating obstacle in Arthur's quests in the ''Ghosts 'n' Goblins'' series, before eventually receiving his own game series in ''Gargoyle's Quest,'' where he is the protagonist who seeks to save the Demon Realm from peril, with no humans in sight. Whereas ''Ghosts 'n' Goblins'' is more straightforward run-'n'-gun platforming, the ''Gargoyle's Quest'' series tends to take a slower-paced, more exploratory nature, with slightly more emphasis on storytelling and acquiring permanent upgrades over the course of an adventure. Firebrand brings a few of those upgrades, such as spinning Tornado projectiles and the ability to cling to walls, to the world of ''Marvel vs. Capcom Infinite.''<br>
{{Nutshell|WIP}}
{{Nutshell|WIP}}
Revision as of 20:15, 13 September 2024
Firebrand
Firebrand began life as an irritating obstacle in Arthur's quests in the Ghosts 'n' Goblins series, before eventually receiving his own game series in Gargoyle's Quest, where he is the protagonist who seeks to save the Demon Realm from peril, with no humans in sight. Whereas Ghosts 'n' Goblins is more straightforward run-'n'-gun platforming, the Gargoyle's Quest series tends to take a slower-paced, more exploratory nature, with slightly more emphasis on storytelling and acquiring permanent upgrades over the course of an adventure. Firebrand brings a few of those upgrades, such as spinning Tornado projectiles and the ability to cling to walls, to the world of Marvel vs. Capcom Infinite. In a nutshell
WIP
Chaos Tide: Firebrand is the only one in the game who has two level 3 hypers; Chaos Tide summons another Firebrand that will do your bidding depending on the button pressed. Utilizing a second Red Arremer, Firebrand can create unique lockdown sequences and self-made mix-ups.
Normals
Standing Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300
Mid
6
2
12
-2
-1
Chainable into itself and 2LP. Has more range than 2LP.
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300+400 (700)
Mid
11
3(7)4
26
-5
-10
-
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
Mid
5
3
12
-2
-7
-
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Mid
14
6
47
-26
-31
-
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300
Mid
5
3
12
-4
-3
Chainable into itself and 5LP.
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Mid
12
6
28
20
-13
Launch
-
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
Low
6
5
30
-12
-16
-
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Low
10
12
24
42
-17
-
Jumping Light Punch j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300
High
6
5
22
-
-
-
Jumping Heavy Punch j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
11
5
32
-
-
-
Jumping Light Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400
High
9
6
21
-
-
-
Jumping Heavy Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300+400
High
10
3(6)3
33
-
-
Groundbounce Hardknockdown
-
Command Normals
Demonic Knife
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
8
4
26
-11
-14
Firebrand takes a significant step forward while making a claw swipe.
Twin Fang
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
9
7
15
+2
-3
-
Devil's Claw j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
19
23
-
-
Firebrand dives nearly straight down (at a slight slant) for a divekick. If he makes contact with an opponent, he bounces off of them and enters flight.
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000 (2 hits)
Throw
3
1
-
-
-
Additional damage scales by 50%.
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000 (2 hits)
Throw
3
1
-
-
-
Additional damage scales by 50%.
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
6
8
44
+33
+28
Hit/Block adv is dependent on when you your tag-in.
Specials
Hell Spitfire or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
900
Mid
900
Mid
Frame data is listed as ground/air.
Firebrand shoots a fireball. The LP version always fires straight ahead. On the ground, the HP version fires at a 45° angle up-forward, while in the air, the HP version fires at a 45° angle down-forward.
Hell Spitfire or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400x3 (1160) 100x5 (500)
Mid
400x3 (1160) 100x5 (500)
Mid
Frame data is listed as ground/air. First set of damage is for the fireball itself, second set is for the burning 'carpet' upon contact with the ground.
Firebrand spits a fireball in a parabolic arc that lands on the ground, turning into a tall flame that advances along the ground.
Tornado or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
200x3 (600)
Mid
16
17
14
+28
+3
200x3+150x6 (1395)
Mid
12
17(4)38
0
+45
+11
Firebrand spawns a tornado in front of him. The LP version places a smaller one close to him, the HP version places the LP one, then he spawns another that combines with it that ends up slightly further away. You can shoot a Hell Spitfire at this in order to spawn a Fire Tornado (name unofficial).
Fire Tornado -
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
800
Mid
-
-
-
-
Hard Knockdown
What you get when you shoot a Hell Spitfire at a Tornado.
Frame data is listed as ground/air. LK version includes data for uncharged/charged versions. HK version lists damage as ground/air, and increases the further Firebrand is from the corner upon snatching the opponent up.
Wall Cling j.
(while near a wall)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
-
-
63
-
-
Can press // to go into Hell Spitfire, can press to Drop
Hell Spitfire During Wall Cling
or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
900
Mid
900
Mid
Frame data is listed as ground/air.
Hell Spitfire During Wall Cling
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
400x3 (1160) 100x5 (500)
Mid
First set of damage is for the fireball itself, second set is for the burning 'carpet' upon contact with the ground.
Drop During Wall Cling
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
-
-
-
-
Firebrand simply drops to the floor from the wall. Cannot act on the way down, and cannot be cancelled into anything except Tag; not even Infinity Storm or hypers.
Hypers
Dark Fire
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
250*17(3250)
Mid
17
35
53
47
-41
; Invincible frames 13-14 ground version, frame 13 air version
-
Luminous Body
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
-
-
14
-
-
, Invincible frames 1-12
Speed-up install.
Chaos Tide
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
-
-
34
-
-
Invincible frames 1-34
Install. Press / to perform Hell Spitfire, press / to perform Demon Missile