No edit summary |
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Line 300: | Line 300: | ||
|ldamage=900 | |ldamage=900 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=16/17 | ||
|lactive= | |lactive=- | ||
|lrecovery= | |lrecovery=33/31 | ||
|lhit= | |lhit=-9 | ||
|lblock= | |lblock=-8 | ||
|lproperties={{airok}} | |lproperties={{airok}} | ||
|hdamage=900 | |hdamage=900 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=17/17 | ||
|hactive= | |hactive=- | ||
|hrecovery= | |hrecovery=31/31 | ||
|hhit= | |hhit=-7 | ||
|hblock= | |hblock=-6 | ||
|hproperties={{airok}} | |hproperties={{airok}} | ||
|notes=Frame data is listed as ground/air.<br><br>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. | |notes=Frame data is listed as ground/air.<br><br>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. | ||
Line 322: | Line 322: | ||
|ldamage=400x3 (1160)<br>100x5 (500) | |ldamage=400x3 (1160)<br>100x5 (500) | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=26/27 | ||
|lactive= | |lactive=- | ||
|lrecovery= | |lrecovery=40/28 | ||
|lhit= | |lhit=+17 | ||
|lblock= | |lblock=+4 | ||
|lproperties={{airok}} | |lproperties={{airok}} | ||
|hdamage=400x3 (1160)<br>100x5 (500) | |hdamage=400x3 (1160)<br>100x5 (500) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=25/26 | ||
|hactive= | |hactive=- | ||
|hrecovery= | |hrecovery=36/31 | ||
|hhit= | |hhit=+22 | ||
|hblock= | |hblock=-11 | ||
|hproperties={{airok}} | |hproperties={{airok}} | ||
|notes=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.<br><br>Firebrand spits a fireball in a parabolic arc that lands on the ground, turning into a tall flame that advances along the ground. | |notes=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.<br><br>Firebrand spits a fireball in a parabolic arc that lands on the ground, turning into a tall flame that advances along the ground. | ||
Line 345: | Line 345: | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup=16 | |lstartup=16 | ||
|lactive= | |lactive=- | ||
|lrecovery= | |lrecovery=31 | ||
|lhit=+28 | |lhit=+28 | ||
|lblock=+3 | |lblock=+3 | ||
|lproperties= | |lproperties=Projectile | ||
|hdamage=200x3+150x6 (1395) | |hdamage=200x3+150x6 (1395) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup= | ||
|hactive= | |hactive= | ||
|hrecovery= | |hrecovery= | ||
|hhit=+45 | |hhit=+45 | ||
|hblock=+11 | |hblock=+11 | ||
|hproperties= | |hproperties=Projectile | ||
|notes=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). | |notes=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). | ||
}} | }} | ||
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|ldamage=900 | |ldamage=900 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=16/16 | ||
|lactive= | |lactive=22/22 | ||
|lrecovery= | |lrecovery=20/8 | ||
|lhit= | |lhit=+57 | ||
|lblock= | |lblock=-3 | ||
|lproperties={{airok}} | |lproperties={{airok}} | ||
|hdamage=1000 | |hdamage=1000 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=21/16 | ||
|hactive= | |hactive=22/22 | ||
|hrecovery= | |hrecovery=20/9 | ||
|hhit= | |hhit=+63 | ||
|hblock= | |hblock=-23 | ||
|hproperties={{airok}} | |hproperties={{airok}} | ||
|notes=Frame data is listed as ground/air. | |notes=Frame data is listed as ground/air. | ||
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|ldamage=800/1300 | |ldamage=800/1300 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=16/23<br>67/63 | ||
|lactive= | |lactive=24 (all versions) | ||
|lrecovery= | |lrecovery=- | ||
|lhit= | |lhit=+93/+146 | ||
|lblock= | |lblock=-1/-1 | ||
|lproperties={{airok}}<br>Chargeable | |lproperties={{airok}}<br>Chargeable | ||
|hdamage=1300 (2 hits) ~ 1480 (12 hits)<br>1300 (2 hits) ~ 1410 (12 hits) | |hdamage=1300 (2 hits) ~ 1480 (12 hits)<br>1300 (2 hits) ~ 1410 (12 hits) | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=14/14 | ||
|hactive= | |hactive=14/20 | ||
|hrecovery= | |hrecovery=30/- | ||
|hhit= | |hhit=+86 | ||
|hblock= | |hblock=-25 | ||
|hproperties={{airok}}<br>Wall Bounce | |hproperties={{airok}}<br>Wall Bounce | ||
|notes=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. | |notes=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. | ||
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|damage=- | |damage=- | ||
|guard=- | |guard=- | ||
|startup= | |startup=- | ||
|active= | |active=- | ||
|recovery= | |recovery=- | ||
|hit=- | |hit=- | ||
|block=- | |block=- | ||
|properties= | |properties= | ||
|notes= | |notes=Firebrand clings to the wall. Press {{Clr|2|LP}}/{{Clr|12|HP}}/{{Clr|7|LK}} to go into Hell Spitfire (the version corresponding to the button), and press {{Clr|6|HK}} to drop back to the ground. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
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|ldamage=900 | |ldamage=900 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=22 | ||
|lactive= | |lactive=- | ||
|lrecovery= | |lrecovery=7 | ||
|lhit= | |lhit=- | ||
|lblock= | |lblock=- | ||
|lproperties= | |lproperties=Projectile | ||
|hdamage=900 | |hdamage=900 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=25 | ||
|hactive= | |hactive=- | ||
|hrecovery= | |hrecovery=1 | ||
|hhit= | |hhit=- | ||
|hblock= | |hblock=- | ||
|hproperties= | |hproperties=Projectile | ||
|notes= | |notes=Has the same angles as the standalone air version. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|damage=400x3 (1160)<br>100x5 (500) | |damage=400x3 (1160)<br>100x5 (500) | ||
|guard=Mid | |guard=Mid | ||
|startup= | |startup=35 | ||
|active= | |active=- | ||
|recovery= | |recovery=1 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|properties= | |properties=Projectile | ||
|notes=First set of damage is for the fireball itself, second set is for the burning 'carpet' upon contact with the ground. | |notes=First set of damage is for the fireball itself, second set is for the burning 'carpet' upon contact with the ground. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|damage=- | |damage=- | ||
|guard=- | |guard=- | ||
|startup= | |startup=4 | ||
|active= | |active=- | ||
|recovery= | |recovery=- | ||
|hit=- | |hit=- | ||
|block=- | |block=- |
Revision as of 08:32, 16 September 2024
Story
Firebrand began life in the Capcom universe 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.
Gameplay
WIP
Strengths | Weaknesses |
---|---|
|
|
Players to Watch
Apologyman, Angelic
Character Vitals
Move List
Unique Trait
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 buttons pressed while he's around. Utilizing a second Red Arremer, Firebrand can create unique lockdown sequences and self-made mix-ups with his newfound partner's help.
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 | ||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 (2 hits) | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
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 ![]() |
Specials
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. |
Hell's Elevator![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
- | - | - | - | |||||
![]() |
- | - | - | - | |||||
- |
Hell's Elevator![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
- | - | - | - | |||||
![]() |
- | - | - | - | |||||
- |
Hell Dive j. ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
- | - | - | - | |||||
![]() |
- | - | - | - | |||||
- |
Hell Dive j. ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
- | - | - | - | |||||
![]() |
- | - | - | - | |||||
- |
Demon Missile![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
900 | Mid | 16/16 | 22/22 | 20/8 | +57 | -3 | ![]() | |
![]() |
1000 | Mid | 21/16 | 22/22 | 20/9 | +63 | -23 | ![]() | |
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 | 35 | - | 1 | - | - | Projectile | |
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 |
- | - | 4 | - | - | - | - | ||
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 | ![]() | |
- |
Luminous Body![]() ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | - | 14 | - | - | ![]() | |||
Speed-up install. |
Chaos Tide![]() ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | - | 34 | - | - | Invincible frames 1-34 | |||
Install. Press ![]() ![]() ![]() ![]() |
Red Blaze![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
5069 (18 hits) | Mid | 14 | 23 | 75 | +17 | -75 | ||
Travels full screen. |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind