UMVC3/Firebrand: Difference between revisions

From SuperCombo Wiki
Line 96: Line 96:
=== Combos ===
=== Combos ===


*  
*Firebrand Basic Bread and Butter
L M H S Air M M H Air d + h air qcb + L land d + H S Air M H qcf + S Land Backdash S air M H S Dark Fire


=== Basic Strategy ===
=== Basic Strategy ===

Revision as of 17:07, 7 December 2011

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Firebrand

Umvc3 firebrand face.jpg

TBW


In a nutshell

The hero of the demon world, 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.


Character Vitals

CHARACTER DATA
Health:
850,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
15.0 %
35.0 %
55.0 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
11.5 s
16.5 s
21.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 1:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 2:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 3:
? %
 ? %
 ? %
 ? %
 ? %


Video Walkthrough


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Hell Spitfire (H)
shot tiltdown
100,000 + 15,000
per Flame Hit
strk otg
proj
Dark Fire
Beta2.png Demon Missile (H)
direct tiltdown
80,000
Dark Fire
Gamma2.png Demon Missile (M)
direct front
100,000
Dark Fire

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
33,000
rpdfire
Crouching Light
d + l
33,000
low rpdfire
Standing Medium
m
45,000
Crouching Medium
d + m
48,000
low
Standing Heavy
h
35,000 + 45,000
Crouching Heavy
d + h
65,000
low softknockdown
Special
s
75,000
launch nocancel
Jumping Light
air l
35,000
high
Jumping Medium
air m
48,000
high
Jumping Heavy
air h
40,000 + 40,000
high
Jumping Special
air s
70,000
high aircombofinisher
nocancel
Devil's Claw
air d + h
70,000
nocancel
groundbounce
softknockdown ;
Leaves Firebrand in Flight.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
30,000 + 30,000
+ 20,000
throw hardknockdown
Back Throw
b + h
20,000 + 60,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Hell Spitfire (L/M)
qcf + l / m
100,000
airok proj
Hell Spitfire (H)
qcf + h
100,000 + 15,000
per Flame Hit
airok strk
otg proj ;
strk and otg
only on Flame hit.
Bon Voyage
qcf + s
20,000 per Drag
Hit + 70,000
airok hardknockdown
softknockdown wallbounce ;
wallbounce caused only by last hit.
wallbounce results in a
hardknockdown . However, if
wallbounce has already been used
up in the Combo, a "fake" wallbounce
occurs that results in a softknockdown .
Firebrand will always drag opponent all
the way to the wall. The further from
the wall, the more damage he will do.
Demon Missile (L/M)
dp + l / m
100,000
l version leaves Firebrand in flight.
m version passes through opponent.
Demon Missile
dp + h
80,000
Leaves Firebrand in Flight.
Demon Missile (Fully Charged)
dp + h
100,000
unblockable
stagger (ground only)
softknockdown (air only) ;
Leaves Firebrand in Flight.
Hell's Elevator
qcb + atk
0
Leaves Firebrand in Flight.
l goes straight up.
m goes up/forward.
h goes up/back.
Hell Dive
air qcb + atk
0
Can chain Hell Dive into
another Hell Dive (up to 3).
l goes straight down.
m goes down/forward.
h goes down/back.
Hover
qcb + s
0
airok ;
Leaves Firebrand in Flight.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Dark Fire
qcf + atk + atk
23,000 per hit
airok otg
proj ; Mashable.
Luminous Body
qcb + atk + atk
0
airok ;
When performed in the air,
leaves Firebrand in Flight.
Chaos Tide
dp + atk + atk
0
Level 3 Hyper.
Chaos Tide - L Attack
l during Chaos Tide
100,000
proj
Chaos Tide - M Attack
m during Chaos Tide
100,000
Chaos Tide - H Attack
h during Chaos Tide
80,000


Strategy

Tips and Tricks

  • 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.
  • 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.
  • 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.

Combos

  • Firebrand Basic Bread and Butter

L M H S Air M M H Air d + h air qcb + L land d + H S Air M H qcf + S Land Backdash S air M H S Dark Fire

Basic Strategy

Advanced Strategy

Firebrand is a dangerously fast and mobile character, especially when he activates Luminous Body. The good news is that his overall damage isn't obscene, meaning he'll often have to attempt resets. However, due to his speed, he can often cross you up two times before you realize it, or go for a throw. However, given his relatively short melee range and low health, his approaches can often be stuffed with decent anti-air moves and normal attacks.

...to be continued...