

Firebrand
TBW
In a nutshell
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.
Players to Watch
Zak Bennet, ApologyMan, Udaterasu, Kresent
Character Vitals
Video Walkthrough
Combos
X-Factor Combos, X-Factor level 3 by Mikeydactyl
Technology
TAC glitch
x-factor level 3
kidnap glitch with vjoe, stalls opponent completely while being hit during kidnap
kidnap glitch interruption from acid rain
Unblockable Set Ups
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.
Doctor Strange: with Dante's Jam Session
Dormammu: using stalking flare and assist call
Ironman: Repulsor Set up
Storm/Doom: a concept using DHC
Super Skrull: a near infinite snap back loop
Amaterasu: Concept
Trish: After a kill with trish, DHC with round harvest
Hard Tags
Firebrand's biggest weakness is his damage, this section is dedicated to tagging in a partner for optimal damage. Use this as a reference to help build your team in conjunction with unblockables.
Doctor Doom: Doom BnB after Bon Voyage, Tag to level 3, Corner to Corner
Doctor Strange: a difficult tag that may be character specific, an interesting hard tag using wall cling fireball H after bon voyage
Frank West: BnB into Frank level 4
Hulk: BnB to Hulk
Nova: Concept after Bon Voyage
Shuma-Gorath: Bon Voyage into Shuma 1.1M
Zero: Lightning loops from BnB, another variant
Move List
Assist Types
Normal Moves
nocancel
groundbounce
softknockdown ;
Leaves Firebrand in Flight.
Throws
+ 20,000
Special Moves
per Flame Hit
otg proj ;
strk and otg
only on Flame hit.
Hit + 70,000
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.
m version passes through opponent.
stagger (ground only)
softknockdown (air only) ;
Leaves Firebrand in Flight.
l goes straight up.
m goes up/forward.
h goes up/back.
another Hell Dive (up to 3).
l goes straight down.
m goes down/forward.
h goes down/back.
Leaves Firebrand in Flight.
b b
Hyper Moves
proj ; Mashable.
When performed in the air,
leaves Firebrand in Flight.
Mission Mode
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. His overall damage solo isn't too great, meaning he'll need to rely on resets, TAC infinites, and hard tag combos to kill. 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.
Wall Clinged Fireballs
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. However, there are walls to do then 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 bit part of Firebrand's game. These can be put on the screen very quickly, combining it with standing fireballs. If done at the lowest possible height, they will hit Morrigan while she is standing. As it current stands, there are two ways to do this:
1. Back, up-back, neutral, back
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 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.
2. Up, up-back, neutral, back
This method is the easier 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.
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.