UMVC3/Firebrand

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Firebrand

Umvc3 firebrand face.jpg

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

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:
25.0 %
35.0 %
45.0 %
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:
10 %
10 %
10 %
10 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %

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

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
softknockdown
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.
Wall Cling
(in air, near wall)
b b
0

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

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.

Strategy vs. Firebrand

Week of Firebrand for /r/mvc3

Introduction
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