Ultimate Marvel vs Capcom 3/Firebrand

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Ultimate Marvel vs Capcom 3
Ultimate Marvel vs Capcom 3#Getting StartedUltimate Marvel vs Capcom 3#CharactersUltimate Marvel vs Capcom 3/GlossaryUltimate Marvel vs Capcom 3/Game MechanicsUltimate Marvel vs Capcom 3/Game ModesUltimate Marvel vs Capcom 3/Strategy

Contents

Firebrand

Image: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.


Character Specific Information

CHARACTER DATA
Health:
850,000
Double Jump:
No
Air Dash:
No
Air Action 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 %

Move List

Assist Types

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

Normal Moves

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

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
File:f.png + File:h.png
30,000 + 30,000
+ 20,000
File:throw.png File:hardknockdown.png
Back Throw
File:b.png + File:h.png
20,000 + 60,000
File:throw.png File:hardknockdown.png
Forward Air Throw
air File:f.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png
Back Air Throw
air File:b.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png

Special Moves

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

Hyper Moves

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

Mission Mode

Strategy

Tips and Tricks

  • Firebrand has an unlisted move, performed with File:b.png File:b.png 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 File:h.png . 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 File:l.png 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 File:h.png to trigger the Red Arremer clone's Demon Missile File:h.png swoop, then immediately cancel into a Hell Spitfire File:l.png , 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...

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