Difference between revisions of "Ultimate Marvel vs Capcom 3/Firebrand"

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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.}}
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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.}}
  
  

Revision as of 08:52, 10 December 2011

Ultimate Marvel vs Capcom 3UMvC3Logo.png
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/StrategyUMvC3HeaderButtons.png

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.


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.png Tiltdown.png
100,000 + 15,000
per Flame Hit
Strk.png Otg.png
Proj.png
Dark Fire
Beta2.png Demon Missile (H)
Direct.png Tiltdown.png
80,000
Dark Fire
Gamma2.png Demon Missile (M)
Direct.png Front.png
100,000
Dark Fire

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
33,000
Rpdfire.png
Crouching Light
D.png + L.png
33,000
Low.png Rpdfire.png
Standing Medium
M.png
45,000
Crouching Medium
D.png + M.png
48,000
Low.png
Standing Heavy
H.png
35,000 + 45,000
Crouching Heavy
D.png + H.png
65,000
Low.png Softknockdown.png
Special
S.png
75,000
Launch.png Nocancel.png
Jumping Light
air L.png
35,000
High.png
Jumping Medium
air M.png
48,000
High.png
Jumping Heavy
air H.png
40,000 + 40,000
High.png
Jumping Special
air S.png
70,000
High.png Aircombofinisher.png
Nocancel.png
Devil's Claw
air D.png + H.png
70,000
Nocancel.png
Groundbounce.png
Softknockdown.png ;
Leaves Firebrand in Flight.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
30,000 + 30,000
+ 20,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
20,000 + 60,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Hell Spitfire (L/M)
Qcf.png + L.png / M.png
100,000
Airok.png Proj.png
Hell Spitfire (H)
Qcf.png + H.png
100,000 + 15,000
per Flame Hit
Airok.png Strk.png
Otg.png Proj.png ;
Strk.png and Otg.png
only on Flame hit.
Bon Voyage
Qcf.png + S.png
20,000 per Drag
Hit + 70,000
Airok.png Hardknockdown.png
Softknockdown.png Wallbounce.png ;
Wallbounce.png caused only by last hit.
Wallbounce.png results in a
Hardknockdown.png . However, if
Wallbounce.png has already been used
up in the Combo, a "fake" Wallbounce.png
occurs that results in a 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)
Dp.png + L.png / M.png
100,000
L.png version leaves Firebrand in flight.
M.png version passes through opponent.
Demon Missile
Dp.png + H.png
80,000
Leaves Firebrand in Flight.
Demon Missile (Fully Charged)
Dp.png + H.png
100,000
Unblockable.png
Stagger.png (ground only)
Softknockdown.png (air only) ;
Leaves Firebrand in Flight.
Hell's Elevator
Qcb.png + Atk.png
0
Leaves Firebrand in Flight.
L.png goes straight up.
M.png goes up/forward.
H.png goes up/back.
Hell Dive
air Qcb.png + Atk.png
0
Can chain Hell Dive into
another Hell Dive (up to 3).
L.png goes straight down.
M.png goes down/forward.
H.png goes down/back.
Hover
Qcb.png + S.png
0
Airok.png ;
Leaves Firebrand in Flight.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Dark Fire
Qcf.png + Atk.png + Atk.png
23,000 per hit
Airok.png Otg.png
Proj.png ; Mashable.
Luminous Body
Qcb.png + Atk.png + Atk.png
0
Airok.png ;
When performed in the air,
leaves Firebrand in Flight.
Chaos Tide
Dp.png + Atk.png + Atk.png
0
Level 3 Hyper.
Chaos Tide - L Attack
L.png during Chaos Tide
100,000
Proj.png
Chaos Tide - M Attack
M.png during Chaos Tide
100,000
Chaos Tide - H Attack
H.png during Chaos Tide
80,000


Strategy

Tips and Tricks

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