Ultimate Marvel Vs Capcom 3

Well I thought that you wouldn't just watch one video, but apparently I was wrong, so I guess I'll have to put some effort into this response.

I don't know where this idea of me saying Firebrand should be played on point came from, because what I've been saying this whole time is that he's just as crazy without meter as he is with it. What I'm also saying is that Firebrand needs a team that helps him take advantage of everything he has, which ChrisG's team does not do, but Chrisis' team does.

Secondly, take a look at the Winner's Finals of that same tournament from the video you posted, where Chrisis beats Shady K.

Now then, here's a post by NissanZaxima from SRK about Firebrand. It should explain itself as to why this character is dumb even without meter. You'll notice that the only mention of Luminous Body is for a loop in X-Factor

First Firebrand has unblockables ala Viper. Where the assist holds them in place and his Demon Missle H when full charged will always hit and stagger the opponent. If they dont block the assist then Demon Missle H will still hit them into a freefall state in the air where you can also get a full combo. He can also set these up very easily with mashing cr. L (mash cr. L the block call assist go into Demon Missle H) pretty much anywhere on the screen. You can literally string combos into unblockable set ups.


Secondly his mixups are absolutely uncanny. Once you get in with Firebrand, which is very easy through both the air and the ground (Air he has a dive kick and Air Bon Voyage which leaves you like +11 on block to start your offense. Ground wise his Wavedash is excellent and he has a She Hulk esque slide), his options up close murder everyone elses in the game. Up close he can go for a low, throw (can self OTG after or set up easy 50/50s), or go into his instant overhed.

His instant overhead is ridiculous, after you do it he has all these options to choose from

This is a post stolen from Chrisis in the Firebrand forums about his instant overhead options

9A:
-A
-B
-214A, 2A
-214B + fast assist (cross up)
-214A, throw
-214B xx 214A 2A(cross up low)
-214B xx early 214A 2A
-214B xx 214A xx 214S (For a series of multiple overheads that end in bon voyage to go right back into it!

Firebrand also has an insanely effective and nasty fuzzy guard and it is very practical. Another post from Chrisis shows all the options he has after he sets up the fuzzy guard

2A:
5A:
9A:

2A:
-214B + fast assist for early cross up.
-2B
-623B + assist for late cross up.
-5A

5A:
-throw
-2A
-9A (thanks to 5A's crazy block stun you recover in time to make this a real option! o_O)

9A:
-If fuzzy A
-If fuzzy B
-214A, 2A
-214B + fast assist (cross up)
-214A, throw
-Late 214B, non cross up air A.

Firebrand has mixups pretty much anywhere he wants in his combos. After a bon voyage, after an air series (dont hit them to the ground with S), or after an air loop after a dive kick.

He also has easy to set up x factor (any level) loops in luminous body that kill any character in the game


This is just scratching the surface... I could write more but this is good for now. No one is using Firebrand to his full mix up and insane potential yet because it has only been a few weeks. When people start adding all this to his game then he is going to be the most frustrating character to deal with.
 
I don't know about hawkeye anymore, I mean his zoning is pretty insane and all but when I actually land a hit on people I can't seem to get any real damage off any of his combos. It feels like I should be killing characters off whenever I hit them and I'm not. Might be I haven't worked on his combos enough but I get the feeling I might have too TAC into Doom and then DHC back into hawkeye to get any real damage in.

On a side not I have a Ghost Rider combos that gets +800k damage with the help of nova and DHC'ing into Nova! and I've noticed that with Ghost people can't tri-dash or teleport in on him with out an assist, since st.S pretty much stops all of that ruckus. Seriously st.S shuts down a lot of things and whenever I see people playing Ghost they don't use it and they just j.S all day. It seems like people are playing Ghost Rider wrong.
 
Can somebody clear this up for me - are there any other combos I need to know with Doom for practical purposes aside from the Buktooth Loop and corner loop with lv.1 and 3 variants? Because if so, I'll start learning some resets (If anybody could suggest a few to try out after answering my first question, it would be very much appreciated. =))


The begining of the combo is what you should be working on since you can get 2 more loops in I believe.
 
Well I thought that you wouldn't just watch one video, but apparently I was wrong, so I guess I'll have to put some effort into this response.

I don't know where this idea of me saying Firebrand should be played on point came from, because what I've been saying this whole time is that he's just as crazy without meter as he is with it. What I'm also saying is that Firebrand needs a team that helps him take advantage of everything he has, which ChrisG's team does not do, but Chrisis' team does.

Secondly, take a look at the Winner's Finals of that same tournament from the video you posted, where Chrisis beats Shady K.

Now then, here's a post by NissanZaxima from SRK about Firebrand. It should explain itself as to why this character is dumb even without meter. You'll notice that the only mention of Luminous Body is for a loop in X-Factor

First Firebrand has unblockables ala Viper. Where the assist holds them in place and his Demon Missle H when full charged will always hit and stagger the opponent. If they dont block the assist then Demon Missle H will still hit them into a freefall state in the air where you can also get a full combo. He can also set these up very easily with mashing cr. L (mash cr. L the block call assist go into Demon Missle H) pretty much anywhere on the screen. You can literally string combos into unblockable set ups.


Secondly his mixups are absolutely uncanny. Once you get in with Firebrand, which is very easy through both the air and the ground (Air he has a dive kick and Air Bon Voyage which leaves you like +11 on block to start your offense. Ground wise his Wavedash is excellent and he has a She Hulk esque slide), his options up close murder everyone elses in the game. Up close he can go for a low, throw (can self OTG after or set up easy 50/50s), or go into his instant overhed.

His instant overhead is ridiculous, after you do it he has all these options to choose from

This is a post stolen from Chrisis in the Firebrand forums about his instant overhead options

9A:
-A
-B
-214A, 2A
-214B + fast assist (cross up)
-214A, throw
-214B xx 214A 2A(cross up low)
-214B xx early 214A 2A
-214B xx 214A xx 214S (For a series of multiple overheads that end in bon voyage to go right back into it!

Firebrand also has an insanely effective and nasty fuzzy guard and it is very practical. Another post from Chrisis shows all the options he has after he sets up the fuzzy guard

2A:
5A:
9A:

2A:
-214B + fast assist for early cross up.
-2B
-623B + assist for late cross up.
-5A

5A:
-throw
-2A
-9A (thanks to 5A's crazy block stun you recover in time to make this a real option! o_O)

9A:
-If fuzzy A
-If fuzzy B
-214A, 2A
-214B + fast assist (cross up)
-214A, throw
-Late 214B, non cross up air A.

Firebrand has mixups pretty much anywhere he wants in his combos. After a bon voyage, after an air series (dont hit them to the ground with S), or after an air loop after a dive kick.

He also has easy to set up x factor (any level) loops in luminous body that kill any character in the game


This is just scratching the surface... I could write more but this is good for now. No one is using Firebrand to his full mix up and insane potential yet because it has only been a few weeks. When people start adding all this to his game then he is going to be the most frustrating character to deal with.

Iv'e read all that believe me but all of what im seeing here i'm using it to some extent since i already knew about all of it and BTW a lot of those options become combo's insteand of simple mix ups out of his overhead but it isn't stated in this post. Anyways all of this doesn't justify by any means that Firebrand doesn't require meter. All of this becomes a lot more dangerous in luminous since ( like i said earlier ) its not only his speed that his sped up but the frames of certain normals and specials. Firebrand becomes a lot safer and can combo into a lot more stuff he can't without luminous, while also having access to his level 3 which his truly godlike and to lots of level 1 hypers which significantly boost his damage output in a combo. Everything you do you can do faster in luminous. The speed boost is pretty big so he becomes a lot more difficult to block. If you do DHC to kill a character he then retains his luminous properties making his assist a bit more useful and less punishable. What im saying is that Firebrand is A LOT better in luminous body than not in it but you seem to think that he his not which is kinda not logical. I do think hes a good character but after all the play ive done with him i must say that he gets a lot scarier if he can sustain indefinitely his luminous body.

But hey your opinion differs, its your choice. I'm not posting anymore since this has become a serious waste of my time. :D Have a nice day Cosmic
 
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