Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Combos
Solo Combos
2L > 2M > 2H > 5S sjc. j.5H xx 214M, j.5H, land, 5H > 5S sjc. j.5M > j.5H > j.2H, 214L, land, 2H > 5S sjc. j.5M > j.5H xx 236S, short dash, 5S sjc. j.5H > j.5S, land, 236XX (558,000 for 1 bar, builds ~0.9 bars of meter)
Standard Firebrand BnB. Uses all three of his standard combo extension tools:
- j.5H canceled into M Hell Dive to link another j.5H.
- j.2H followed by Fast Fall L Hell Dive to relaunch.
- Canceling just about any hit into 214S to extend via the Wall Bounce.
As a rule, these extensions should be done in the order used above. The Hell Dive and j.2H extensions are more likely to drop as hitstun deterioration progresses, and should be done as early as possible. Bon Voyage (236S) is much more hitstun-agnostic, and can be done basically whenever, so it should be saved for last.
(air-to-air) j.5M/H > j.2H, 214L, land, 2M > 5H > 2H > 5S sjc. j.5M > j.5M > j.5H xx j.236S, short dash, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236XX (540,000 for 1 bar, builds ~0.75 bars of meter)
Standard way to confirm random air-to-air hits using j.2H. Otherwise very similar to the standard BnB.
(basically any hit) xx 236S, short dash, 2M > 5H > 2H > 5S sjc. j.5M > j.5M > j.5H > j.2H, j.214L, land, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236XX
Firebrand can convert just about any normal hit, or hit off an assist, into 236S Kidnap to start this combo.
Forward Throw, short dash, 236H, jump, j.5M > j.5H > j.5S, land, 5H > 2H > 5S sjc. j.5M > j.5H > j.2H, j.214L, land, 2H > 5S sjc. j.5H xx j.236S, short dash, 5S sjc. j.5H > j.5S, land, 236XX (411,000 for 1 bar, builds 0.95 bars of meter)
Video Example. Firebrand gets poor damage off throws, but this is worth learning to maximize meter build, and it is largely the same as his standard BnB route.
Air Back Throw, j.236S, land, 236H, 5H > 5S sjc. j.5M > j.5M > j.5H > j.2H, j.214L, land, 2H > 5S sjc. j.5M > j.5M > j.5H xx 236S, short dash, 5S sjc. j.5H > j.5S, land, 236XX
Standard confirm off air back throw from normal jump height. If throwing from superjump height, it can be modified by replacing the j.236S with j.214M~L to reach the ground in time for OTG 236H.
(In Luminous Body) [4754 (Instant Wall Cling) > L]x20, 2H > whatever
Video Example. Instant Wall Fireball combos into itself when done as quickly as possible via the speed boost from X-Factor or Luminous Body. Easier against big bodies, but can work against normal-sized characters if done perfectly.
X-Factor Combos
X-Factor Combos
X-Factor Level 3
Sample Team Combos
Combo Video featuring various solo and team extensions
Using VJoe Bomb to softlock opponent out of Kidnap
Same concept as above via opponent's Acid Rain
Hard Tag Setups
Firebrand/Doom Hard Tag
Firebrand/Doom/Skrull Hard Tag
Firebrand/Doom Hard Tag feat. Dormammu
Firebrand/Strange Hard Tag
Alternate Firebrand/Strange Hard Tag
Firebrand/Strange THC Hard Tags feat. Ammy and Iron Man
Firebrand/Zero Hard Tag
Firebrand/Zero Hard Tag feat. Dante
The Zak Bennet - Firebrand Hard Tag to Dormammu Note this only works on Wolverine, Rocket, and Firebrand
Alternate Zak Bennet
Firebrand/Iron Man Hard Tag feat. Dante
TAC Infinites
Beginner Combos
Core Combos
Advanced Combos
- May only work on a few characters or in specific circumstances.
- Can have any amount of requirements such as meter, positioning, starter.
- Are not necessarily harder than core combos, but require more specific knowledge.