After Dive Bomb, MHS Assist TK Up Grapple.
You can call the assist right after or during S.
Oh so the assist literally hits at the same time, neat.
After Dive Bomb, MHS Assist TK Up Grapple.
You can call the assist right after or during S.
750K damage for 1 bar isn't useless for Firebrand.thats not new at all. and its completely useless.
ROFL are you serious?thats not new at all. and its completely useless.
Ok I really wanna play Dante now.
Would Spiderman/Magneto/Dante be good?
ROFL are you serious?
You know the combo builds like 2 bar right? He can ground bounce into DarK Fire and/or DHC for a TOD. A Firebrand sitting on meter is now prone to get you killed on the next touch.
when is a firebrand ever going to be sitting on meter? at what point in time are you playing that character and go "damn, i want to set up my 750 level 3 ulti crappy combo so i better not go into luminous body"? people who play anchor firebrand or something? idiots who don't put him on point?
and "prone to get you killed on the next touch" is barely applicable. either you get your reset to work or pray you have vergil/dorm/etc. on your team for damage.
seriously, firebrand is the most overrated character in the history of fighting games.
i've been dicking around with viper/mags/dante for the last week and still trying to figure out why anybody on the planet would play firebrand.
It's extremely impractical. It takes more execution to 300% a team with Firebrand than it does to perform some of this game's infinites.I understand why you might think theory fighters who put him in top 3 might be overrating him a bit, but you really don't understand why people would play him? That he has a practical way to 300% most teams is reason enough to be terrified of him.
800K for 1 good bar on a reset-based character is good. And I just learned that Jill can slide under Hadoken!Jill Combos:
http://www.youtube.com/watch?v=we7YU_jE1Io
The XF3 combos are pretty cool. But most of the other combos seem like a ton of work for mediocre damage and meter gain.
It's extremely impractical. It takes more execution to 300% a team with Firebrand than it does to perform some of this game's infinites.
Jill combos are SO DAMN SEXY.Jill Combos:
http://www.youtube.com/watch?v=we7YU_jE1Io
The XF3 combos are pretty cool. But most of the other combos seem like a ton of work for mediocre damage and meter gain.
Dark Hole only works against very specific team setups. Tenderizer works on everyone, but is much, much more finicky in its timing. The issue is that Tenderizer's last hit causes very little hitstun, while Firebrand's unblockable causes a lot. If you're off just a bit, Tenderizer "saves" your opponent after the unblockable hits. Your opponent also can just not block Tenderizer, which means your Firebrand combo does very little damage, and you have to alter the timing since the blockstun on Tenderizer's last hit is different from its hitstun.Really? I thought you (someone who admits to not having the best execution) was able to do it routinely on characters who couldn't escape your set-up with Dorm assist back when you were maining your Firebrand team. Am I misremembering?
I understand why you might think theory fighters who put him in top 3 might be overrating him a bit, but you really don't understand why people would play him? That he has a practical way to 300% most teams is reason enough to be terrified of him.
I think his big problem is that he's very predictable. In some ways, he's like Morrigan minus the bullet hell. All of his specials aside from Bon Voyage and the unblockable are total crap, and he should be able to combo j.L, qcf.S outside of Luminous Body. He does Strider levels of damage without the amazing options Strider has.in this game, firebrand is probably my best character, then dante, then task/magneto/vergil/ammy.
i've been playing the character since ultimate came out, and his complete lack of potential is not b/c people haven't been grinding on him. they have, and players far better than me have shown what he can do. there really isn't a lot there besides the unblockable and some tricky resets.
you can do all the way back to when we first declared our teams. mine was firebrand/dante/ghost or something like that. i've put the work in, the character is overrated as hell.
Yes. That team will make you even more of a manly man because those guys aren't easy to play imo. Really well balanced, powerful team -- even as you lose characters.
Jill Combos:
http://www.youtube.com/watch?v=we7YU_jE1Io
The XF3 combos are pretty cool. But most of the other combos seem like a ton of work for mediocre damage and meter gain.
Dark Hole only works against very specific team setups. Tenderizer works on everyone, but is much, much more finicky in its timing. The issue is that Tenderizer's last hit causes very little hitstun, while Firebrand's unblockable causes a lot. If you're off just a bit, Tenderizer "saves" your opponent after the unblockable hits. Your opponent also can just not block Tenderizer, which means your Firebrand combo does very little damage, and you have to alter the timing since the blockstun on Tenderizer's last hit is different from its hitstun.
in this game, firebrand is probably my best character, then dante, then task/magneto/vergil/ammy.
i've been playing the character since ultimate came out, and his complete lack of potential is not b/c people haven't been grinding on him. they have, and players far better than me have shown what he can do. there really isn't a lot there besides the unblockable and some tricky resets.
you can do all the way back to when we first declared our teams. mine was firebrand/dante/ghost or something like that. i've put the work in, the character is overrated as hell.
800K for 1 good bar on a reset-based character is good. And I just learned that Jill can slide under Hadoken!
You're damn right they are!Jill combos are SO DAMN SEXY.
Still don't know where RR belongs in the tier list.
As of last week, UMvC3 has officially been out for a year. Thoughts on the game's first year? Were we saved from what MvC3 would become or had become?
CELEBRATIONS ARE IN ORDER
As of last week, UMvC3 has officially been out for a year. Thoughts on the game's first year? Were we saved from what MvC3 would become or had become?
CELEBRATIONS ARE IN ORDER
Don't have the finesse to play RR.seriously take Firebrand/Rocket Rackoon/Jam session or cold star out and see what you think of the team, I'm curious. Choose colors for FB/RR that make them hard to see under the appropriate assist.
Don't have the finesse to play RR.
So any tips on how to fight competent players who use Captain America + Doom missiles? I get caught by frame traps (Cap's c.L is so good when staggered.) or Charging Stars a lot into a full combo (thanks to missiles or Rapid Slash assist), or get caught in a shield slash reset on the way in.
Zero's lightning seems to miss half the time on Cap too.
It does over 400k as a level 1 IIRC. Regardless, it's damn meter efficient, and can save you a DHC.
Cold Star is superior to Black Hole because it lasts longer. Firebrand can do c.LMH, Cold Star, unblockable, and it will land without any holes in the string. If Firebrand does c.LMH, Dark Hole, unblockable, your opponent can move out of the way before Dark Hole lands.Ahh, sorry- I didn't realize the tenderizer version had such finnicky timing requirements. And cold star is escapable like dark hole is?
Other characters don't have Jill's crazy mix-ups and her fantastic level 1, though (which everyone misuses.True enough. Its really good damage for Jill. Its just a lot of effort compared to what other characters can do for less effort.But I digress...
Those XF3 combos were sexy though.
MUCH better than MvC3. So glad this came out, Capcom just needs to realize that they can milk this all they want and I'll buy every gallon they put on the shelf.As of last week, UMvC3 has officially been out for a year. Thoughts on the game's first year? Were we saved from what MvC3 would become or had become?
CELEBRATIONS ARE IN ORDER
I noticed that, thank you!--
Completely Off-topic @Karst
WiiU Upscaler is alright, not that impressive but better than nothing. I didn't see you post in the thread but here's more information if you're interested http://www.neogaf.com/forum/showthread.php?t=500423
That's really it. He was harder in Vanilla when you had to do double qcf motions for his moves.I dont think I've had as much fun practicing combos than with Dante. Screw the execution requirements this dude is too fun.
Besides combos and bold cancelling what else makes Dante hard execution wise?
I dont think I've had as much fun practicing combos than with Dante. Screw the execution requirements this dude is too fun.
Besides combos and bold cancelling(I've yet to do any bold cancels into air trick, which I keep hearing about in terms of execution difficulty) what else makes Dante hard execution wise?
In my defense, this avatar is from two Decembers ago! I'm trying to settle on a avatar later in the future, since my schtick is being the "scarfguy", I want to have the tag "Scarfface".I noticed that, thank you!
And damn your avatar changes. How the hell am I supposed to know who you are?
Future Emma Stone appearances too!In other news, my Amazing Spider-Mang steelbook came today. Huzzah. This movie shoulda been a lot better but it's still aight. Love it for the future potential.
Cold Star is THC cancelable.
For me, bold cancelling from Stinger is the hardest thing to do with Dante, probably because I plink it.
Cold Star is THC cancelable.
Spending time in training mode every few days to take my Dormammu to the next level in 2 ways:
1) Mastering UF/DF air dash series after flight to get in.
2) Mastering the use of s.M and s.S to negate projectiles (just spent 30 minutes practicing doing this vs. Hawkeye and Chris).
Really, I shouldn't need assists to beat these characters. I should just learn the timing of these negations, which no Dormammu player does but F. Champ.
Future Emma Stone appearances too!
As far as combos, that's a good one to start with. My combo is:
s.LMHS, sj.M, d+H, qcb.L, j.MH, s.H, cr.H, s.S, j.H, d.H, qcf.L, qcf.AA
Spending time in training mode every few days to take my Dormammu to the next level in 2 ways:
1) Mastering UF/DF air dash series after flight to get in.
2) Mastering the use of s.M and s.S to negate projectiles (just spent 30 minutes practicing doing this vs. Hawkeye and Chris).
Really, I shouldn't need assists to beat these characters. I should just learn the timing of these negations, which no Dormammu player does but F. Champ.
I think the think that keeps me from playing Dormammu is the pillar + Chaotic Flames, there's a tip to do it right or just training it till it works?
Two ways you can do it. First, you can delay the Hopscotch after the dive kick a little bit to make sure you're closer to your opponent, or you can airdash forward j.MH. If you can eyeball that you're out of range for the second j.M, it's easier to airdash for j.M than to delay the Hopscotch.I've been practicing the above Trish combo suggested by Frantic, (not too difficult, I'm happy to say), and I've noticed that if you're too far away from the opponent during the opening ground portion of the combo, I end up too far away for the second j.M to hit (the one after the qcb.L). Is there any way to adjust the combo for situations where you start out further from your opponent? I like to abuse the range of Trish's standing H, but a max range H into launcher ends up messing up the above BnB, so I usually derp it out and just do a really simple magic series combo. Am I missing something?
I second LakeEarth's advice.I think the think that keeps me from playing Dormammu is the pillar + Chaotic Flames, there's a tip to do it right or just training it till it works?
I don't suppose you can do custom animations?Manly Picture Time!
MANLY PICTURE TIME!
Looks like Im gonna be making MVC stuff.