I feel that this character has a LOT of potential that people aren't realising, so here is some tech I've been hoarding for a while. This has won me a fair few games - was keeping it secret to benefit myself but there will be players out there that can put it to much more use than I can, and I want to see this character do well, so behold:
Atomic Burst on hit will JAIL into 112 midscreen, if you move SLIGHTLY forward after the atomic burst. That means that all 3 hits of the 112 combo (including the high) will hit, even if the opponent is ducking to block low. 112 is +3 and leaves you essentially right next to the opponent. There is a gap between 11~2 which the opponent can backdash, but this can be quite easily punished on a read.
Essentially any time you land an Atomic Burst you can jail them into 112. Why is this good, you ask?
112 leaves you right next to the opponent and +3, which means your D1 is effectively 4 frames and hell, even your B1 is effectively 6 frames. You have a 6 frame mid (that effectively has a 50/50 attached to it as well) that can punish backdashes.
112 generates a ton of meter. The string itself generates about 25% of a bar on block, but because it's plus allows you to effectively continue 'your turn' to generate even more meter. Notice the full F3 combo in the first video - with that 1 combo, you've effectively taken off half of the opponents health at the cost of pretty much 0 meter.
As stated above, there is a gap between 11~2 that the opponent can backdash. This can be punished on a read by either doing the 113 combo (safe) or 11xxEXBD2 full combo punish (unsafe). Even fulfilling the 112 string to completion seems completely safe, but obviously won't hit the opponent with the final hit. You can even punish it with 11xxEXDB3 which will leave you +4 on block, allowing for a similar followup, or will launch them if they try to backdash allowing you to punish them with a juggle combo (and if you have the meter, another restand).
Because of this, it is therefore advisable to end some of your combos (especially F3 and B3 starting combos) with Atomic Burst so you can continue Firestorm's ridiculous plus shenanigans.
Hope this helps. Enjoy your plus frames
Atomic Burst on hit will JAIL into 112 midscreen, if you move SLIGHTLY forward after the atomic burst. That means that all 3 hits of the 112 combo (including the high) will hit, even if the opponent is ducking to block low. 112 is +3 and leaves you essentially right next to the opponent. There is a gap between 11~2 which the opponent can backdash, but this can be quite easily punished on a read.
Essentially any time you land an Atomic Burst you can jail them into 112. Why is this good, you ask?
112 leaves you right next to the opponent and +3, which means your D1 is effectively 4 frames and hell, even your B1 is effectively 6 frames. You have a 6 frame mid (that effectively has a 50/50 attached to it as well) that can punish backdashes.
112 generates a ton of meter. The string itself generates about 25% of a bar on block, but because it's plus allows you to effectively continue 'your turn' to generate even more meter. Notice the full F3 combo in the first video - with that 1 combo, you've effectively taken off half of the opponents health at the cost of pretty much 0 meter.
As stated above, there is a gap between 11~2 that the opponent can backdash. This can be punished on a read by either doing the 113 combo (safe) or 11xxEXBD2 full combo punish (unsafe). Even fulfilling the 112 string to completion seems completely safe, but obviously won't hit the opponent with the final hit. You can even punish it with 11xxEXDB3 which will leave you +4 on block, allowing for a similar followup, or will launch them if they try to backdash allowing you to punish them with a juggle combo (and if you have the meter, another restand).
Because of this, it is therefore advisable to end some of your combos (especially F3 and B3 starting combos) with Atomic Burst so you can continue Firestorm's ridiculous plus shenanigans.
Hope this helps. Enjoy your plus frames
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