I’ve been putting some thought into match structure with firebrand teams. Viscant wrote a great description of match structure as a response on brokentier, which can be viewed in full here. TLDR? Match structure refers to how the match goes ideally after you land your first hit. Where does the meter come from, when do you go for a reset vs a TOD, etc.
The lineup I’ve been toying with lately is firebrand/doom(beam)/sent(drones). Ideally I:
1. use the beam to get in with FB, at which point I go for a bnb into unblockable reset using drones.
2. The reset leads into a BNB which ends with a. a snapback if the anchor is scary or b. a hyper / DHC to kill the point depending on which is more threatening.
**3. **Unblockable setup on the incoming character, be it the anchor or second. Blow xfactor for the kill.
**4. **Now I either have a dark version of an anchor assist character to deal with vs my weakened firebrand plus doom shell or their second character backed by their weakened point.
Most of the time it won’t look exactly like that but that’s not the point - if everything goes right–which it should after you land a hit–you don’t want to get caught with 0 meter when you need the kill.
I feel that it’s worthwhile to stand back and look at match structure for firebrand. This is the case because oftentimes it’s tempting to look at firebrand play as fragmented sections when in fact the big picture may not go as smoothly as these fragments do in training mode–doing work with firebrand can guzzle a lot of meter and opportunities.
Post your FB team and the ideal match structure. I want to know how the structure is different for teams that focus around setting up unblockables with DHCs and stuff.