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This week we’re going to focus on Cinder’s moveset; what is and is not coming back from his original repertoire, plus his new additions.
KI1 cinder was a straightforward character. Here’s his old core moveset:
Trailblazer (fireball dash)Fire Flash (flipping upper-kick)Inferno (Medium-range flame jet)Heat Fist (short-range flame palm)Heatsink (invisibility)Mirage (projectile immunity)So let’s just rip the bandage off here – the top 4 core moves are all back in some form.*Heatsink and Mirage are not returning.
Philosophically, Cinder isn’t a character about hiding or evading, he’s about burning aggression, and we didn’t feel that his character was served well in that regard by the last two moves. Invisibility is also a very touchy f!ghting game mechanic – it’s either useless or too good, and we didn’t believe Cinder needed that, especially with his new repertoire.
Unique trait –*Fired Up!
The Fired Up state augments the next special attack Cinder uses with additional properties.Cinder automatically regains Fired Up State approximately 8 seconds (4 timer units) after it is consumed, no matter what is happening.Fired Up State burns automatically when you do your next special move.* The only way to save it for later is to simply not perform any special moves.Cinder’s body glows brighter and hotter, and his head/shoulder flames burns more intensely when Fired Up is ready for use.
Fire Flash*(d,u+K) (damage ender)
Yes, OF COURSE IT’S BACK! Just like you remember it.Light version is an invulnerable reversal attack.Medium and Heavy versions have improved range.Fired Up version shoots a lava pillar from the ground that juggles the opponent for a second hit, keeping them in the air, or keeping you relatively safe if you were blocked.
Trailblazer*(b,f+K) (Opener, Linker, Wall-splat ender)
Now a command move (b,f+K) instead of dash, due to its larger role and having a shadow version.Button power controls initial angle (diagonally up, straight, diagonally down)Once you’ve done trailblazer once, holding in any direction and hitting any K will cause a second trailblazer to happen in that direction... yes, all 8 directions!Works in-air too, and you can attack on the way down after its over.If you’re Fired Up, you can do a 3rd trailblazer after your 2nd before you are forced to land. Tricky!
Inferno*(QCB+K) (linker,*kick burnout ender)
Medium-range jet of flame that causes a large amount of Potential Damage when blocked.Button power controls duration and advantage, as well as the amount of Potential Damage inflicted on block.Fired Up version has very long range.Shadow version sprays fire low to high and back again several times. Hits lots.
Fission*(QCB+P) (opener, linker,*punch burnout ender)
Replacement for Heat Fist.Cinder smashes two Pyrobombs (more on these later) together to blow them up in your face.LP version is a fake out, great to mix into his pressure.MP version combos from some attacks, and works as a frame trap from others, but is disadvantaged on block.HP version has long startup, but has huge advantage on hit and block.Shadow version causes a large 10 hit explosion. Ouch!
Combo Trait:*Burnout Enders
You may have noticed that Inferno and Fission are designated kick/punch burnout enders – what’s up with that?
Burnout enders set the opponent’s upper (punch) or lower (kick) body on fire, generating potential damage on the afflicted character for a limited amount of time, based on the ender level.
If you use a Punch attack while suffering from Punch Burnout, you will*fan the flames*and reset the full duration of the burnout debuff.
If you use a Kick attack while suffering from Kick Burnout, you will*fan the flames*and reset the full duration of the burnout debuff.
Burnout enders deal very poor damage.If you f!ght an opponent who is making your life miserable with crouching medium kick, try a Kick Burnout ender to make them think twice about using the kick buttons.If you are suffering from Burnout and perform a combo breaker, your burnout will go away instantly.
Cinder is permanently Fired Up.* Deadly.
And that's all... oh wait, not even close.
The new stuff!
Pyrobombs*(b,f+P) (meter ender)
Cinder throws small plasma bomb projectile at various arcs at the opponent. LP is low arc / long range, MP is mid arc / medium range, HP is high arc / short range.Useable in the airPyrobombs are harmless, but are sticky and will attach to the opponent if they connect… even when blocking.Up to three Pyrobombs can be on the screen at one time. Throwing a fourth will cause all existing Pyrobombs to detonate immediately. Not so harmless anymore!Hitting Cinder causes all Pyrobombs in play to fizzle out harmlessly.Pyrobombs fizzle out harmlessly after about 7 seconds (~3.5 timer units)Fired Up version throws a larger Pyrobomb.Shadow version throws a much larger Pyrobomb.
Cinder snaps his fingers, detonating all Pyrobombs in play.Usable in the airExplosion size is based on the type of Pyrobomb (Normal, Fired Up, or Shadow)You can block these explosions even if the Pyrobombs are attached to you.bombs attached to an opponent will chain-react each other and launch the enemy (if not blocking). More bombs = higher launch = easier to pick up the juggle.
Third Degree*(Chain LP, MP, HP in any order)
Cinder is a highly trained martial artist with a background in Kempo, CQC, and other military f!ghting systems.* His body may look alien, but his f!ghting style is all human.Cinder’s Third Degree chain combos allow him to chain LPx3, or MPx3, or HPx3.* Or you can mix and match these in any order up to three hits.The final hit of each combo has properties based on which button you used.
LP ends with a cup check for excellent frame advantageMP ends with a spinning attack that steps forward, keeping Cinder closeHP ends with a launcher that is jump cancelable
Crossfire*(d+HK, air only)
Think of this as a reverse Fireflash that slams opponents down to the ground.Recaptures!Can cancel into this from an air normal, but it is not an overhead attack.
D+HP is a big uppercut that is also a launcher and is jump-cancellable.Jumping HK is the fanciest crossup ever.Backdash (roll) covers good distance.
And that’s that.* Cinder is highly aggressive, tricky, and has some crazy juggles with bombs and trailblazer combos, especially if you reset to detonate attached bombs. nasty!
Look for updated info from us on a video stream sometime next week to show this all off. For now, have fun theorycrafting!
Last edited by One-O-One; 04-10-2015 at 01:18 PM..