Killer Instinct Wiki
Advertisement
Gameplay


 Movelist Terminology

Directions are assumed facing to the right [→]
  • P: Any Punch
  • K: Any Kick
  • Charge: Hold the direction for at least 1 second
  • Long Charge: Hold the direction for at least 2 seconds
  • Hold: Hold the button for however long
  • Release: Release a held button

  • QP: Quick Punch
  • QK: Quick Kick
  • MP: Medium Punch
  • MK: Medium Kick
  • FP: Fierce Punch
  • FK: Fierce Kick

  • LP: Light Punch
  • LK: Light Kick
  • MP: Medium Punch
  • MK: Medium Kick
  • HP: Heavy Punch
  • HK: Heavy Kick
  • 2P: Any two Punches together
  • 2K: Any two Kicks together
  • 3P: All three Punches together
  • 3K: All three Kicks together

Killer Instinct (1994)[]

Special Moves[]

Name
Input
Description
Inferno [← → + K] Cinder ejects chemical fire from his hands. Button strength determines range.
Reverse Inferno [→ ← + K] Cinder ejects chemical fire from his hands as a reversal.
Heat Fist [← ← + QP] Cinder extends a small flame from his palm.
Mirage [→ ↘ ↓ ↙ ← + MP] Cinder dims the natural light from the flames, making him projectile invulernable. Getting hit removes the invulnerability.
Heatsink [→ ↘ ↓ ↙ ← + FP] Cinder turns invisible. Does not change vulnerability, but makes him more difficult for the other player to see.
Trailblazer [→ → + P] (air OK) Cinder dashes forwards as a fireball.
Reverse Trailblazer [← → + P] Cinder dashes as a fireball as a reversal. Fierce version causes knockdown.
Fireflash [→ ↓ ↘ + K] Cinder flips into the air with a kick. Button strength determines height.
Combo Breaker [→ ↓ ↘ + K] Cinder flipkicks out of a combo. Must be timed correctly. Quick beats Medium, Medium beats Fierce, Fierce beats Quick.

Post-Combo Breakers[]

Name
Input
Description
Heatsink Teleport (Front) [→ ↘ ↓ ↙ ← + QP] Cinder turns invisible to teleport in front of the opponent.
Heatsink Teleport (Behind) [Hold QP + → ↘ ↓ ↙ ← + Release] Cinder turns invisible to teleport behind the opponent.
Shadow Trailblazer [Hold FP + → → + Release] Cinder dashes as a fireball that hits harder and faster.
Cinder11

Combo Openers[]

Name
Input
Trailblazer [→ → + P] (air OK)
Reverse Trailblazer [← → + QP/MP]
Heat Fist [← ← + QP]

Combo Linkers[]

Name
Input
Heat Fist [← ← + QP]

Combo Enders[]

Name
Input
Fireflash [→ ↓ ↘ + K]
Trailblazer [→ → + MP]

Finishers[]

Name
Input
Description
Danger Move: Lava Pool [← ← ← + MP] (distant) Cinder creates a pool of lava beneath his opponent that melts them away.
Danger Move: Meltdown [← ↙ ↓ ↘ → + QK] (distant) Cinder performs Inferno, burning his opponent into a pile of ashes.
Ultra Combo [← → + FP] (in combo) Cinder delivers 34 hits to end the match.
Ultimate: Meltdown [→ ↘ ↓ ↙ ← + MK] (in combo) Cinder finishes the combo with Meltdown.
Humiliation [← ← ← ← + FK] Cinder forces his defeated opponent to dance.

Killer Instinct (2013)[]

Combat Traits[]

Name
Description
Fired Up Cinder has a "Fired Up" state, augmenting his next special attack with additional properties. When in the Fired Up state, Cinder’s body glows brighter. It is used up automatically upon performing a special attack. Cinder regains Fired Up approximately 8 seconds (4 timer units) after it is consumed.
Pyrotechnics Enders Cinder detonates all Pyrobombs on screen during any of his enders. Deals additional potential damage to the opponent.
Burnout Enders Cinder's Fission and Inferno enders set the opponent's upper and lower body on fire, respectively. This generates potential damage for a limited amount of time based on ender level. The opponent using Punch while the upper body is burning, or Kick while the lower body is burning, fans the flames and extends the burn duration.

Command Attacks[]

Name
Input
Description
Pyrotechnics [3P] (air OK) Cinder snaps his fingers, detonating all Pyrobombs in play. Can hit downed opponents. Explosion size is based on Pyrobomb type (Normal, Fired Up, or Shadow). Multiple bombs attached to an opponent will chain-react and launch the enemy on hit.
Third Degree [LP, MP, HP] (any order) Cinder performs a three-hit target combo of Light, Medium, or Heavy attacks in any order. The final hit changes based on button strength: Light is a cup check with frame advantage, Medium is a spin attack that steps forwards, and Heavy is a launcher that is jump-cancelable.
Crossfire [↓ + HK] (air) Cinder swinging his foot down in a flipkick. Can be canceled into from any air normal. Recaptures airborne opponents, but does not hit overhead.
Throw [→/← + LP+LK] Cinder grabs the opponent to punch them twice, pausing to shake off his fist before punching them to the ground.

Special Moves[]

Name
Input
Description
Pyrobomb [← → + P] (air OK) Cinder throws a plasma bomb. Button strength determines throw arc. Pyrobombs are harmless, but stick to the ground or the opponent, even on block. Up to three Pyrobombs can be in play; throwing a fourth causes all bombs to detonate. Pyrobombs fizzle out harmlessly after about 7 seconds (~3.5 timer units), or if Cinder takes damage. Fired Up version throws a larger Pyrobomb.
Fireflash [↓ ↑ + K] Cinder flips into the air with a kick. Button strength determines range and invulnerability; Light is fully invulnerable. Fired Up version summons a pillar of fire at the apex for a juggle hit.
Trailblazer [← → + K] (air OK) Cinder dashes forwards as a fireball. Light goes diagonally up, Medium goes horizontally, and Heavy goes diagonally down. Afterwards, holding a direction and hitting any Kick will cause a second Trailblazer called Afterburner in that direction. Fired Up version allows another Afterburner for a total of three dashes.
Inferno [↓ ↙ ← + K] Cinder ejects chemical fire from his hands. Hold the button to fire for longer. Button strength determines angle; Light goes upwards, Medium goes straight, and Heavy aims down to hit low. Safe on block and causes potential damage instead of chip damage. Fired Up version has increased range.
Fission [↓ ↙ ← + P] Cinder claps, creating a small explosion. Light version is a fake-out, and Heavy has longer startup with advantage on block. Fired Up version is larger and has even better advantage.

Shadow Attacks[]

Name
Input
Description
Shadow Pyrobomb [← → + 2P] (air OK) Cinder throws a giant plasma bomb. Buttons strength determines throw arc. Increased damage and launch height when detonated.
Shadow Fireflash [↓ ↑ + 2K] Cinder flips into the air with a kick that hits five times and is fully invulnerable.
Shadow Trailblazer [← → + 2K] (air OK) Cinder dashes forwards as a fireball that hits five times and is invulnerable to projectiles.
Shadow Inferno [↓ ↙ ← + 2K] Cinder ejects chemical fire from his hands, aiming up and down in a wave pattern. Causes enormous potential damage on block.
Shadow Fission [↓ ↙ ← + 2P] Cinder claps, creating a massive lingering explosion that hits ten times. Causes enormous chip damage on block.
Cinder CharBio

Combo Openers[]

Name
Input
Crossfire [↓ + HK] (air)
Trailblazer (Shadow OK) [← → + K] (air OK)
Fission (Shadow OK) [↓ ↙ ← + P]

Combo Linkers[]

Name
Input
Trailblazer (Shadow OK) [← → + LK/MK]
Fission (Shadow OK) [↓ ↙ ← + LP/MP]
Inferno (Shadow OK) [↓ ↙ ← + LK/MK]

Combo Enders[]

Name
Input
Effect
Pyrobomb [← → + P] Battery/Launcher
Trailblazer [← → + HK] Wall Splat
Fireflash (Shadow OK) [↓ ↑ + K] Damage
Inferno [↓ ↙ ← + HP] Burnout (Punch)
Fission [↓ ↙ ← + HK] Burnout (Kick)

Instinct Mode[]

Name
Input
Description
Pyromania [HP+HK] (air OK) Cinder remains in the Fired Up state for the duration of Instinct Mode, augmenting the properties of every single special attack he uses.

Finishers[]

Name
Input
Description
Ultra Combo [↓ ↙ ← + 3K] Cinder delivers 36 hits to finish the match.
Ultra Ender [MP+MK] (in Ultra) Cinder does a dramatic roundhouse kick to end the Ultra Combo.
Stage Ultra [↓ ↙ ← + 3P] Cinder triggers a stage-specific finishing blow.

External Links[]

Navigation[]

Advertisement