Cinder was a convicted criminal who agreed to participate in Ultratech's chemical weapons test in exchange for early parole. A failed experiment turned him into a being of living flame. He has now been offered freedom if he can defeat Glacius in the Killer Instinct tournament.
Killer Instinct Finishing Moves List
Profile
Name: Cinder
Age: 31
Height: 6'2″
Weight: 195 lbs.
Occupation: Criminal
The next non-shadow special move he uses is enhanced in a unique way, which means Cinder has three variations for every special move; a normal version, a fired-up version, and a shadow version. Cinder automatically spends his fired up charge with the next non-shadow special move he uses, and 8 seconds later, he will become fired up again.
- Moves based on the SNES manual and the KI Arcade FAQ/Walkthrough by Fulgore Cinder's Ending Leaving as the champion of the tournament, a hostile police reception awaits him outside the gates of UltraTech.
- Special Categories Of Moves. Charge Moveg and Tap Moves the Control Pad in for fit cen to count 1-2), then pre an attack button. Are done by a rolling On the Control Pad dire g an attack button, instructions the must hit during the rolling motion. Hit all in-between. A best; it Move S the are by pad c an button afterward As taka especially if h.
- E um grande jogo, apesar de algumas modificacoes, o jogo nao e ruim, apesar de nao ser tao fiel a sua versao original (Arcade) mas tirando alguns pontos, e um grande jogo de luta para marca (Snes.
History
Ben Ferris, a small-time criminal with counts of assault, breaking and entering and arson on his record, is the latest convict to be bought out of jail for Ultratech's twisted uses. His fate is to be used as a human guinea-pig in the company's chemical weapon developments, an unexpected side-effect leaving him consumed by fire but somehow, much to his own horror, still alive. He is kept confined in a top-security block until Ultratech decide to enter him into the tournament under the codename Cinder to defeat Glacius fairly and in full public view, his freedom providing the ultimate incentive.
Moves
Inferno: Forward, Forward And Any Kick
Fireflash: Forward, Quarter Forward, Down, Quarter Forward, Forward And Any Kick
Heatfist: Back, Back, Quick Punch
Heatsink: Forward, Quarter Forward, Down, Quarter Back, Back, Fierce Punch
Mirage: Forward, Quarter Forward, Down, Quarter Back, Back, Medium Punch
Trailblazer: Charge Back Then Forward And Any Punch
Trailblazer (In Air): Up, Forward, Forward And Any Punch
See Full List On Killerinstinct.fandom.com
Special Moves
Combo Breaker: Forward, Quarter Forward, Down, Quarter Forward, Forward And Any Kick
Ultra Combo: Back Then Forward, Fierce Punch
End Specials
End Special 1: Charge Back Then Right, Any Punch, Medium Punch
End Special 2: Forward, Quarter Forward, Down, Quarter Forward, Forward, Any Kick, Fierce Kick
End Special 3: Forward. Quarter Forward, Down, Quarter Forward, Forward, Any Kick, Medium Kick
End Special 4: Forward, Quarter Forward, Down, Quarter Forward, Forward, Any Kick, Quick Kick
Danger Moves
No Mercy 1: [Stand 2 Character Distance Away] Back, Back, Back, Medium Punch
No Mercy 2: [Stand 2 Character Distance Away] Half Circle Forward, Quick Kick
Humiliation: Back, Back, Back, Back, Fierce Kick
Ending
Leaving as the champion of the tournament, a hostile police reception awaits him outside the gates of Ultratech. As no stranger to confinement from his former life of crime, Cinder has no intention of being imprisoned again. Using his newly acquired power, he easily evades the capture attempt, leaving his potential captors in his wake. Picking a location suitable for his current condition, he ponders his next move.
Killer Instinct Finishing Moves List
Profile
Name: Cinder
Age: 31
Height: 6'2″
Weight: 195 lbs.
Occupation: Criminal
The next non-shadow special move he uses is enhanced in a unique way, which means Cinder has three variations for every special move; a normal version, a fired-up version, and a shadow version. Cinder automatically spends his fired up charge with the next non-shadow special move he uses, and 8 seconds later, he will become fired up again.
- Moves based on the SNES manual and the KI Arcade FAQ/Walkthrough by Fulgore Cinder's Ending Leaving as the champion of the tournament, a hostile police reception awaits him outside the gates of UltraTech.
- Special Categories Of Moves. Charge Moveg and Tap Moves the Control Pad in for fit cen to count 1-2), then pre an attack button. Are done by a rolling On the Control Pad dire g an attack button, instructions the must hit during the rolling motion. Hit all in-between. A best; it Move S the are by pad c an button afterward As taka especially if h.
- E um grande jogo, apesar de algumas modificacoes, o jogo nao e ruim, apesar de nao ser tao fiel a sua versao original (Arcade) mas tirando alguns pontos, e um grande jogo de luta para marca (Snes.
History
Ben Ferris, a small-time criminal with counts of assault, breaking and entering and arson on his record, is the latest convict to be bought out of jail for Ultratech's twisted uses. His fate is to be used as a human guinea-pig in the company's chemical weapon developments, an unexpected side-effect leaving him consumed by fire but somehow, much to his own horror, still alive. He is kept confined in a top-security block until Ultratech decide to enter him into the tournament under the codename Cinder to defeat Glacius fairly and in full public view, his freedom providing the ultimate incentive.
Moves
Inferno: Forward, Forward And Any Kick
Fireflash: Forward, Quarter Forward, Down, Quarter Forward, Forward And Any Kick
Heatfist: Back, Back, Quick Punch
Heatsink: Forward, Quarter Forward, Down, Quarter Back, Back, Fierce Punch
Mirage: Forward, Quarter Forward, Down, Quarter Back, Back, Medium Punch
Trailblazer: Charge Back Then Forward And Any Punch
Trailblazer (In Air): Up, Forward, Forward And Any Punch
See Full List On Killerinstinct.fandom.com
Special Moves
Combo Breaker: Forward, Quarter Forward, Down, Quarter Forward, Forward And Any Kick
Ultra Combo: Back Then Forward, Fierce Punch
End Specials
End Special 1: Charge Back Then Right, Any Punch, Medium Punch
End Special 2: Forward, Quarter Forward, Down, Quarter Forward, Forward, Any Kick, Fierce Kick
End Special 3: Forward. Quarter Forward, Down, Quarter Forward, Forward, Any Kick, Medium Kick
End Special 4: Forward, Quarter Forward, Down, Quarter Forward, Forward, Any Kick, Quick Kick
Danger Moves
No Mercy 1: [Stand 2 Character Distance Away] Back, Back, Back, Medium Punch
No Mercy 2: [Stand 2 Character Distance Away] Half Circle Forward, Quick Kick
Humiliation: Back, Back, Back, Back, Fierce Kick
Ending
Leaving as the champion of the tournament, a hostile police reception awaits him outside the gates of Ultratech. As no stranger to confinement from his former life of crime, Cinder has no intention of being imprisoned again. Using his newly acquired power, he easily evades the capture attempt, leaving his potential captors in his wake. Picking a location suitable for his current condition, he ponders his next move.
Killer Instinct
- 6' 2'
- 195 lbs
- 31 years old
A convict, experimented on by UltraTech. A failed chemical weapon test mutated his body turning him into a living flame. Promised freedom if he defeats Glacius, he enters the fray.
The following biographical information is quoted from Rare's old websiteBen Ferris, a small-time criminal with counts of assault, breaking and entering and arson on his record, is the latest convict to be bought out of jail for Ultratech's twisted uses. His fate is to be used as a human guinea-pig in the company's chemical weapon developments, an unexpected side-effect leaving him consumed by fire but somehow, much to his own horror, still alive. He is kept confined in a top-security block until Ultratech decide to enter him into the tournament under the codename Cinder to defeat Glacius fairly and in full public view, his freedom providing the ultimate incentive.
Killer Instinct Moves - EventHubs
Move Name | Key Combination | Notes |
---|---|---|
Heatfist | + QP | |
Mirage | + MP | Immune to all projectiles |
Mirage | Hold QP Release QP | Immune to all projectiles |
Heatsink | + FP | |
Trailblazer | + Any Punch | Ground or Midair |
Trailblazer | Charge + Any Punch | |
Inferno | + Any Kick | |
Inferno | Charge + Any Kick | |
Fireflash | + Any Kick |
Killer Instinct Snes Combo List
Move Name | Key Combination | Notes |
---|---|---|
Lava Pool | + MP | 1 to 2 player distance |
Meltdown | + QK | 1 player distance |
Humiliation | + FK | 1 to 4 player distance |
Ultimate Meltdown | + MK | During combo |
Ultra Combo | + FP | During combo |
Ultra Combo | + FP | During combo |
Cinder's Ending
Killer Instinct Snes Cinder Moves List
Leaving as the champion of the tournament, a hostile police reception awaits him outside the gates of UltraTech. As no stranger to confinement from his former life of crime, Cinder has no intention of being imprisoned again. Using his newly acquired power, he easily evades the capture attempt, leaving his potential captors in his wake. Picking a location suitable for his current condition he ponders his next move.