Or, if you notice your opponent likes to approach with Jago's wind kick, perhaps you'll choose to use the kick burnout. You may, for example, choose to burnout Jago's punch buttons so that he cannot perform his normal set of anti-airs, making air approaches easier. The purpose of the burnout ender is to convince you to stop using certain tools associated with the particular set of burned out buttons for a short amount of time.
#Killer instinct 2 snes move list full
This is particularly devastating if you were initially hit with a level 4 burnout ender, because the full 7.5 seconds will start anew. If you press a burned out button and fan the flames, the fire on your body will flare up noticeably, and your burnout timer is reset to its initial value. If this happens, each burnout is governed by its own separate timer, and the potential damage accrued will stack.Īctions such as movement (walking or jumping), moves that require both a punch and a kick (throws, teching a throw, activating instinct, etc), or pressing buttons that are not burned out will have no positive or negative effect on a burnout timer. It is possible to have both your upper body and lower body in a burnout state, if Cinder is able to land multiple combos quickly and performs each burnout ender. If your upper body is burned out, performing any punch normal or special will fan the flames, whereas if your lower body is burned out, performing any kick normal or special will fan the flames. Unfortunately for Cinder's opponent, the burnout state can be extended, termed fanning the flames, by performing certain actions. Performing a combo breaker has the added benefit of instantly healing half of your potential damage, as all combo breakers do, whereas if the timer runs out naturally, you must wait additional time for all your potential damage to naturally heal. There are only two ways to remove this burnout state: either perform a combo breaker or wait for the timer to run out. After the full duration passes, the burnout ends and the potential damage begins to heal. If Jago performs any punch normal or special move, he resets the burnout timer. Burnout enders will also transfer over between rounds.Ĭinder performs a Level 1 punch burnout ender on Jago, which will last 3 seconds. Burnout enders by themselves do virtually no damage, so Cinder is trading immediate damage for potentially greater rewards in the future. The opponent's upper or lower body will be visibly ablaze and he will start to take potential damage at a constant rate until the burnout ends. That is dependent on the combo's ender level. Set amount of time - Level 1 Ender: 3 seconds When a burnout ender is performed, Cinder will set his opponent's upper body (Fission) or lower body (Inferno) on fire for a
Two of Cinder's most important enders, Fission ( + HP) and Inferno ( + HK), cause a unique "burnout" debuff state (Cinder's combo trait) which is important to understand if you use Cinder or fight against him. You can swap the shadow Inferno and the shadow Trailblazer in the 2-meter punish and get the same damage, depending on how easy you find the execution. Shadow Fireflash does quite poor damage as level 4 ender, so the meter is best spent on shadow moves mid-combo. The 1-meter punish is quite particular and does a good 3-4% higher than his next best it uses the fact that Inferno is a faster linker and that shadow Inferno can raise the ender level to 4 without extending too far past the lockout window. If you're having a hard time doing Inferno linkers because you commonly move to up-back and get a premature Fireflash ender, you can replace the no-meter punish with three light Fission linkers for the same damage. Notes: Cinder's punch auto-doubles are faster than his kick ones, and Inferno linkers are marginally faster than Fission and Trailblazer linkers, although they all seem to do roughly the same damage. You can expect your damage to be much higher if you counter break in the middle of a normal combo.) Keeping the initial combo as small as possible helps isolate the counter breaker damage, but this is an unlikely scenario in real matches. Best Counter-Breaker Combos 0 Meter: HP double > heavy Inferno > HP double > light Inferno > HP double > light Inferno > Fireflash ender (34%)ġ Meter: HP double > light Inferno > HP double > light Inferno > Shadow Inferno > Fireflash ender (48%)Ģ Meter: HP double > light Inferno > Shadow Inferno > Shadow Trailblazer > Fireflash ender (53%)ĭamage calculation notes These damage numbers were achieved after medium Fission opener (the non-fired up version), followed by a counter breaker.