If I had seen this I would have jumped in much sooner.
No offense, but don’t speak for me on this one. There are two characters I really enjoy in this game, and one of them is Cinder. I dropped Thunder for him, who was my main since day 1 or season 1. In season 2 Thunder just couldn’t keep up with the cast around him, and when I picked up Cinder and noticed the INSANE new level of mobility and freedom I never had with the slow walking Thunder before, I loved every second, Fulgores no longer could run from me and I had way better wake up reversals. Though given the season 3 changes, I think I may try Thunder again soon.
I don’t understand the logic to changing a very easy motion for trailblazer to something more complicated, and given that inferno uses a quarter circle motion + kick already, it almost seems counter-intuitive to give it this motion. I kinda have to lean on Occam’s Razor on this one, and show favor to the simplicity of the input.
As far as the trialblazer priority, I can understand why the regular versions show no priority. It’s such a powerful mobility tool that gains ground so fast and can be an opener under the right conditions, giving it too high a priority can lead to a much more mindless gameplay style. I will say though, I disagree with some of the shadow trailblazer stuff though, in the fact while I don’t mind not being able to control it’s direction, I would like it to have a little more priority so you can’t just be jabbed out of it. Maybe the priority of a medium or heavy, just anything better than a light. I would also like it to cover a little more ground, because as an projectile invincible move, it sometimes fails, namely against Glacius flurries where the linger for a while and you can come out of the projectile invincible frames and still get hit (yes, I have had that happen).
I happen to think his third degree chain is a pretty powerful tool, makes great juggles, pressure, cancelable into specials, block strings, and the full string can be executed on whiff, and the third heavy hit is jump cancelable for juggle opportunity. I can get a lv 2 burnout using it, a single pyrobomb throw cancel and a recap. So with all the usefulness of Third Degree, it has to take a hit in order for it to be remotely fair and not OP, and unfortunately that means range was most likely gonna get hit. They aren’t bad they are just situational, like a lot of Cinder’s game.
Also, his standing HK isn’t bad, and when spaced right can make a decent anti air normal, and crouching HP is decent too, being jump cancelable for juggle follow up. However, it will be difficult for him to maximize the usefulness of heavies ignoring armor in season 3, but anyone who plays Cinder effectively should know Cinder’s lockdown/rushdown style is something you have to work on, but it gets amazing, flashy, and creative results.
I disagree greatly, as @SightlessKombat can tell you how amazingly annoying Cinder’s grab actually can be, and is only going to be even worse in season 3 when you can cancel it for a free level 1 burnout. While it’s range is short, it’s fairly easy to surprise your opponent with and can easily turn into some powerful, quick combos without needing meter to be effective.
You also forget that trailblazer can negate a lot of projectile games in the fact that aerial trailblazer can simply fly over straight travel projectiles, like endokukens, fulgore blade and hype beams, horizontal searing skulls, ground hail, daggers. It’s extremely useful in that regard, and allows for a quick slam back to earth at a measly -3 advantage.
A lot of Cinder’s gameplay style depends on a lot of things, making use of a lot of his useful, but situational specials, and basically being able to condition your opponent to think before acting and giving them reason to pause. Once you’ve effectively conditioned them to fear you, you then have more free reign to control the fight and hit them hard. It’s a more methodical approach to the game, almost as thought provoking and challenging as any kan ra player’s setups. He’s not meant to be an easy mode character, just easy execution, which is to help make up for his less damaging options.
While his damage on his own is without a doubt weaker than any else, his burnout enders, which are very easy to use, give you a great deal of leverage and can easily turn around the fight very quickly if the opponent isn’t careful, giving you free level 4 damage enders for devastating meterless damage.
CPU vs CPU matches are irrelevant to matchup data and can not be used as a distinguishing factor for success of a character, it more or less just shows how well made or poorly executed the AI script running that character can be. You also have to know the computer (literally) cheats in a lot of ways, and in the computer match mode is no different. The computer actually doesn’t have to input directional’s or anything, it just activates specials, and dictates positioning and frame data to calculate the most appropriate counter move. It doesn’t care about mixups, resource management, comeback mechanics, etc.[quote=“Yperdaimonios, post:17, topic:6852, full:true”]
i understand he is more tactical. but ( except that i miss his absolute rushdown self) i think is lacking comboness with all of his tools , like you just do hits and bombs ,and eventually lacking some KIness.
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His ability to combo is probably better than anyone else in the game. He has so many options to punish into full combo, throw into combo, pressure into combo, he can open up into combo in a ridiculous number of ways, more so than just about anyone. He has invincible meterless reversals that can lead into combo, POWERFUL frame advantage specials and Shadows, surprisingly quick meter gain, my favorite projectile in the game since it’s so versatile and useful for lockdown, damage, ender scaling, and will now be throwable at the end of a trailblazer. He’s got some of the best mixups in the game and a really good instinct mode he can activate in the air and on ground, one of two characters capable of that. He’s got so many good tools, he needs to be kept in check, which is where the lower average damage comes in.
It does leave you at +4 on block, and sets up my favorite frame trap. I would like it to travel further though, as stated earlier, and maybe have a priority of a medium or heavy, if not a special or shadow.[quote=“Dayv0, post:33, topic:6852”]
Same as Shadow fssion, Inferno or pyrobomb. All of them have “flaws”, but together, they can cover almost all situations.
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I agree, the sum of the parts of Cinder’s gameplan are much greater than the total, and cover practically any situation.
I like Cinder a lot, even with him being as tough to use as he is, but he has crazy advantages few other fighters have.