I wanted to start with a basic intro to juggles for any Cinder looking for combo path advice or ideas that hasn’t started, or maybe even to grab some new tech to develop your own custom combo’s. His juggling looks impressive but, it’s a lot simpler than you’d think. Sadira and Rash’s juggles are much harder to do in my opinion. Anywho, let’s get to the nitty gritty!
Combo basics: Cinder can jump cancel similar to Sadira (not as good as her to spam auto doubles and manuals though, he literally jumps and allows follow up)
Anything that is a launcher, Target Combo’s ending in HP, Fired up DP, Cr HP can all be jump canceled into an easy follow up for basic juggles.
Easy Example: Fired Up DP > Jump (Towards) Air MK > Medium Trail Blazer > Air MK > Down+HK Recap > Auto Double > Choice Ender
Difficult Example: Fired Up Dp > Jump (Backwards) > Delayed Heavy Trail Blazer 2 Hit(second hit verticle) Delay Hp juggle > Walk Towards(slightly for spacing) St HK > Light Trail Blazer > Air MK > Down + HK Recap > Target Combo LP-HP > Choice Ender
Once you understand how all of his air normals influence your opponent, you have more time than you think to confirm a juggle combo. Each strength has different hitboxes, angles and the followups depend on when and where you choose to use them.
Air Normal Properties:
LP: Pretty standard mid hit with a little of upward velocity to your opponent.
LK: Hits slightly lower than LP but the same velocity upwards
MP: Has a slight downward angle so allows you to let your opponent fall longer before confirming for timing lockouts and if hit low to the ground allows a wide variety of followups.
MK: Is a crossup so can lead to some interesting combo’s when you try it at different heights or approaches. Examples being corner carry, changing sides mid combo and grounded followups.
MP: Has a downward hitbox so it lets you delay juggles looking for timing lockouts and due to that allows a lot of time for grounded followups and sometimes even air normal, land then jump into an air followup from that. About the same, maybe a few pixels higher launch than MK.
HP: Also has a downward hitbox and launches your opponent quite a bit, so much like MP you can delay juggles and easily land into jump for air followups.
HK: This is also a crossup (funky but timing is key) It also hits twice in the air if close, so it has the highest launching potential for Cinder and is one of the easiest air normals to do mid combo bomb juggles from. Hits mid same as the MK crossup.
Cinder has the ability to link anything as a manual in the air and grounded, there are only a select few situations where he only has 1 or 2 buttons to press but even those you can manipulate the timing to give you more options. The only move he cannot link at will is heavy Fission. It is extremely + on block and has a few setups but it’s long startup limits it to unique situations as a link.
Another thing to add would be pyrobomb conversions, the ability to capitalize off these is quite useful and can make or break a good Cinder from the best Cinder.
This was one of my best clutch pyrobomb conversions.
Another Scramble Bomb Confirm vs Fiyah Liger
More to come!
Here’s the first video I may make some combo only ones later but it’s just a matter of learning how his normals react in air, knowing what height they launch at and reacting with trail blazers to link combo’s. You can do a lot of crazy stuff off an air to air if you’re ready for it. The best Cinder’s will capitalize off all of their potential hits.