Killer Instinct Season 2: ARIA Beginner’s Guide

ARIA Front

It’s Not Over ‘Till The Slim Robotic Lady Sings

And now, the end is near

And so I face the final curtain…

That’s providing you survive through ARIA’s beatdown of course Frank. You’ve listened to the support acts, but now it’s time to make way for the headline act. ARIA is Iron Galaxy’s final Season 2 character and Killer Instinct‘s first playable boss character, and boy oh boy is she an absolute badass to brawl against.

Determined and skilled players who were able to best the secret Shadow Jago boss in Season 1’s Arcade Mode first caught a glimpse of the enigmatic ARIA in the ending cutscene, but her true form was only revealed just a few weeks prior to her May 29th release at Chicago’s Combo Breaker tournament. The robotic CEO of Ultratech, ARIA – or, to give her full title, the Advanced Robotics Intelligence Architecture – is an artificial intelligence program designed to carry out the noble duty of protecting and uplifting the quality of all human life. Originally programmed and built back in 1948 by Ultratech’s progenitor, the Ultrafine Atomic Technologies Company and the industrialist Ryat Adams, ARIA’s goals were to end disease, famine and poverty; or, as the UATC rather sympathetically puts it ‘to push humanity out of…the primordial muck and mire it wallowed in.’ Who says philanthropy is dead eh?

Evolve or Die

Hmmm, tough choice there ARIA – can I get back to you on that?

Unfortunately though, it seems that in the past sixty-seven years those noble original intentions have gradually morphed from benevolent conservationism into a ruthless embodiment of extreme Darwinism. In her trailer dialogue, she concludes that the other Killer Instinct combatants – a motley crew made up of interplanetary aliens, frenzied werewolves and demonic spirits to name just a few – pose a dire threat to humanity’s continued survival (a rather logical conclusion I might add) so she vows to drag humanity “kicking and screaming into the future” to save them. Gulp!

The Pinnacle

Futuristic, elegant and designed for combat – The Pinnacle has a lot in common with ARIA herself.

ARIA’s stage is The Pinnacle, and as the name might suggest, it’s a suitably epic stage to close out Season 2 on. It’s essentially ARIA’s office located at the top of the Ultratech tower, and it reminds me a lot of the Final Destination stage from Nintendo’s Super Smash Bros. series with its sleek futuristic angles and muted purple and blue colour tones. As the fight progresses, the window blastshields recede to reveal a twilight sci-fi city skyline, and a pair of Fulgore bodyguard units materialise in the background to spectate the fight (and thankfully not wade into the melee themselves). The Pinnacle also includes a fantastic Stage Ultra. The victor smashes their opponent through the glass window (as opposed to the glass ceiling) and watches as they plummet all the way down to the cold, hard ground. As Aussie rockers AC/DC once said, ‘It’s a long way to the top if you want to rock ‘n’ roll’, but man, it’s also a really fucking long way back to the bottom of Ultratech HQ, that’s for damn sure.

While it’s hard to top the awesomeness that was Cinder’s theme, ARIA’s theme still packs a mighty punch in the audio department. Mick Gordon has engineered a blisteringly fast blast drum ‘n’ bass aural battering for the players’ ears; while it might lack the strong, memorable melodic hooks of his previous character themes, the polyrhythmic cacophony of distorted beats, glitchy effects and screaming distortion of ARIA’s theme all blend together really well to create a brutal wall of sound. My favourite part of the track however is the moody multi-textured synth remix of the character select theme that plays when both fighters are idling, which acts as a lovely but ominous counterpoint to the complex aggressive sections that sandwich it.

Hand on Hip

ARIA isn’t impressed with my long-winded waffling; I’d better rattle through this next bit fast!

Okay, so we’ve gone over ARIA’s character background, The Pinnacle and the kickass music that’s playing on it – let’s get down to business (hey, just like a human CEO might say) and talk about her command list. But first, before that – yup, you’ve guessed it – here comes my noob disclaimer. As I’ve previously written at the start of all my previous Killer Instinct character guides, I’m no expert at Killer Instinct. Though I have a huge passion for the game and I absolutely love writing about it, the sad fact of the matter is that I’m certainly no pro player. Hell, don’t just take my word for it – have a fight against my Jago Shadow (GT: TB321), who’s currently swimming around in the suspiciously murky yellow waters of the online baby pool with his six-nil losing streak, and experience my woefully amateurish skills for yourself.

Look, all I’m trying to say is that I can’t provide you with in-depth frame-by-frame analysis of each fighter’s moves, give detailed match-up tactics and advice, nor do I have an impressive win/loss ratio to boast about. However, despite my own personally mediocre skills, hopefully I can pass on a few beginner’s tips, tricks and observations about ARIA and her command list that might just help a new player get to grips with complexities of this cybernetic CEO. Okay, all that being said, it’s time to pick up your conductor’s baton, crank up your metronome to a solid 174/175bpm and get ready for band practice with ARIA.



Running program kickass.exe.

The first thing that you’ll probably notice about ARIA is that she has three healthbars. This might look like a massively unfair advantage initially, but fear not, ARIA’s three shorter health bars are actually equivalent in total to every other character’s standard two. The catch is that ARIA’s health is distributed between her three Drones; Booster, Blade and Bass. These Drones each have their own set of special abilities and moves that ARIA can use either by uploading herself into a Drone to use it as a Body, thereby acquiring it’s specific abilities, or calling it out in battle as a Drone Assist. ARIA is only defeated when all three of her Drones have been destroyed.

In this sense, ARIA is perhaps best thought of as a core base character with supplementary modules you have to manage according to the ever-changing rhythm of the fight. Or, if you’d prefer a cheesy ’90s child analogy instead, she’s basically the Mighty Morphin’ Power Rangers‘ Megazord. Yes, ARIA is indeed that level of awesome. Before we go into the finer details of each of her Drones and Bodies however, let’s first look at her constant kick attacks that she has access to at all times, regardless of whichever Body she’s currently uploaded to.

These Boots Were Made For Blasting


Boom, legshot!

What’s cooler than having robotic legs? How about robotic legs with shotguns for kneecaps? Medium Kick makes ARIA blast out a 12-gauge shotgun round at her opponent, the blast of which can handily destroy an incoming enemy projectile. On its own, this is a fantastic normal with great range which can be fired off both on the ground and in the air, and also works as a running auto-double when used directly after a forward dash. Additionally it functions as an excellent poking tool and combo opener which can be quickly linked into Shotgun Blitz (Quarter-circle Forward + Kick); a low-sliding attack which sees ARIA skid forward along the floor and fire off a shotgun blast into her opponent’s torso. It’s comparable in range to Orchid’s Blockade Runner or Jago’s Wind Kick, travelling across the screen at a distance equivalent to the strength of the kick attack used in the move’s input. Light Kick travels the shortest distance (but is the safest on block), Medium Kick goes a bit further across the screen and Heavy Kick travels really far – across pretty much half the screen.

Shotgun Blitz

ARIA performing a very literal take on the verb ‘kneecapping’.

Shadow Shotgun Blitz is a projectile invulnerable five-hit sliding attack which sees ARIA skid across the floor like a dangerously-pissed uncle at a wedding, firing off her shotguns as she goes. The arrhythmic pulse of the attack makes it a particularly tricky Shadow Move for your opponent to reliably break, making it really useful as a linker. Using Heavy Kick in Shotgun Blitz mid-combo executes ARIA’s Hard Knockdown Ender.

Surely nothing could possibly be cooler than robotic shotgun knees right? Wrong – ARIA also has a pair of grenade launchers installed in her robo-calves, making her legs easily the most simultaneously vicious and cool set of pins in the entire Killer Instinct character roster yet. Eat your radioactive heart out Fulgore.

Air Grenades

Orchid soon regretted calling ARIA nothing but a load of hot (explosive) air.

Heavy Kick is a normal attack which makes ARIA kick out with her leg to release a cluster of grenades at her opponent. Like the shotgun kneecap blasts, these grenades will also destroy incoming enemy projectiles. This normal is also particularly badass when used in the air, as ARIA backflips before unleashing grenades; if timed correctly, the move will first hit your mid-air opponent with the flip shortly before they are juggled by the subsequent grenade explosion. I personally love to immediately follow up the grenade explosion with Medium Kick whilst the opponent is still airborne from the grenade juggle, as ARIA will shoot her opponent back down onto the floor with a satisfying thud. It’s a short little flurry that does hardly any damage, but it just looks so damn cool and stylish that it’s well worth messing around with and throwing into your attack patterns from time to time. It’s also worth noting that ARIA will pause slightly when doing the aerial flip, making it a handy last-ditch method you can use to dodge an opponent’s projectile in a pinch. It’s an extremely brief pause however, so don’t rely on it as a consistent method for dodging incoming projectiles every time they’re thrown at you.

Explosive Arc

All those years of ballet leg stretches really came in handy after all, eh ARIA?

Explosive Arc, performed with Quarter-circle Back + Kick, is pretty much exactly what the name suggests; ARIA swings her leg up in the air to scatter out a cluster of grenades in a…well, a literal explosive arc. The strength of the kick attack used affects the speed and range of the attack. Light Kick is the fastest version of the attack with the greatest range, whereas Heavy Kick is the slowest with the shortest range but also the most safe on block. Medium Kick falls in between the two extremes offering median values for range, speed and safety. Shadow Explosive Arc is a really fast five-hit version of the attack, which is great to throw into your combos as a speedy way of racking up your total damage cashout. When used mid-combo, the Heavy Punch version of Explosive Arc acts as ARIA’s Launcher Ender.

Boost Me Up, Before You Go-Go

Booster Wings

Go go gadget awesome anime wings!

We’ve looked at the attacks ARIA has at her disposal regardless of which Body she’s currently uploaded to. Now it’s time to check out the special attacks that are associated with each Body. As it’s the default one that’s already equipped when ARIA starts out each match, let’s also start out by looking at Booster Body first. This Body gives ARIA some very Gundam-inspired wings and makes her look like a vicious metallic Valkyrie of vengeance.


Hovering allows you to dodge out of the way of many projectiles. Just watch out for anti-airs!

Aside from just making ARIA look cooler, the Booster Body grants ARIA some unique aerial movement abilities. If you hold Up after jumping with the Booster Body equipped, ARIA remains hovering up in the air for a short period of time. While you’re hovering, you can press Back or Forward to hover in that direction – making it a fantastic way to land cross-ups on your opponent. ARIA will instantly and automatically switch her direction when passing over her opponent’s head, allowing you to cleverly fake-out your opponent multiple times by passing back and forth over their head before landing your attack. Just make sure you’re watching out for your opponent’s anti-air attacks though if you’re spending a lot of time in the air. A good tactic you can use if you suspect your opponent is going to swat you down is to use the speed of the hover move to bait your opponent into anti-airing and then quickly float backwards as they attack. Correctly anticipated and timed, you will be able to punish your opponent in the lengthy recovery animation of the whiffed anti-air and start up a combo.


Watch out! Robot overlord coming through – fast!

When in Booster Body, ARIA gets access to the Crescendo special move. Performed with Quarter-circle Back + Punch, the move shoots ARIA forward in a sonic blast of sound. The strength of the punch used alters the angle of the attack; Light Punch travels horizontally across aproximately a quarter of the screen and starts up a combo on hit, Medium Punch travels upwards at a 45° degree angle (a great anti-air attack), while Heavy Punch travels directly upwards and is invulnerable on start-up, making it a great reversal. All of these Crescendo attacks can be performed whilst ARIA is airborne too; The Light Punch attack still travels horizontally in the air, whereas aerial Medium Punch will travel diagonally downwards at 45° and Heavy Punch will travel directly downwards instead. Shadow Crescendo travels horizontally for a five-hit attack, but it also has the benefit of having one hit of armour – very handy indeed. Utilising all the various properties of the Booster Body, ARIA can take the fight to the air-dominant characters such as Sadira and Cinder and aggressively apply lots of pressure in the sky. Used in a combo, Heavy Punch Crescendo acts as ARIA’s Wall Splat Ender.

Sing Sing Sing (With A Sword Swing)

Blade Normal

Blade Body has some incredibly good normals to poke at your opponent with.

The pen might well be mightier than the sword, but I very much doubt your average Bic biro would give ARIA’s Blade Body a serious run for its money. This is ARIA’s rushdown body, which gives her a giant sword arm to slash at her foes with, as well as several interesting movement buffs and combat abilities designed for being up close and personal with her prey.


Interlude is a fast overhead strike – use it to catch out an opponent blocking low.

When uploaded to Blade Body, ARIA’s forward and backward movement speeds are greatly increased, allowing her to stroll around the stage a lot faster. Additionally, ARIA also gets an extra two normal attacks when she’s uploaded to the Blade Body – Medium Punch and Heavy Punch are two long-range sword swipes that have excellent range, making them really good poking tools to stab at your opponent from afar. Blade Body’s jumping Medium Punch is another great cross-up tool in her arsenal to be aware of, as well as Interlude (Forward + Heavy Punch), a unique command-normal overhead slash attack to Blade Body that’s similar in execution and speed to Fulgore’s Axis Slash.


ARIA’s Blade Body also doubles up as a handy conductor’s baton when she’s not slicing up freedom fighters.

Blade Body also has its own special attack known as Allegro. Performed with a Dragon Punch input (Forward, Down, Down-Forward + Punch), the strength of the Punch button used determines the specific nature of the attack; Light Punch is a single Shoryuken-style uppercut with the blade, Medium Punch is a three-part horizontally-moving swipe attack and Heavy Punch combines both the uppercut and triple-swipe attacks into a single fluid motion. Like other Shoryuken-style moves such as Jago’s Tiger Fury and Orchid’s Air Buster, the light version of ARIA’s Allegro is another fantastic reversal you can use to smack a body-hugging opponent away from you after they’ve dealt you knockdown. Inputting Allegro with Heavy Punch mid-combo performs ARIA’s Damage Ender, so make use of it often to carve away great chunks off your opponent’s health bar; if you need to cut really deep, go for a Shadow Allegro for considerably more damage output.

All About That Bass, ‘Bout That Bass


Dissonance allows you to deal out punishment one sixteenth note burst at a time.

Bass frequencies can sometimes hertz your ears if they’re loud enough, but in Killer Instinct, they can also physically harm you as well. That’s thanks to ARIA’s Bass Body; this Body gives her a powerful chest cannon which allows her to fire bursts of rapid-moving sound pulses at her opponent, as well as greatly increasing her dash speeds.

Upwards Dissonance

“The hills are alive with the sound of screaming…”

As you might imagine, this combination of benefits makes Bass Body ARIA’s go-to zoning choice, allowing her to quickly retreat across the stage and keep an opponent at long-range with barrages of multi-shot burst projectiles. Known as Dissonance (Quarter-circle Forward + Punch) her projectile special move is absolutely fantastic for zoning, with three firing options according to the strength of the punch button used in the move’s input. Light Punch sends out a burst that shoots along the ground and hits low, Medium Punch fires one off at chest height that hits mid, and Heavy Punch fires a volley of shots upwards at a 45° degree angle. Shadow Dissonance sends out a burst of sound pulses in a wide scatter pattern that covers pretty much the full screen in its spread.

Shadow Dissonance

Shadow Dissonance will sweep the screen with projectiles, making it a very useful defensive tool.

Although each shot of Dissonance has quite a long recovery animation which leaves you vulnerable to attack, due to the rapid speed and full-screen reach of each burst, these projectiles are easily some of the best in the game and will destroy pretty much anything being thrown your way. What’s particularly neat about Dissonance is that ARIA can cancel out of the move into other shadow moves midway through the firing animation to make them safe – e.g. you can protect yourself with a Shadow Dissonance or Shadow Shotgun Blitz etc. if your opponent dodges the incoming projectiles or you whiff the attack angle. As well as functioning incredibly well as a zoning tool, you can also use Bass Body to open up your opponent for some close-range punishment as well. Depending on the distance from your target, you can shoot your opponent with Dissonance before immediately sliding into them with Shadow Shotgun Blitz to start up a combo from quite a long way out. Dissonance acts as ARIA’s Battery Ender when the Heavy Punch version of the move is inputted during a combo.

Droning On

ARIA Concept

ARIA’s original concept art, complete with her three Drones (clockwise from right: Bass, Booster and Blade).

Before we go into putting together all the various elements of ARIA’s arsenal of moves, another important aspect of ARIA we need to go over is how exactly her Drones function in combat. ARIA can switch between her three Bodies with Upload (All Punches/Kicks), a special move which transfers her into one of her available Drones (All Punches transfers ARIA to the top Drone, All Kicks transfers her to the lower one). Swapping between Drones is risky business – although ARIA is damage invulnerable during the initial animation of Upload as she disintegrates, she is very vulnerable upon re-materialising in the next body as the move has a long recovery animation. However, ARIA does have a special and much safer way of transitioning between Bodies when she’s in the heat of battle. Hitting All Punches/ Kicks when you’ve got a combo going will perform ARIA’s Upload Ender, which swaps her into the chosen Drone before finishing the combo. If you’ve taken a lot of damage and need to swap to a new Body as soon as possible, this is often a great way of making the switch, as by the time your opponent has recovered and got back to their feet, you’re already set up in your new Body and ready to keep up the pressure.

The two Bodies that ARIA isn’t currently occupying will hover behind her as Drones. Whilst inactive and floating behind ARIA, the Drones cannot be attacked by her opponent. However, ARIA can make limited use of their associated abilities by calling them into battle as Drone Assists (Back + Hard Punch calls in the top drone, Back + Hard Kick calls in the lower one). Each Drone has its own specific start-up, attack, invulnerability and recovery animations that you’ll have to learn in order to make best use of them.

The general idea is to use the Drone Assists to make your unsafe moves more protected, but beware – any Drone you send out can be injured by your opponent. If a Drone is hit, then it becomes inoperable for a short period of time and also takes quite a bit of damage. Knowing when to call the right Drone into action at the appropriate time is a tricky thing to get down at first, but with a bit of practice you can soon recognise decent opportunities to punish or trap your opponent with assists. It’s a bit of a risk/reward strategy; call one in too early or too late and it’ll likely just get swatted down, but time it well and they can really help you dominate your opponent. Here’s how each drone functions:

Bass Assist

Bass Assist.

Bass fires off a volley of shots across the screen. It’s slow to start and projectile and strike vulnerable before it starts to fire, but if deployed correctly then it’s a great way of temporarily zoning your opponent, as it will pretty much shoot through anything. A cool way you can protect the Bass Drone from incoming projectiles as it prepares to fire is to use ARIA’s Medium Kick shotgun knee attack to destroy any fireballs/iceballs/plasma shots or any other ball-based nasties heading your way.

Booster Assist

Booster Assist.

Booster swoops in and pushes the opponent away with a hard knockdown; the awesome thing about this last Assist is the fact that even if your opponent anticipates the Booster being sent out and blocks accordingly, they’ll still be shunted back across the screen. It is vulnerable however when it pauses after the attack, so you’ll need to cover it with projectiles from Bass or rush in and apply pressure with Blade.

Blade Assist

Blade Assist.

Blade swings upwards in a corkscrew motion close to ARIA to act as a very nifty anti-air attack. The Drone is strike-invulnerable on start-up and only becomes vulnerable in the brief pause it has after the attack, making it hard for an unprepared opponent in close proximity to deal with. If your opponent blocks the Assist however, then it is easy to punish as it floats back down.

The most important thing to do when using Drone Assists is to observe your opponent’s position and tendencies during the fight, and let those dictate the right drone for the scenario. Facing an aggressive rushdown character who just won’t get out of your face? Send Booster out to get some breathing room. Fighting a jumping opponent who loves nothing more than to repeatedly hit you with cross-ups? Cut them down with the Blade Drone’s uppercut. Need to pressure a long-range zoner and keep them peppered with projectiles? Call out the Bass Body. There’s also some crazy combination techniques you can use the Drones for as well; try going for a Booster Body aerial cross-up at the same time as forcing your opponent to block a hail of sound bullets from the Booster Drone, or sending out Booster while rushing in with Shotgun Blitz to clip their legs. Experiment, and see what crazy concoctions of swords, wings and projectiles you can come up with.

Come Together


ARIA and Orchid’s synchronised dance routines were a bit rough around the edges, but they certainly had potential.

Remember earlier I compared ARIA to the Megazord? Well here’s why – ARIA’s Instinct mode (Combat Symphony No. 9 to give its full title) combines all of her Drones into one mega Body in one smooth anime-style cutscene. In Instinct, ARIA automatically swaps to her Body with the most remaining health and gets access to all of her available Drones’ special moves and movement advantages, as well as being able to cancel moves into Drone Assists when in Instinct. If ARIA has lost any Drones during the fight, then she will generate Mini-Drones that act as replacements for the time Instinct remains active. They basically function like Bass Body in that they fire off a projectile attack, but unlike Bass Body, these Mini-Drones automatically track and aim their projectiles at your opponent, making them a bit trickier to dodge.

Best of all, the damage ARIA absorbs when in Instinct is shared out equally amongst her remaining Drones, which essentially means that your opponent will only be able to inflict a third of their normal damage to you when ARIA is in Instinct. What’s even more crazy about ARIA’s Instinct is that ARIA’s Drones can’t be killed off whilst it’s active. Drones will remain at 1 healthpoint and will continue to absorb damage for the duration of Instinct, effectively allowing you to absorb damage beyond the normal threshold.

However, if her main Body is killed in Instinct, then ARIA loses and the match ends, regardless of whether her subordinate Drones are still in play, so watch out. If things do start to go badly and you and your Drone fleet are taking a battering, you do have some alternative tactics in your titanium trickbag to try and pull things around. You can use Disband by hitting Heavy Punch + Heavy Kick when in Instinct to share out your damage between your remaining Drones, at the cost of half of your remaining Instinct. It’s a bit of a last-ditch survival attempt, but it might just help keep you and your Drones alive a bit longer to secure victory.



“No no NO! That’s the third window this week! Arrggh!” Ultratech’s glaziers are never out of action for long.

ARIA is an extremely versatile character who has what’s essentially the perfect set of weapons and tools for dealing with any situation or match-up the game can throw at her. She has a very flexible movelist which grants her a variety of options in combat, and with myriad Drones, Bodies and three varied fighting styles to draw upon, ARIA can tackle anyone, anywhere and from pretty much any angle. Although she might look and feel like a complicated character for a beginner to learn at first, the modular nature of her fighting style actually makes her rather easy for a novice player to pick up and practice. She actually plays very similarly to Jago and Fulgore, so some of the fundamental moves in her command list will immediately feel familiar to anyone who’s already gone through Killer Instinct‘s tutorial. With a bit of practice, you’ll soon be improvising your own increasingly complicated compositions of attacks, assists, covering-attacks and cross-ups, and fluently sight-reading when to punish your opponent’s mistakes.

Golden Glow

Will Orchid overwhelm ARIA, or be ultra-rekt by Ultratech?

The crucial thing any ARIA player does have to worry about, regardless of their skill level, is her health; keeping your eye on the distributed health of all her Drones is an absolute must when playing as the ultimate Ultratech warrior. In the wise words of KI‘s Lead Designer Adam Heart, ARIA is best thought of as not one but a team of characters. Thus, achieving success as ARIA comes down to how well you manage that team. Much like a real life sports team or an orchestra, focusing on one constituent part instead of the whole ensemble is a sure-fire recipe for disaster. Remember, the team is only as strong as its weakest member, and your goal is to keep all three drones alive for as along as possible. Fail to switch your Bodies regularly and you’ll soon find those Drones are dropping like heavy metallic flies; lose one and you’ll be struggling; lose two and it’s probably goodnight Vienna.


“You’re the best”. “No, you’re the best!”

Bearing this in mind, ARIA is strongest at the start of a match when she still has all of her Drones available, and only gets weaker and forfeits entire portions of her command list as she loses them. On top of that, unlike the rest of Killer Instinct‘s fighters ARIA doesn’t automatically heal potential damage accumulated by her equipped Body. The only way for her to recover potential damage is to swap out of her current Body and Upload to a new one. On a side note, ARIA does also have some interesting beneficial side effects that somewhat offset the risks of having to regularly switch Bodies- for example, ARIA can actually nullify Kan-Ra’s Curse of Weight or remove Cinder’s Burnout Ender flames just by switching out to a new Body – swings and robotic roundabouts I guess.

Don’t let those concerns put you off playing as ARIA by any means though. In many ways, ARIA is theoretically the best character in the game. She doesn’t particularly have any major match-up worries that put her at a distinct disadvantage to any one character, and she can outperform each character’s specialist fighting disciplines if her resources are utilised effectively. In the right hands (e.g. not mine) and with all three of her Drones still in play, ARIA can tackle every single member of the roster with ease. Each Body is perfectly suited to its task; Bass Body is great for zoning out the rushdown characters, Blade Body is great for going on a rushdown offensive, and Booster is great at cross-ups and air dominance. Combine those three very different playstyles with her universal versatile kick attacks, Drone Assists and her damage absorbing Instinct, and she can be nigh on unstoppable.

Win Pose

ARIA – the ultimate Megazord matriarch.

Well, that’s pretty much all the beginner’s info I offer up about ARIA. As you can see, I’m no Grade 8 + player when it comes to Killer Instinct, but hopefully this guide might just help act as a textual rudiment to more advanced and skilled ARIA playing. So…that’s all folks! I’d better get back to the Shadow Lab and tinkle on the old ivories (i.e. whip my lousy Jago Shadow into shape).

Piotr Ruszkowski (OhNoo Studio) Interview

Wall Demon Art

I recently played through an awesome 2D point and click horror adventure game called Tormentum: Dark Sorrow and, to cut a long story short, I really enjoyed it. Successfully funded through Indiegogo in August 2014 and launched on Steam in March 2015, OhNoo Studio’s game is a dark and surreal journey through a nightmarish land, complete with disturbing demons, forlorn figures and bioorganic backgrounds. Curious as to what exactly inspired all this grotesque horror and melancholy, I reached out to Piotr Ruszkowski, Tormentum‘s artist and co-designer, to ask him a few questions about his career, the creation of OhNoo and Tormentum, and what monstrous muses lay behind his haunting but beautiful creations.

How did you first get started in the games industry, and what were your early inspirations?

Well, all of OhNoo’s crew previously met at an educational company and our job was to create educational software including games. The games were rather simplistic and aimed only for local distribution, but they were the means for us to learn to work together as a team. This helped us a lot later on when we tried to do our own little project for tablets. This wasn’t a game in the true sense of the word, but rather just an app, but it was a small step to larger ideas for the next projects like Tormentum. So I like to say that we have come a long way in our evolution. During that process, we have been inspired by many successful independent developers out there like Amanita Design and their Machniarium and Botanicula games. They proved to us that it’s possible to make something beautiful using limited resources. We knew at that time that we wanted to make an adventure game because we weren’t able to do anything else gameplay wise, so we focused on making story driven games.

Tormentum Team

How did you meet Łukasz and Grzegorz, and how did OhNoo come together as a development studio? Also, where did the name come from?

I’ve known Łukasz for many years, we’ve been friends since highschool. We went to different universities but we met again in the same job in the educational company. Grzegorz joined the office to work as a programmer later on, and we all worked in the same room for five years. When the company started a reduction process and fired many workers, we decided to stay together and make our own projects. The name ‘OhNoo’ was the result of a joke we shared during an annual event integration of the past company. We liked the simplicity of that name and decided for it to be the official name of our team.

Door Creature

What was the initial inspiration behind Tormentum, and what made you decide to make a 2D point & click adventure game specifically?

I was creating the Tormentum world almost two years before the actual development of the game took place. Back then, I wanted to make a dark collection of works for my personal portfolio (I had only 15 works at the time) but then I realized that it would be much cooler to have a whole game in such a style. So it was a starting point for us to clarify more details about what genre it should be or how to build an interface etc. The point and click genre was perfect for images to be exposed. Of course I had to prepare them for the parallax effect which needed foregrounds to be cut out from backgrounds etc. but the motion effect was totally worth the effort. The end result was 75 game backgrounds and hundreds of zoom-in screens.

Desert Statues

You’ve listed the painters H.R. Geiger and Zdzisław Beksiński as main influences on the game’s visual style. What is it about their surrealistic art that appeals to you as a creator and artist, and why do you think it still resonates strongly with people today?

In my opinion Beksiński and Geiger were focused on showing fear, death and suffering in their paintings. That is what I wanted to share with the audience as well in Tormentum, so I was strongly inspired by these artists. The aspect of metaphysic is somehow present in Beksiński’s works which also strongly resonates with me. I think that people appreciate their art for similar qualities.

Embracing Skeletons

The game’s world draws from an eclectic visual mix of sci-fi, high fantasy, steampunk and body horror – genres that traditionally don’t always fit well together, yet somehow you’ve successfully managed it with Tormentum; the game has this unique feel and identity to it as a result. How did you go about incorporating all these various styles and blending them together so cohesively

First of all the world of Tormentum is very dreamlike, so I could go crazy and put whatever I wanted in there. Of course I had to stick to a decayed sense of style, in order to kept it coherent. I was guided by my personal rule that the player must be entertained and not be bored, so I was thinking about how to surprise the gamer to keep her/him motivated and rewarded once she/he finds new locations. So I focused on creating stuff that was both cool and interesting for myself, but also hoping that it would also be interesting for the players as well.

Mine Creature

In the process of designing the levels and backdrops, did you have to make any compromises from your original artistic vision? For example, did you have to simplify any areas to make levels easier for a player to navigate, or make areas more complicated to better serve a tricky puzzle design?

Of course! It’s a natural part of the designing process. Sometimes we would have a puzzle ready first and then I’d have to create a background for it, other times it would vice versa. Sometimes I had to add something to support a riddle, but I must say that we didn’t do any drastic changes or throw away any of prepared graphics simply because we cannot afford to. I remember some stages that needed tweaking a lot to serve as a cool puzzle chamber such as the weight puzzle with the guard in the background or the mine level with wagons. There were a ton of changes.

Castle Chamber

Did the game’s dark story come about as a result of the art style, or did it evolve separately to the visuals?

The world and the whole setup came first and the story was thought out later on. When we were designing the game we had some core ideas for the story, but the finer details had to be hammered out later on. I was loosely inspired by movies like What Dreams May Come and others – especially those about underworlds. At one point we had a dedicated writer who was responsible for the script but he was just not reliable and didn’t deliver his work on time so Łukasz and I had to take care of the story and dialogue ourselves. It was a tough task because we aren’t trained writers.

Grey IcariTormentum reminded me of Silent Hill 2 in the sense that the various creatures and characters you encounter are all visibly suffering and pitiful in their own way. What challenges did you face in designing the creatures and characters in such a way as to get the player to sympathise with them rather than feel revolted?

I didn’t particularly wonder about how the players would receive the characters in the game when I was creating them – it was too early for that. Rather I was focused more on making something interesting, and that was the most important factor for me at that point. Later on, I sat down with Łukasz and thought about how to shape an interesting character with their dialogue. Sometimes it cast a whole new light on them. I think we did a good job with some characters – like the Rat for example. He was the most developed personality from the entire cast of our characters in my opinion, because he was quite an important NPC in the story.

Tower Beast

Having read that you’re a fan of From Software’s Demon’s Souls, I was quite nervous when first playing Tormentum as to whether clicking on the various creatures would cause a death or fail state. While I’m glad the game doesn’t punish the player’s curiosity in this way, was there ever any talk of including a similar cruel but fair trial and death mechanic in the game?

No. The From Software inspiration in Tormentum comes only from a visual aspect of their games. We thought about raising the difficulty of the puzzles during the development process, but in the end we didn’t want to frustrate the players; I wanted to make more of a streamlined and smooth adventure game with awesome 2D graphics. The punishing methods in Dark Souls are great, but in adventure games it could be a pain in the ass! We were looking more at modern adventure games in the Telltale Games’ style for gameplay inspirations.

Eye Socket Puzzle

Personally, I thought you struck a great balance between accessibility and difficulty with the design of Tormentum‘s puzzles. Was this a challenging thing to achieve or did it just come about naturally as part of the design process?

Early in the development stage we had several harder puzzles in the game, but we discovered that they were just frustrating and weren’t fun. We didn’t want to create stupidly hard ones that needed external assistance. We always questioned ourselves – is it fun? Is it enjoyable? If we found a puzzle to be too difficult then we put some helpful hints in, because we wanted players to be able to finish the game without having to break off to check YouTube walkthroughs etc. As for the item puzzles, we always kept in mind the idea to stay as logical as possible. We tried to avoid the usual adventure game tropes of MacGyver-like item mixing and strange illogical item usage. I hope we did it quite well. The main goal in creating this game was to make a sweet and short game that everyone could finish and enjoy.

Cage Puzzle Notebook

I thought the game’s user interface was very considerate to the player in a way that a lot of puzzle games just aren’t. Did the idea to include a virtual notebook for the player come about from your own experiences of playing adventure games?

User Interfaces should be as easy and minimalistic as possible. Notice our game’s inventory placement and its functionality. We have seen many modern adventure games with huge inventories just pop up in the centre of the screen when you click on them. In my opinion, it’s just a terrible design choice because when it happens, I don’t have any room to see where I can match my items on the backgrounds. That is why we chose to move the player’s inventory to the right and make all the items you are holding visible without interrupting the game backgrounds. As for the notebook, we discovered that some of the puzzles might need a pen and paper to solve, so we didn’t want to force people to physically make diagrams on paper in front their computers.

Statue Close-up

The music in Tormentum complimented the melancholic atmosphere and dark visuals incredibly well. I know you’ve already released the game’s artbook, but do you have any intention of releasing the soundtrack?

Unfortunately no, because all the tracks are licensed. Łukasz did a fantastic job of selecting all the tracks to match the atmosphere of each of the locations, and it wasn’t an easy task to do! So yeah I’m afraid we don’t have rights to release a soundtrack.

Your IndieGoGo campaign for Tormentum was a big success – were you pleasantly surprised by the positive response to the game right off the bat?

Yes we didn’t expect anything frankly speaking. It was just a test for us in such crowdfunding methods. The response was positive and very motivational, but I have to mention that the biggest feedback we got was after we released the demo of the game because not everyone treated us too seriously based on just a few images and GIFs.

Is the crowdfunding process something that you’d want to try again with future projects?

Of course! I can hint that very soon we will be back with another project but this time on Kickstarter. It will be a drastic change from Tormentum, so stay tuned. For us, the crowdfunding approach is a great opportunity from a marketing standpoint to let people know about our projects before their release. It is a very important thing in today’s world where it’s hard to be noticed.

TsioqueFinally, what’s next for OhNoo? Can you talk a bit about Tsioque, Snot & Muff and Sky Islands?

Tsioque is a point and click game with cartoony graphics so it’s quite a drastic departure from Tormentum. The main feature of this game is the handmade animation. If you appreciate such craft you will enjoy this game. We were inspired by old classic games like Dragon’s Lair or Heart of Darkness in aspects of their animation and design. We hope it will be an enjoyable point and click game! As for Snot & Muff I can only say it’s cooking away right now. It’s not so much a game but rather a simple storybook as Amelia and Terror of the Night was. It’s just a side project for us. The rest of the projects are secret for now until we’re ready to announce them.

Killer Instinct Season 2: Cinder Beginner’s Guide

Cinder Close-up

What’s Cookin’ Good Lookin’?

May – the month in which the weather starts to go from cold to slightly less cold here in the UK. It was also the month when we finally managed to get our cold frost-bitten hands on quite possibly the hottest character in Killer Instinct. Easy tiger – no I’m not talking about Sabrewulf in his rather skimpy shorts, but Cinder. The flaming fighter hit Killer Instinct on April 30th, and he’s been warming the hearts of both new and old players of the game in equal measure; alongside Riptor, TJ Combo and Maya, Cinder is the last original series character to be included in the roster, and he’s arguably the one that fans have been waiting to singe their hands on for the longest time.

The penultimate Season 2 character has had a slight retcon to his backstory in the original 1994 Killer Instinct. He’s still pretty much the same cocky Ben Ferris you know and love from the original game, only now he’s got a slightly different backstory. No longer the prisoner in flames (not chains) who’s been subjected to Ultratech’s crazy experiments against his will; Cinder’s now a mouthy merc for hire who has voluntarily opted for the Ultratech experimentation (the daft nutter), specifically a melding of human and Glacius’ species DNA… as well as presumably a fair old quantity of gasoline thrown into the mix for good measure. In other words, he’s a flying flaming torch with some formidable tricks, flips and stinging quips up his highly combustible sleeves.

Air Kick

Whether in the air or on the ground, Cinder is a flaming nuisance for his opponents.

For a man who’s essentially a walking bonfire, Cinder has an appropriately warm-blooded stage to fight in. Fury’s Core is a giant magma-filled crater complete with al fresco research labs (strange combination if you ask me, but it seems to be working) and plenty of flashy floating platforms whizzing around in the background. Though sadly there’s no Stage Ultra for this stage, it still manages to feel exciting and epic; the complicated flotilla of platforms in the background contrast really nicely with the simple rocky plinth the players fight on in the foreground.

Fury's Core

Fury’s Core; a fiery yet still strangely functional Ultratech facility. My nerdy Killer Instinct lore questions aside, it’s a fun stage to fight on.

It also helps that this level has arguably one of the punchiest and most aggressive theme songs in the game to go with it. Once again, Mick Gordon has totally knocked it out of the park on his soundtrack duty. Cinder’s Theme, Inferno, features a heavy remixed version of Robin Beanland’s Trailblazer from the original game’s soundtrack which has been expertly spliced with Mick’s own raunchy riffs, searing hot lead guitar solos and brutal beatdowns. The result is an incredibly good balancing of old and new music, and it makes the stage all the more cool to play on.

That’s enough window dressing for now, let’s move onto the main flaming man himself. As I like to say at the start of these character guides, I’m no expert at Killer Instinct, and though I have a great passion for the game and I absolutely love writing about it, the sad fact is that I’m certainly no pro player. I can’t provide you with in-depth frame-by-frame analysis of moves, give detailed match-up tactics and advice, nor do I have an impressive win/loss ratio to boast about. However, despite my own personally mediocre skills, hopefully I can pass on a few beginner’s tips and tactics about Cinder and his command list that might just help a new player get to grips with the fundamentals of this hothead honcho. Okay, with that said, it’s time to turn up the heat and get cooking with Cinder.

Flambéed Fisticuffs

Open Palms

When Cinder says he’s warming up, he’s really not kidding! Ouch!

So where to start with learning Cinder? I think one of the most important things to go over right away is his Fired Up combat trait. This is a unique effect that imbues all of his special attacks with additional and very handy buffs, and it’s an essential part of his playstyle to get to grips with.

Basically, it works like this; as the trait’s name suggests, Cinder ignites into flames every eight seconds. When Cinder is Fired Up his next Special Attack gains additional properties. After performing a special attack, Cinder will go back to a duller glow, and will re-ignite eight seconds later. Don’t worry, Cinder will glow very brightly when he is Fired Up, so the difference between his Fired Up and normal states is easy to distinguish regardless of whatever skin you choose (though it’s perhaps easiest to recognise at first in his default skin).

Additionally, upon activating his Instinct mode, Pyromania, Cinder remains Fired Up for the full duration of his Instinct. All special attacks gain Fired Up properties during this time, so you can really turn up the heat and give your opponent a roasting when you’ve got a full Instinct meter. What exactly are these special Fired Up buffs though? Well, they’re all specific to each special move, so let’s go through them.

Goodness Gracious, Great Balls of Fire

Cinder’s is easily one of the most manoeuvrable characters of the Killer Instinct roster, with multiple aerial skills that can give even Sadira a run for her money. That’s largely thanks to Trailblazer, a fast moving attack which sees Cinder curl up into a deadly fireball and blast forwards through the air. Performed with Back Forward + Kick, Trailblazer is a great combo linker and standalone attack that can be used both on the ground and in the air, making it an extremely versatile way of attacking your opponent.


Sick burn. Sick burn indeed.

The angle of the attack is determined by the strength of the kick attack; the Medium Kick version travels horizontally (approximately across half of the screen), the Light Kick one travels diagonally upwards. The Heavy Kick variant sees Cinder briefly shoot straight up in the air before hurtling diagonally downwards if performed on the ground, while the aerial version just sends him heading downwards with no additional upward boost. When Cinder is Fired Up, the move will destroy any non-shadow projectiles – allowing you to quite literally fight fire with fire when up against Jago players.


Look out below! Flaming supersoldier coming in hot.

What’s more, Cinder can also chain the move with another Trailblazer – known as Afterburner – which opens up your movement options further. While you’re streaking across the screen in fireball form, simply press Any Direction + Any Kick to aim Cinder in that direction. Afterburner can be used on its own, directly off a blocking opponent or when hitting an opponent in mid-air.

Cross Fire

Glacius and Cinder’s arguments about global warming tend to get just a tad heated.

Plus, if that wasn’t enough, when Cinder’s Fired Up you even can do a second Afterburner on top of your first as well – just press your desired direction and hit another kick button again to keep sizzling through the air. That means you can essentially perform Trailblazer three times with Cinder before his hot little tootsies have touch the floor again, which makes the move an incredibly handy cross-up tool when combined with the aerial Cross Fire (Down + Heavy Kick). The Light Kick Afterburner covers the shortest distance, the Heavy Kick one travels the furthest, and the Medium Kick is your median go-to.

Unfortunately, although you can’t perform an Afterburner directly after a Shadow Trailblazer, it has the bonus of being completely projectile invulnerable (until the recovery animation at least), making it a great way of getting through a projectile-heavy opponent’s defences. Finally, executing Trailblazer mid-combo with the Heavy Kick variety gets you Cinder’s Wall Splat Ender.

Pyrobomber Man


“Glacius! Catch!” Cinder’s attempts to bond with Glacius fell rather flat to say the least.

To go from one ball of fire to another, let’s look at Cinder’s Pyrobombs. Pyrobombs are Cinder’s projectiles, and what’s really interesting about them is that they function as glowing satsuma-like balls of C4; rather than causing damage to your opponent upon contact, Pyrobombs will actually stick to your opponent and require manual detonation. These throwable bombs can be chucked out from the ground and mid-air, giving Cinder some really interesting medium to long-distance zoning options to play with.

Executed with Back Forward + Punch, Cinder will throw out a bomb in an arc depending on the strength of the punch used; Light Punch throws a fast bomb at a long, low angle, Medium Punch sends one long-range but a slightly higher trajectory, while Heavy Punch sends one sailing in a very high, slow and short-range curve.

When Fired Up, Cinder throws out a slightly larger Pyrobomb which does slightly more damage than usual, and has a slightly larger blast radius than the standard explosives, and launches your opponent slightly further up into the air. In other words, it’s just better in every single way. Pressing All Punches activates Pyrotechnics, which is pretty much exactly what the name suggests – Cinder detonates all Pyrobombs currently onscreen. Just like with Pyrobomb throws, Pyrotechnics can also be triggered both in-air and on the ground. You can have up to three Pyrobombs onscreen at any one time – trying to throw a fourth while at max capacity will just function as an alternate detonation method.

Although the Pyrobombs are extremely cool, they do come with some caveats to bear in mind. If Cinder is hit before detonating any bombs, then they will all instantly disappear, so you have to be careful when trying to lob a load of them at your opponent. If left undetonated, Pyrobombs will also disappear after an eight second window.

The Shadow Version throws out a massive Pyrobomb, and its trajectory is determined by the combination of punch buttons you use to input the move. If you input the move by hitting LB (default controller mapping for All Punches), then the bomb will fly out in a similar manner to a standard Light Punch strength Pyrobomb. If you input the move using any two punch buttons simultaneously, you can choose which throwing arc you’d like to use.

Shadow Pyrobomb

Cinder’s Shadow Pyrobomb. Learning all the extended throwing inputs does take further time and effort, but Cinder (and your improved win/loss ratio) will thank you for it.

For this reason, if you play Killer Instinct using a fightstick, and like me, you tend to default to just hitting LB to activate shadow moves, it’s worth spending time to practice throwing your Shadow Pyrobombs using a dual punch button input as this will give you more flexibility over how to best deploy the big bomb in the heat of combat (I’m sorry, look the fire puns are only going to keep on getting cheesier from here on out – what did you expect?)

Okay, bear with me here, as this paragraph is important, but things are going to get just a little wordy and tedious – sorry in advance. Inputting the Shadow Pyrobomb move using Light Punch + Medium Punch throws the Shadow Pyrobomb in a similar arc to the standard Light Punch Pyrobomb. Inputting Shadow Pyrobomb with Light Punch + Heavy Punch throws the Shadow Pyrobomb in a similar arc to the standard Medium Punch Pyrobomb, and inputting Shadow Pyrobomb using Medium Punch + Heavy Punch throws the Shadow Pyrobomb in a similar arc to the standard Heavy Punch Pyrobomb.

Phew – did you get all of that? I know, I know, I know – it can be a bit of a major mindfuck trying to keep all these arbitrary-looking sub-divisions of the Shadow Pyrobomb input in the back of your head while scrapping online, but if you stick with it and give it a bit of practice, you’ll be a way more versatile zoning Cinder as a result of your hard work.

Whilst we’re covering Cinder’s throwable tangerines of terror, it’s worth pointing out their application in conjunction with his throws. Pyrobombs stuck to your opponent can be detonated between the second and third hits of Cinder’s throw animation. If that sounds complicated, don’t worry it’s not – Cinder takes an obvious moment between the hits to cool off his fist (the cocky git) before delivering the final hit of the throw so once you know what to look for it’s rather easy to get the necessary timing down. Grabbing an opponent and dishing out some extra damage with a cheeky bomb detonation mid-throw is incredibly useful, as the resulting explosion will launch your opponent into the air, allowing you to bat them around with a Trailblazer/Afterburner or two, or recapture them with Cross Fire and start a combo back on terra firma.

Pyrobomb Ender

Cool guys don’t look at explosions – they blow things up and then fly away. Laughing.

Performing any strength punch of the Pyrobomb input mid-combo executes Cinder’s Battery and Launcher Ender. This is a great choice when running low on meter, plus it sets you at a decent distance away from your opponent if you need some space. Additionally, Cinder’s Pyrotechnics combat trait means that whenever you perform any one of his Enders, he will automatically detonate all deployed Pyrobombs – so any bombs stuck to your opponent when ending a combo will just add to the total damage cashout. Cha-ching!

Burn Baby Burn

Speaking of Enders, Cinder has some other toasty tricks he can inflict on his opponents at the end of his combos. Specifically, Cinder can perform a special pair of Burnout Enders which affect your opponent in some really nasty ways. First though, let’s look at the special moves associated with these Enders – Fission and Inferno.

Fission Ender

“I love the smell of melted alien in the morning.”

While we’re still on the topic of hot orange balls, let’s look at Cinder’s Fission first. Performed with Quarter-circle Back + Punch, this move sees Cinder bash together two Pyrobombs to create a big tasty explosion that can be used as an attack, a combo linker or a handy way of destroying non-shadow projectiles. Medium Punch and Heavy Punch attack as normal, but interestingly the Light Punch version is a fake-out move which can be used to bait your opponent into a block. When Fired Up, the Medium Punch and Heavy Punch Fission blasts have a slightly larger blast radius than normal, and Shadow Fission hits a ridiculously awesome ten times and has a massive blast radius – great for punishing an opponent trapped in a corner.

Inferno Ender

Ben Ferris, AKA the human external combustion engine.

Inferno is a long-range flamethrower attack which sees Cinder spray his opponent with a far-reaching stream of fire. Performed with Quarter-circle Back + Kick, the strength of the kick attack used determines the attack’s range. The Light Punch version has the shortest range, Heavy Punch has the longest, and yup, Medium Punch lies in-between the two. Like Fission, Inferno can also be used to destroy non-shadow projectiles, and when Cinder’s Fired Up, the Inferno flame jets reach slightly further than normal. Shadow Inferno is the longest reaching version of the attack, which travels in an undulating pattern across pretty much the full screen distance. What’s really neat about all the Inferno attacks is the fact that even if your opponent successfully blocks the attack, they will still absorb the potential damage – pretty neat huh?

The Heavy Punch Ender versions of Fission and Inferno are Cinder’s Burnout Enders; what’s special about these finishers are that they actually set your opponent on fire. The Fission Burnout Ender will set your opponent’s arms on fire, and the Inferno Burnout Ender will set your opponent’s legs on fire. Whenever you alight your opponent’s limbs in this way, the flames will continue to burn between 3 and 7.5 seconds depending on the level of the Ender, and during that time period they will continuously take potential damage. What’s really cool however is that if your opponent uses an attack associated with that burnt out region (i.e. if they use any derivative of a punch attack when their arms are burning) whilst they’re still on fire, then they essentially ‘fan the flames’ and they keep burning and the potential damage continues creeping up. All you really need to do then is to start up and quickly end another combo (preferably with Cinder’s Damage Ender, Fireflash, performed with Down Up + Kick) to obliterate your opponent’s health bar once they’ve been cooking up all that potential damage.


Use Fireflash in a new combo directly after a Burnout Ender to wipe out a big chunk of your opponent’s health bar.

So, in other words, these Burnout Enders are incredibly important parts of Cinder’s moveset. A great tactic is to burn your opponent’s limbs and then repeatedly attack them in ways that will make them accidentally fan the flames, or leave themselves completely open for punishment. Either way is a big win for you as a Cinder player. Being spammed with projectiles? Burn your opponent’s arms to temporarily discourage further barrages. Getting poked from your opponent’s kick attacks? Scorch their legs and start pressuring low. Being swatted out of the sky with your opponent’s anti-airs? Burn their arms and swoop down from above with impunity.

All These Fire Puns Are Getting Pretty Charcoal’d By Now


Though he looks a bit intimidating, Cinder’s ashtually a really nice guy once you get to know him.

Personally, I find Cinder to be a very complex character for a beginner to get to grips with. For a start, like Riptor, Cinder is a hybrid input fighter who utilises both charge inputs and quarter-circle inputs, which makes him initially feel quite fiddly and awkward to get to grips with in my opinion. As a low-level Killer Instinct player myself, I prefer it when a character has either all quarter-circle move inputs, or all charge inputs – not a mix of the two.

Just like with my initial attempts to learn Riptor, I found it really confusing at first to get to grips with Cinder’s mixed inputs, and properly commit them to muscle memory. Plus on top of that, in order to be able to accurately control his Shadow Pyrobomb throws, you have to learn that whole other string of arbitrary alternative inputs we discussed earlier, which just complicates things for a new player (and idiots like me) even more. Thankfully, it’s not a massive deal and you’ll soon get to grips with his controls after a couple of matches, but for a new player just starting out with Cinder, his complicated command list can almost feel like a rather tricky opponent you have to fight right from the off.

However, get through that initial learning curve and he’s an incredibly fun character to use and one well worth persevering with. After some careful practice in the dojo, you’ll soon be chucking out Pyrobombs, darting across the screen with Trailblazer and burning up the competition in no time.

Fired Up Trailblazer

Cinder’s aerial Trailblazer juggles can be a bit tricky to pull off, but they’re incredibly useful, not to mention very cool.

In terms of his overall fighting style, Cinder is perhaps best described as an aerial rushdown character. He’s a bit of a strange mix in that he excels at being played up-close and aggressive in his opponent’s face, yet he also has some interesting but limited projectile/zoning options with the Pyrobombs he can use to attack from afar. From my own experience playing the character, it’s hard to pinpoint particularly difficult match-ups that he struggles against, but rather it’s that he can struggle to open up opponents with strong defensive playstyles.

Glacius Heavy Punch

Much like the readers of this guide, Glacius wants to put an end to all these tired fire puns once and for all.

When in the heat (cringe) of battle, keep your opponent guessing when using Trailblazer. A nice tactic you can use to catch an opponent off guard is to move in with a Trailblazer, dash backwards with your first Afterburner before rushing back in and landing the hit with your second. A careless opponent will likely read your backwards Afterburner as a retreat, and walk smack-bang into the follow-up – ready to receive a brutal barbequing.

Afterburner Dodge

Though Trailblazer/Afterburner are largely unsafe on block, a retreating Afterburner can allow you to avoid punishment if timed correctly.

Although you’ve got a variety of unique ways to pressure your opponent as Cinder (particularly through airborne Trailblazers), the vast majority of his special moves are unsafe on block. If you’re swatted down mid-air from a Trailblazer, or your opponent successfully blocks an Inferno/Fission, you can expect to get a swift battering. Luckily, Cinder has a very speedy backdash, which works incredibly well at getting you out of dangerous situations pronto, so make good use of it. If dealt a heavy knockdown from your opponent, Fireflash functions as a fantastic reversal that can be used on recovery as a swift riposte to an aggressive combatant’s new combo attempt.

Puddle Punch Block

Welcome to the hot ‘n’ cold gun show.

If you’re struggling to open up a defensive opponent, throwing out a cheeky Pyrobomb or three is a great way to get them to panic and lose their cool. Just remember that if you’re hit just once (even with a projectile) before you detonate then all your bombs will disappear, so be ready to block and play defensively yourself if your opponent launches into action. Additionally, don’t rely too heavily on the Pyrobombs as your primary offensive strategy; Cinder is primarily a rushdown character so think of them as a handy way of zoning and annoying your opponent when appropriate.

Again, as we’ve previously gone over, a large part of your gameplan when playing as Cinder should be to make frequent use of his Burnout Enders where appropriate. Keeping your enemy’s potential damage levels high will make them doubly anxious about getting caught in your combos, so use their hesitancy to your advantage. Once you’ve burned your opponent, try pressuring them in ways that will either cut down their chances to retaliate, or severely punish them if they do.

Win Pose

“I’m on fire!” Yes you are Cinder. Yes you are.

Well, that’s pretty much all the basic knowledge I can pass on about Cinder for now. Next up in the beginner guide hotseat is the enigmatic CEO of Ultratech. Unveiled for the first time at Chicago’s Combo Breaker fighting game tournament, ARIA is the final Season 2 character, and the big boss character for the upcoming Season 2 Arcade mode, who uses special drone modules to support and supplement her attacks. Whether there’s an additional secret boss one à la Season 1’s Shadow Jago remains to be seen, so we’ll have to wait until the new Arcade mode finally drops to find out. In the meantime, turn up the heat and dish out some blazing batterings.