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Combo List - Cassie Cage Cassie Cage Combo Thread

tatterbug4

Bug of tater's
212 works after d+f1 and b212d1+2 combo starters on males. Also, you gotta hit them low to the ground. For females and every other situation i use 11.
To be honest her mid screen combos is where the struggle is for me. I have no problems landing her corner combos online, unless the connection is atrocious, but that basic stuff is pretty inconsistent.
Does it work for over head too? I think I've done it on practice
 

The Magician

According to my sources...
i recommend not doing extended midscreen combos period
If you're talking about 11 and 212 as an extender, then I see no reason not to. I see so many Cassies at any major tournament or local just do a simple b12~db2 run b1~bd3. The 11 and 212 is about 3-6% more damage and can be the determining factor of winning a round with barely any increase in execution. I lost a few rounds using just a b1~bd3 ender to see the difference and it is quite big.
 

delbuster

hungry
you use a lot more stamina doing the 11/etc compared to just b12 flip b12 ender due to the range on b12.

far f3 flip makes certain followups just impossible because f3 doesn't move as far forward as b12
d+f1 is somewhat in the same boat
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Do you recommend 11 in every situation midscreen?
Online sometimes I go back and forth just depending, but on most connections you can easily do 11 with no issues. If I am feeling saucy I will go for the 212 on the b212d1+2 and d+f+1 strings, but that is it. Everything else gets 11 on my bnb's, and sometimes I will still leave it out completely depending on the situation.
i recommend not doing extended midscreen combos period
11 is a pretty easy link in most situations and it also takes the timing out of the equation for the ender where sometimes your opponent will be too high for the nut punch to hit. Easy to time it offline, but sometimes I have to mash out my ender online and it will whiff. Biggest issue is stamina use.

EDIT:

IMO 11 doesn't use up that much more stamina, whereas 212 eats up a significant amount.
 

The Magician

According to my sources...
DAFUQ????? Is this only to end a round like Sub's 11 iceball loop?
I don't even know if it's a glitch, as it combos all the way up to 100 hits and then stops. I recall someone saying it was a secret brutality in a youtube vid somewhere
 

DOOMSDAY-15RUS-

i'LL DESTROY YOU ALL
Here Cassie all variation corner combos, up too 39% meterless and 45% 1 bar.
Subscribe to my yt channel and like for more videos
After 1,2,B+4 and 3,3,1 enders 50/50 resets are possible

 

Zato1984

Noob
(overhead) f3~db2, RUN~121, 21u4, 4~db2,RUN~123~bd3 (42%) [restand]

Is this still works? I'm just pull 38% instead of 42%?
 

N-Zalo

Noob
I've been using spec ops lately, I realized that max damage corner combos does not end in armor breaking setups: the gravity correction of large amount of hits on juggle combos make the opponent fall quickly, allowing them to armor after you call the missile and before you can hit them. But... if you reduce the number of hits, or times you use the flip, you get the advantage to simultaneously hit with missile and normals in the exact moment your opponent is waking up (assuming he will attempt wakeup attack).
I know there are lots of safer options than trying to break wakeup armor, but the psychological effect of it is devastating and makes them respect your corner pressure soooo much. That being said, has anyone been studying the optimal damage/setup-time corner combos?