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Combo List - Cassie Cage Cassie Cage Combo Thread

Pan1cMode

AUS FGC represent!
Here are the Cassie Cage Kommunity’s combos. I’ll try to keep this as up to date as possible. Please note this is a work in progress, combos will be added to the OP as they are discovered.

Notation is thus:

ATTACKS
1 – front punch (fp): square on PS4, X on Xbone
2 – back punch (bp): triangle on PS4, Y on Xbone
3 – front kick (fk): X on PS3, A on Xbone
4 – back kick (bk): Circle on PS4, B on Xbone

DIRECTIONS
u - UP
d - DOWN
b – BACK (away from opponent)
f - FORWARD (towards opponent)

JUMPS
j - jump
ji – jump in (Jump towards opponent)
nj - neutral jump (Jump directly up)
njp – neutral jump punch (neutral jump + 1/2)

OTHERS
~ - cancel
xx – cancel
(ex) – indicates EX version of a special
(MB) - indicates a MB version of a special/move
RUN – indicates a run (ff+block)
THRW - indicates a throw (L1 on PS4, Left Bumper on Xbone)
, - end of string/normal/special
> - end of string/normal/special
+ - indicates button pressed at same time

Color Key:
Green=Spec Ops
Red=Hollywood
Blue=Brawler

N.B. In any midscreen combo where 212 follows a run, you can substitute 11 or omit the 212 entirely for less damage, but easier/more consistent execution.


MIDSCREEN

SPEC OPS.

METERLESS

(11 frame advancing mid) b12~db2, RUN~212, b12(4)/(~bf4) (25%/26%) [missile setup if end in b124]

(Low) d+f1~db2, RUN~212, b12(4)/(~bf4) (24%/25%)[missile setup if end in b124] <N.B. cancel after second hit of d+f1>

(Overhead) f3~db1~db2, RUN~212, b12(4)/(~bf4) (25/26%) [missile setup if end in b124]

(6 frame punish) 242, 33, b12~db2, RUN~b12~bf4 (31%)

b212d+1+2~db2, RUN~212, b12(4)/(~bf4) (29/30%) [missile setup if ended in b124]

(missile setup) dd1, (RUN~)ji2, RUN~212, b12~db2, RUN~b1~bf4 (27%) <N.B. first RUN necessity is distance dependant>

(neutral jump punch) nj1/2, 33, f24~db2, RUN~f24~bf4 (30%)

METER

(ex missile setup) dd1(ex), (RUN~)ji2, RUN~212, b12~RUN~B1~bf4 (30%) <N.B. first RUN necessity is distance dependant>



HOLLYWOOD

METERLESS

(11 frame advancing mid) b12~db2, RUN~212, b12~bd3 (27%) [restand]

(Low) d+f1~db2, RUN~212, b12~bd3 (26%) [restand] <N.B. cancel after second hit of d+f1>

(Overhead) f3~db2, RUN~212, b12~bd3 (27%) [restand]


(6 frame punish) 242, 33, b12~db2, RUN~b12~bd3 (32%) [restand]

(armour breaking move) f44, 33, b12~db2, RUN~f24~bd3 (29%) [restand]

b212d+1+2~db2, RUN~212, b12~bd3 (31%) [restand]

(neutral jump punch) njp, 33, f24~db2, RUN~b12~bd3 (30%) [restand] <N.B. walk forward slightly to get the 33 to connect>


METER


(11 frame advancing mid) b12~db2, RUN~212, b12~bd3(ex) (30%) [restand+vortex]

(Low) d+f1~db2, RUN~12, b12~bd3(ex) (27%) [restand+vortex] <N.B. cancel after second hit of d+f1>

(Overhead) f3~db2, RUN~212, b12~bd3(ex) (30%) [restand+vortex]

(6 frame punish) 242, 33, b12~db2, RUN~f2~bd3 (ex) (34%) [restand+vortex]

(armour breaking move) f44, 33, b12~db2, RUN~f24~bd3(ex) (31%) [restand+vortex]

b212d+1+2~db2, RUN~212, b12~bd3(ex) (33%) [restand+vortex]

(neutral jump punch) njp, 33, f24~db2, RUN~b1~bd3(ex) (32%) [restand] <N.B. walk forward slightly to get the 33 to connect>



N.B. For any of Cassie's combos ending in bd3(ex), she can chose to spend another bar and get a 12% blockstring [ji2~b212d+1+2~bf1(ex)], essentially adding 12% to the damage of each combo at the cost of 1 bar.

BRAWLER

METERLESS

(11 frame advancing mid) b12~db2, RUN~212, b12~bf3 (29%)

(Low) d+f1~db2, RUN~212, b12~bf3 (28%) <N.B. cancel d+f1 after the second hit>

(Overhead) f3~db2, RUN~212, b12~bf3 (29%)

(6 frame punish) 242, f24~db2, RUN~f24~bf3 (33%)
(6 frame punish) 242, b12~db2, RUN~f21+3 (28%) [restand]

b2121+2~db2, RUN~212, b21~bf3 (31%)

(neutral jump punch) nj1/2, 33, f24~db2, RUN~f21+3 (30%) [restand]
(neutral jump punch) nj1/2, 33, f24~db2, RUN~f24~bf3 (33%)

METER

(jump in kick) ji3/4~THRW+d(MB), f24~db2, RUN~f21+3 (34%) [restand]
(jump in kick) ji3/4~THRW+d(MB), f24~db2, RUN~f24~bf3 (38%)


CORNER


SPEC OPS

METERLESS
(11 frame advancing mid) b12~db1~db2, RUN~121, 212, 123~db2, RUN~123~dd1b(39%) [missile setup]

(overhead) f3~db1~db2, RUN~121, 212, 123~db2, RUN~123~dd1b (40%) [missile setup]

(low) d+f1~db1~db2, RUN~121, 212, 123~db2, RUN~123~dd1b (38%) [missile setup]

(6 frame punish) 242, 4, 212, 212, 123~db2, RUN~33~db2, b12~dd1b (40%) [missile setup]

(neutral jump punch) nj2, 4, 212, 212, 123~db2, RUN~33, db2, b12~dd1b (38%) [missile setup]

(from missile setup {f3 hitting first}) [dd1b] f3, 4, 212, 212, 123, RUN~33~db2, b1~dd1b (40%) [missile setup]

(from missile setup {missile hitting first}) [dd1b] f3~db2, RUN~4, 212, 123~db2, b1~dd1b (34%) [missile setup]

METER
(from ex missile setup) [dd1(ex)] d+f1~db2, RUN~33, 212, 123~db2, b1~dd1b(34%) [missile setup] <N.B. dial d+f1~db2 so only the first hit comes out. The low must hit first>



HOLLYWOOD

METERLESS

{easy} (11 frame advancing mid) b12~db2, RUN~33, 212, 212~db2, b12~bd3 (36%) [restand]

(11 frame advancing mid) b12~db2, RUN~121, 21u4, 4~db2, RUN~123~bd3 (41%) [restand]

{easy} (overhead} f3~db2, RUN~33, 212, 212~db2, b12~bd3 (37%) [restand]

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

{easy} (low) d+f1~db2, RUN~33, 212, 212~db2, b12~db3 (35%) [restand] <N.B. cancel after second hit of d+f1>

(low) d+f1~db2, RUN~121, 21u4, 4~db2, RUN~123~bd3 (40%) [restand] <N.B. cancel after second hit of d+f1>


(6 frame punish) 242, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3 (45%) [restand] <N.B. use 21u4 as a starter instead of 242 for 1% less but much easier execution>

(armour breaking move) f44, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3 (41%) [restand]

(high to low) b212d1+2~db2, RUN~4, 21u4, 4~db2, RUN~123~bd3 (42%) [restand]

(neutral jump punch) nj2, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3 (43%) [restand]

(jump in kick) ji4~bf1, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3 (43%) [restand]

METER



(11 frame advancing mid) b12~db2, RUN~121, 21u4, 4~db2, RUN~123~bd3(ex) (43%) [restand+vortex]

{easy} (overhead} f3~db2, RUN~33, 212, 212~db2, b12~bd3(ex) (39%) [restand+vortex]

(overhead) f3~db2, RUN~121, 21u4, 4~db2, RUN~123~d3b(ex) (44%) [restand+vortex]

{easy} (low) d+f1~db2, RUN~33, 212, 212~db2, b12~db3 (37%) [restand] <N.B. cancel after second hit of d+f1>

(low) d+f1~db2, RUN~121, 21u4, 4~db2, RUN~123~bd3(ex) (42%) [restand+vortex] <N.B. cancel after second hit of d+f1>

(6 frame punish) 242, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3(ex) (46%) [restand+vortex] <N.B. use 21u4 as a starter instead of 242 for 1% less but much easier execution>

(armour breaking move) f44, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3(ex) (42%) [restand+vortex]

high to low) b212d1+2~db2, RUN~4, 21u4, 4~db2, RUN~123~bd3(ex) (43%) [restand+vortex]

(neutral jump punch) nj2, f33, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3(ex) (44%) [restand+vortex]

(jump in kick) ji4~bf1, 21u4, 4~db2, RUN~4~db2, RUN~123~bd3(44%) [restand+vortex]

N.B. For any of Cassie's combos ending in bd3(ex), she can chose to spend another bar and get a 12% blockstring [ji2~b212d+1+2~bf1(ex)], essentially adding 12% to the damage of each combo at the cost of 1 bar.


BRAWLER

METERLESS

(11 frame advancing mid) b12~db2, RUN~121, 212, 123~db2, RUN~24~bf3 (41%)

(overhead) f3~db2, RUN~121, 212, 123~db2, RUN~24~bf3(42%)

(low) d+f1~db2, RUN~121, 212, 123~db2, RUN~24~bf3 (40%)

(6 frame punish)242, f33, 212, 123~db2, ji3, 24~bf3 (42%)

(armour breaking move) f44, 121, 212, 4~db2, RUN~123~db2, RUN~24~bf3 (41%)

(neutral jump punch) njp, f33, 212, 123~db2, ji3~24~bf3 (40%)


METER
(jump in kick) ji4~THRW+d(MB), f24~db2, RUN~f24~db2, RUN~123~bf3 (44%)
 
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Fergus

Like Father, Like Daughter
Guys, don't forget when you're listing combos to list the character you have done it on. There may be character specific combos that we have to deal with.
 

LionHeart

Whisper within a sigh
@Pan1cMode Can you combo off of d1 though?

Also, did you mean 242 instead of 232?

If so, try 242 f21~db2 RUN 33 bf3. [BRAWLER]

Can't remember dmg off the top of my head. Should be 32%??

I've been doing 242, f21~db2 , RUN, 11, 123~bf3 in the corner for 34% I think? [BRAWLER].

Have some combo ideas I'm gonna try as soon as I get home :)

F2,1 should give you some ideas tho....
 

Pan1cMode

AUS FGC represent!
@Pan1cMode Can you combo off of d1 though?

Also, did you mean 242 instead of 232?

If so, try 242 f21~db2 RUN 33 bf3. [BRAWLER]

Can't remember dmg off the top of my head. Should be 32%??

I've been doing 242, f21~db2 , RUN, 11, 123~bf3 in the corner for 34% I think? [BRAWLER].

Have some combo ideas I'm gonna try as soon as I get home :)

F2,1 should give you some ideas tho....
Yes don't know why I wrote 232 ._.

I'll have to try that combo out :)

And yup it is 32% :)

I actually just started using 33 instead of the first b12. 34%. But I didn't know you could cancel the low gun shot. That's stupid
242, nj2, 33, 33~db2, b1~db2, b1~bf3 (36%)
 
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Exar0s

Cassie Cage <3
Just playing around I found this corner combo I like. It doesn't do as much damage but the execution is much easier.

Brawler/Corner
242 11 11 24~DB2 (run or walk in) 11~BF3 (31%)
 

Shady

Noob
Playing Hollywood I find that 242 is not really viable for pressure situations on block. Sure, give up the damage, but I'd rather have advantage situations for more mix-ups. The way I see Cassie now, she's not really about high damage, but more about pressure and constantly being on you.

My corner go to right now is.

B12 ~ DB2 ~ Run ~ 212 ~ DB2 ~ F21 ~ Nut Cracker. Does about 30% and gets you a standing reset.

For extra 4%, swag and unsafe starter.

242 ~ NjP ~ Jumping 3 ~ 4 ~ DB2 ~ Run ~ 11 ~ 212 ~ Nut Cracker.

Mid Screen perssure situations.

F44 ~ NJP ~ Run ~ 1 ~ 12 ~ DB2 ~ Run ~ B12 ~ Nut Cracker
B12 ~ DB2 ~ Run ~ B12 ~ Nutcracker

Don't remember %s, but none of those mid screen go over 26%.
 

Pan1cMode

AUS FGC represent!
Playing Hollywood I find that 242 is not really viable for pressure situations on block. Sure, give up the damage, but I'd rather have advantage situations for more mix-ups. The way I see Cassie now, she's not really about high damage, but more about pressure and constantly being on you.

My corner go to right now is.

B12 ~ DB2 ~ Run ~ 212 ~ DB2 ~ F21 ~ Nut Cracker. Does about 30% and gets you a standing reset.

For extra 4%, swag and unsafe starter.

242 ~ NjP ~ Jumping 3 ~ 4 ~ DB2 ~ Run ~ 11 ~ 212 ~ Nut Cracker.

Mid Screen perssure situations.

F44 ~ NJP ~ Run ~ 1 ~ 12 ~ DB2 ~ Run ~ B12 ~ Nut Cracker
B12 ~ DB2 ~ Run ~ B12 ~ Nutcracker

Don't remember %s, but none of those mid screen go over 26%.
For Hollywood corner combo, this one does 2% extra:

b12~db2, RUN~33, 11, 11, 112~db2, b1~db3 (32%) [restand]
 

Sajam

Nightwing In Retirement
Posted these in the other thread, but corner combos:

B12 xx db2 run 4 212 212 xx db2 b1 xx (depending on the variation you can do nut punch, missile setups, or command throw ender)
 

AK XEN0M0RPH

The lift is strong in this one
Here is the highest Ive gotten in corners with Hollywood:

Mid starter:
242, NJ2, 33, 33, DB2, B12, DB2, B1, BD3 (36%)

Low Starter:
DF1, DB2, Run, 33, 33, DB2, B12, BD3 (32%)

Overhead Starter:
F3, DB2, Run, 33, 33, DB2, B12, BD3 (34%)

These all end in nut punch for the standing reset and frame advantage. And youre always left close enough to choose low or over head.
 

LionHeart

Whisper within a sigh
Posted these in the other thread, but corner combos:

B12 xx db2 run 4 212 212 xx db2 b1 xx (depending on the variation you can do nut punch, missile setups, or command throw ender)
That's really good.

For reference, I found that you can use f24 starter which is -1 on block and on hit, confirm in to the following:
JIP, f24 xx db2 RUN 3 212 212 xx db2 b12 xx bf3 for a whooping 40% meter less combo (knock down) or end in (kinda tight) f2,1+3 for 37% standing reset.

I only play brawler BTW.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Here are my day 1 findings (well, hour 3 haha). Please post whatever you have to keep things up to date. More to come soon.

MIDSCREEN

BRAWLER


METERLESS:

(10 frame advancing mid) b12~db2, RUN~b12~bf3 (25%)

(Low) d+f1~db2, RUN~b12~bf3 (23%)

(Overhead) f3~db2, RUN~b12~bf3 (25%)

242, f21~db2, RUN~33~bf3 (32%)
242, b12~db2, RUN~f21+3 (28%) [restand]

b212~db2, RUN~b21~bf3 (26%)



HOLLYWOOD

METERLESS

(10 frame advancing mid) b12~db2, RUN~b12~bd3 (23%) [restand]

(Low) d+f1~db2, RUN~b12~df3 (21%) [restand]

(Overhead) f3~db2, RUN~b12~bd3 (23%) [restand]

242, f21~db2, RUN~b12~bd3 (30%) [restand]

b212~db2, RUN~b12~bd3 (24%) [restand]



CORNER

HOLLYWOOD

METERLESS

b12~db2, RUN~33, 11, 11, 112~db2, b1~db3 (32%) [restand]

242, nj2, 33, 33~db2, b1~db2, b1~bf3 (36%) [restand]
I love your threads Pan1c, glad it looks like we might be playing the same character again!
 

Sajam

Nightwing In Retirement
Alright so I'm gonna update the damage totals for corner combos starting with b12 since it goes ridiculously far and is hit confirmable/safe on block:

b12 xx db2 run 4 212 212 xx db2 b12 xx (ender choice goes here)

Nut Kracker: 37% (mb is 39%)
Take down: 38%
Bow Breaker: 38%

Starting the combo with different strings/confirms will lead to slightly more/less damage but that's the most consistent and highest damage way to get corner damage off of a db2 confirm I'm found so far.

242 starter: 242 njp 4 212 212 db3 run 4 xx db2 b1:

Nut Kracker: 39% (mb is 41%)
Take down: 40%
 

MadPropz101

"I still got it...but not much of it"
35% ML Corner Combo (Hollywood)


Messing around with Cassie on the first day of release, more videos to come!
 
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Laziman5898

"Cassie , D'vorah , Jacqui and Tanya are killers"
O
36% Hollywood corner combo, I found this a little easier to execute than the ones posted above

Nice vid but I'm pretty sure that your opponent can d1 you if do that correct me if I'm wrong