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Guide - Cassie Cage Beginner's Guide/FAQ to Cassie Cage - Run Combos, Which Variation, and More!

Pan1cMode

AUS FGC represent!
So the ~4 got made less safe then.
It got made 10 more frames negative. From +2 to -8.

There is literally 0 reason to use this string ever now, don't know why NRS thought it would be a good idea to completely destroy all it's utility.
 

GLoRToR

Positive Poster!
It got made 10 more frames negative. From +2 to -8.

There is literally 0 reason to use this string ever now, don't know why NRS thought it would be a good idea to completely destroy all it's utility.
Let's whine profusely about it, maybe they'll change it back and nerf something else like, give cartwheel -20 recovery so it can't be combodedad anymore. #dogface
 

delbuster

hungry
updated guide to reflect changes. specops is now definitely the best. hollywood is aight, it's got instant air guns (and those were nerfed too lol). brawler lost an air convert i heard? oh well.
 
After playing around with Cassie for a few days, I've found myself thinking that Brawler is the better option for those players with less-than-great execution. There are several combos that are less dependent on run cancelling (see below), but do a reasonable amount of damage. The downside is that they don't combo off her overheads and lows.

Even so, for a beginner, learning Brawler could be a good entry point, as the lower execution threshold will allow players to learn her basic game plan, net some wins, and once their execution reaches the point where they can perform run combos consistently, they can transistion to Spec Ops and Hollywood.

Brawler low execution combos

d+f1 xx bf3 17%

jump in 3-air throw 12%

jump in 3-EX air throw-b12-bf3 30%

jump in 2- 242- f2-throw- 25% (22% without jump in)

b12-bf3- 18%

212-b12-bf3-25% (approx. I'm adding this after remembering it from last night, but I might be mistaken.)

Personal aside: I love playing Cassie. The salt is real!
 
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Run up B4 to combo into missile,
This should be front and centre acknowledged as THE optimal
Ex Missile set play. Its a hard-to-blockable that's safe on block and leads to an easy 30+% no meter damage mid screen combo (that can be looped into another Ex missile). Furthermore you can mix it up with run,crouch block, since the timing to block a low-overhead hard-to-blockable is different from blocking a raw overhead (due to block stop).

This option is waaaay better than all the other follow ups to Ex Missile that I've seen so far:

- Run forward d3 or d4 doesn't combo, and gets countered by stand blocking all the way)

- Run forward df+1 or b212 are very inconsistent in terms of the combo follow ups that are possible due to the finicky interaction they have with the missile pop up

- Run forward wait for them to block then either f3 or df+1 isn't confirmable. If you to confirm that they blocked it, they can Ex armour through your mix up. If you don't confirm that they blocked it... like I said earlier, poor interaction with the missile pop up on hit.

So unless I'm missing something, there's really no reason to mess with other set plays. Ex Missile, run, b4 is the truth.
 
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delbuster

hungry
b4 is not the best one but it is part of the 50/50 which is b4-then-exmissile or exmissile-then-d+f+1 (have to cancel into flip on first low hit tho)

b212 is very good because it is really hard to see if it hits first or second and you CAN consistently convert by canceling to flip on the low hit

and then ex missile + f33 is pretty much unstoppable but will rarely give you a convert.
 
hey guys im new to cassie(hollywood) my cassie is now a week old and i have a couple questions. 1. What do I do in the raiden match up? I cant seem to really poke at him and he just has the freedom to do what he wants. 2. What are her practical bnbs? I have trouble after the nut punch trying to keep the pressure and im just looking for tips to improve my game. Any advice is appreciated. Thanks
 

delbuster

hungry
raiden matchup: poke with f2 and d4/d3, if close use 212 or 24 and confirm hit into 242, and whiff punish with b1. bait reversals. punish his ex shocker grab with b1. can't punish his ex explodey blast.

practical bnbs are in the combo thread

non ex nut punch is only +3 on hit. you get a free d3 check; it will beat whatever they try to do, but if they block it, it is their turn.
if they don't want to press anything because they want to block d3 to make it their turn, then it is your turn to do f3 as a mixup. if they try mashing though, they will beat it.
finally, sometimes they will armor, and your best bet is to block. but you may have some strings that will armor break if they have slow armor moves.

ex nut punch is an entirely different story, it's like +50 you can do anything.
 

LionHeart

Whisper within a sigh
raiden matchup: poke with f2 and d4/d3, if close use 212 or 24 and confirm hit into 242, and whiff punish with b1. bait reversals. punish his ex shocker grab with b1. can't punish his ex explodey blast.
Well, actually you can, on a read. It can be neutral ducked since it hits high. Massive read/balls required tho.
 

EntropicByDesign

It's all so very confusing.
Great writeup, very very helpful. The explanation on the run cancels was beyond valuable. I dunno if its just me or I have some personal issue with it but after an hour of straight practice I'm landing the cartwheel run b21 nutpunch (not worrying about openers yet just working on the difficult section of the string first) about 2/10 tries. If I just concentrate on cartwheel run b21 I'm closer to 5-7 out a 10.

Interestingly enough, I can't seem to whiff the b21 unless I'm way too slow. No matter how fast I input after I buffer the run the b1 will hit and if the b1 hits, at least so far, the rest of the string will follow. Anyone else seeing this?

I play on PC, I don't know if that matters. Does the console version run at 60 or 30fps? Wonder if that would matter.
 
take more time to press back before 1 i suppose. you've got a lenient amount of time after the run.
You're right, that does help. Admittedly I only get the b12 db2 run b12 bf3 (brawler) combo 1-2/10 times I try, but I guess that's what training mode's for. Are you supposed to input "forward forward block" at the very beginner of the flip kick or near the end? It only seems to work when I input it near the very end of the move, but I'm probably messing something up.
 

Reauxbot

You think you bad? You aint bad.
Complete fucking noob question.
Someones gonna have to define what a "read" actually means. Im sitting here thinking it's watching to see if it's your opponent is gonna fuck up or watch for a fireball.
Then im told its mostly just based on his behavior and patterns. But that sounds like guessing. If he keeps waking up and then all of the sudden stops and so a countermove for it based on a "read" i guessed.
 

Pan1cMode

AUS FGC represent!
Complete fucking noob question.
Someones gonna have to define what a "read" actually means. Im sitting here thinking it's watching to see if it's your opponent is gonna fuck up or watch for a fireball.
Then im told its mostly just based on his behavior and patterns. But that sounds like guessing. If he keeps waking up and then all of the sudden stops and so a countermove for it based on a "read" i guessed.
A read is a calculated guess.

If your opponent pattern plays and you punish them for it, you're 'reading' their moves. It gets harder at high level play when they know that you know that they might wanna wakeup, etc. That's where all the mindgames (yomi) come in.
 
An easy example is playing against someone like scorpion who has a good teleport. If you keep distance, the chance of them trying to close it with a tele usually gets higher, so based on that you can try and guess when they'll use it so you can block and punish.