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%)