Combo List - Cassie Cage Cassie Cage Combo Thread

Discussion in 'Cassie Cage' started by Pan1cMode, Apr 14, 2015.

Loading...
  1. Pan1cMode

    Pan1cMode AUS FGC represent!
    Premium Supporter

    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%)
     
    #1
    Last edited: Jun 9, 2015
    RyuuJin882, Dinosaur, n1kosh and 17 others like this.
  2. Holy shit, that damage :eek:
     
    #2
  3. AK XEN0M0RPH

    AK XEN0M0RPH The lift is strong in this one

    In the corner :
    232, NJ2, b12, db2, b12, db2, b1, bd3 (33%) meterless
     
    #3
  4. Pan1cMode

    Pan1cMode AUS FGC represent!
    Premium Supporter

    If you sub out the first b12 for 3, you get 1% more for no increase in execution.
     
    #4
  5. Fergus

    Fergus Psychotic Beauty

    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.
     
    #5
  6. AK XEN0M0RPH

    AK XEN0M0RPH The lift is strong in this one

    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
     
    #6
  7. LionHeart

    LionHeart Whisper within a sigh

    PSN:
    Parrr85
    Steam:
    LionHeartP
    @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....
     
    #7
    Pan1cMode likes this.
  8. Pan1cMode

    Pan1cMode AUS FGC represent!
    Premium Supporter

    Yes don't know why I wrote 232 ._.

    I'll have to try that combo out :)

    And yup it is 32% :)

    242, nj2, 33, 33~db2, b1~db2, b1~bf3 (36%)
     
    #8
    Last edited: Apr 14, 2015
  9. Exar0s

    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%)
     
    #9
  10. Shady

    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%.
     
    #10
  11. Pan1cMode

    Pan1cMode AUS FGC represent!
    Premium Supporter

    For Hollywood corner combo, this one does 2% extra:

    b12~db2, RUN~33, 11, 11, 112~db2, b1~db3 (32%) [restand]
     
    #11
    Hollywood DMS and Shady like this.
  12. Sajam

    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)
     
    #12
    LionHeart likes this.
  13. AK XEN0M0RPH

    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.
     
    #13
    Hollywood DMS and Pan1cMode like this.
  14. LionHeart

    LionHeart Whisper within a sigh

    PSN:
    Parrr85
    Steam:
    LionHeartP
    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.
     
    #14
    AK L0rdoftheFLY and Laziman5898 like this.
  15. Laziman5898

    Laziman5898 "Cassie , D'vorah , Jacqui and Tanya are killers"

    Niceeeee , I found 33% in brawler meter less

    2,4,2 - f2,4 - db2 - RUN -f2,4 , bf4
     
    #15
    Pan1cMode likes this.
  16. RiBBz22

    RiBBz22 TYM's Confirmed Prophet/Time-Traveler
    Premium Supporter

    PSN:
    RiBBz22
    Steam:
    RiBBz22
    I love your threads Pan1c, glad it looks like we might be playing the same character again!
     
    #16
    Pan1cMode likes this.
  17. Sajam

    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%
     
    #17
  18. redeyes

    redeyes Button Masher

    nothing good mid screen?
     
    #18
  19. Sajam

    Sajam Nightwing In Retirement

    B12/ whatever starter xx db2, run into 12 b12 into whatever ender.
     
    #19
  20. MadPropz101

    MadPropz101 "I still got it...but not much of it"

    PSN:
    MadPropz101
    Steam:
    MadPropz101
    35% ML Corner Combo (Hollywood)

    Messing around with Cassie on the first day of release, more videos to come!
     
    #20
    Last edited: Apr 14, 2015
    Laziman5898 likes this.
  21. Jerds

    Jerds Noob

    36% Hollywood corner combo, I found this a little easier to execute than the ones posted above

     
    #21
  22. Laziman5898

    Laziman5898 "Cassie , D'vorah , Jacqui and Tanya are killers"

    O
    Nice vid but I'm pretty sure that your opponent can d1 you if do that correct me if I'm wrong
     
    #22
  23. Jerds

    Jerds Noob

    Yeah they can, the nut punch leaves you at +3. I believe if you meter burn it they're forced to block the f3/d+f1 mixup though
     
    #23
  24. PPJ

    PPJ ()
    NetherRealm Studios

    reserved
     
    #24
  25. Laziman5898

    Laziman5898 "Cassie , D'vorah , Jacqui and Tanya are killers"

    Ohhh okay so what does the MB nut punch leave you at then ?
     
    #25

Share This Page